oric Instruments GmbH 2016
n.com
EYE TRACKING POWERED
HANDS-FREE INTERACTION
AND PERSONALIZATION
Tom Sengelaub – AWE 2016
1
oric Instruments GmbH 2016
n.com
Eye tracking is the perfect way to measure
attention
2
oric Instruments GmbH 2016
n.com
Eye tracking is almost as old as VR
3
oric Instruments GmbH 2016
n.com
Components cost are in the single
dollars
4
oric Instruments GmbH 2016
n.com
At the beginning of every success stands a
problem
5
Hands free interaction
Personalization
Input swamp
Information overflow
oric Instruments GmbH 2016
n.com
At the beginning of every success stands a
problem
6
Hands free interaction
Personalization
Input swamp
Information overflow
oric Instruments GmbH 2016
n.com
IPD has the biggest influence on the
projection
 IPD / eye relief is used to position the virtual
cameras
oric Instruments GmbH 2016
n.com
Wrong IPD will break proportions
 Too large IPD will let objects appear closer
and smaller than they actually are intended
oric Instruments GmbH 2016
n.com
Wrong IPD will break proportions
 Too small IPD will let objects appear farther
and larger than they actually are intended
oric Instruments GmbH 2016
n.com
At the beginning of every success stands a
problem
10
Hands free interaction
Personalization
Input swamp
Information overflow
oric Instruments GmbH 2016
n.com
Information on demand instead of just
information
11
Screenshot "Hyper Reality"/Keiichi Matsuda
oric Instruments GmbH 2016
n.com
At the beginning of every success stands a
problem
12
Hands free interaction
Personalization
Input swamp
Information overflow
oric Instruments GmbH 2016
n.com
Pick by vision – eye tracking boosts efficiency
13
oric Instruments GmbH 2016
n.com
Eye tracking will power consumer AR
 Automatic display calibration assures best
possible illusion
 Information presentation on demand and
just in time
 Gaze interaction makes AR more
accessible, barrier free and truly handsfree
 User aware scene processing mimizes
false positives and speeds up processing
14
oric Instruments GmbH 2016
n.com
15
tom.sengelaub@smi.de

Tom Sengelaub (SensoMotoric) EyeTracking Powered Hands-free Interaction & Personalization

  • 1.
    oric Instruments GmbH2016 n.com EYE TRACKING POWERED HANDS-FREE INTERACTION AND PERSONALIZATION Tom Sengelaub – AWE 2016 1
  • 2.
    oric Instruments GmbH2016 n.com Eye tracking is the perfect way to measure attention 2
  • 3.
    oric Instruments GmbH2016 n.com Eye tracking is almost as old as VR 3
  • 4.
    oric Instruments GmbH2016 n.com Components cost are in the single dollars 4
  • 5.
    oric Instruments GmbH2016 n.com At the beginning of every success stands a problem 5 Hands free interaction Personalization Input swamp Information overflow
  • 6.
    oric Instruments GmbH2016 n.com At the beginning of every success stands a problem 6 Hands free interaction Personalization Input swamp Information overflow
  • 7.
    oric Instruments GmbH2016 n.com IPD has the biggest influence on the projection  IPD / eye relief is used to position the virtual cameras
  • 8.
    oric Instruments GmbH2016 n.com Wrong IPD will break proportions  Too large IPD will let objects appear closer and smaller than they actually are intended
  • 9.
    oric Instruments GmbH2016 n.com Wrong IPD will break proportions  Too small IPD will let objects appear farther and larger than they actually are intended
  • 10.
    oric Instruments GmbH2016 n.com At the beginning of every success stands a problem 10 Hands free interaction Personalization Input swamp Information overflow
  • 11.
    oric Instruments GmbH2016 n.com Information on demand instead of just information 11 Screenshot "Hyper Reality"/Keiichi Matsuda
  • 12.
    oric Instruments GmbH2016 n.com At the beginning of every success stands a problem 12 Hands free interaction Personalization Input swamp Information overflow
  • 13.
    oric Instruments GmbH2016 n.com Pick by vision – eye tracking boosts efficiency 13
  • 14.
    oric Instruments GmbH2016 n.com Eye tracking will power consumer AR  Automatic display calibration assures best possible illusion  Information presentation on demand and just in time  Gaze interaction makes AR more accessible, barrier free and truly handsfree  User aware scene processing mimizes false positives and speeds up processing 14
  • 15.
    oric Instruments GmbH2016 n.com 15 tom.sengelaub@smi.de

Editor's Notes

  • #2 How many of you have ever used an eye tracker? Today I want to explore together with you what it will be like to take eye tracking out of the Lab and to utilize it in the technology we all love. Imagine the feeling when game character will start knowing that you are looking at them, knowing that it has your attention or even is aware of what you are feeling - it will be as mind blowing as using VR for the very first time. The crusial component for that is eye tracking.
  • #3 Eye tracking is about measuring the movement and characteristics of the eye in order to extract information like: Point of gaze Eye position These features are used to derive higher level information: Attention Emotions Cognitive workload
  • #4 AR is almost as old as eye tracking and had the same crude beginnings. For both technologies it took many years of research and miniturization of components to allow us to get to the point where we are now.
  • #5 The hardware required for eye tracking is simple – 1 camera per eye and a little bit of illumination - All the magic happens in software. It might seem as an easy problem to solve, a wide variety of of papers exist which describe basic apporaches how to track a users gaze. Making it work with everyone was the challenge and thats where most of our work went into – the key component for every trascking and interaction technology is robustness. If it doesn‘t work with everyone, and if it doesn‘t do it always and reproducible, the technology will not be accepted by users. After figuring out the technology, thats where the fun part starts – using it to create a better user experience.
  • #8 There are two major depth cues for the eye Accomoedation Vergence Due to the optical design of current gen HMD‘s the focal plane is always fixed – so the only way to create a depth cue is vergence.
  • #14 Gaze is used as a filter for the whole system Makes processing faster – we only after analyse a small part of the world