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eugie

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  1. Hello. I'm trying to use raycasting as extract data from the hit mesh collider. I tried using private void Update() { if (SRanipal_Eye_Framework.Status != SRanipal_Eye_Framework.FrameworkStatus.WORKING && SRanipal_Eye_Framework.Status != SRanipal_Eye_Framework.FrameworkStatus.NOT_SUPPORT) return; if (SRanipal_Eye_Framework.Instance.EnableEyeDataCallback == true && eye_callback_registered == false) { SRanipal_Eye_v2.WrapperRegisterEyeDataCallback(Marshal.GetFunctionPointerForDelegate((
  2. @luiluks No need to thank me 🙂 it is mostly from the the script written by Yu Imaoka and Andri Flury at D-HEST, ETH Zurich. (https://doi.org/10.1016/j.visres.2013.02.007) be sure to reference them if you use the script! did you update the file name every time? if the script detects a file with the same name, it would shut off. Do you have SRanipal Eye Framework prefab in your scene and enabled eye data callback & using the version 2? make an empty game object in your scene and add the script on that empty!
  3. Okay now I understand that the xyz values in the data is not xyz in unity space but rather xzy. I fixed that and now the z value shows the spherical projection. However, I still do not understand why it would only show the one sided data projection. I understand that the data is normalized to values between -1 and 1. Does it mean that it normalizes the data based on the view frame? where end of the right hand side is 1 and left end is -1? Then, if I want to see it on a 360 environment should I calculate it based on head position?
  4. Hello, I'm working on a project where I need to extract eyetracking data for watching 360 videos. The project I have right now features a sphere in Unity that projects the video within (inside out) and the camera is inside that sphere. I managed to print out the eye tracking raw data, but I'm quite lost in its interpretation. when I print out the gaze direction (xyz) data on a 3d space I get this which is strange as I turned several times while wearing the HMD, which should show the data as a 'sphere' I don't quite understand the 'normalized data' for gaze direc
  5. @bfalandays you were right! The tracking works fine now after I erased the Tobii XR SDK!! Thank you so much.
  6. Hello, I wrote a data logging script referencing the script written by Yu Imaoka and Andri Flury at D-HEST, ETH Zurich. (https://doi.org/10.1016/j.visres.2013.02.007) However, the data would not log and only the string from Data_txt() is logged onto the desired .txt file. I've been working on this for the last few weeks but I am lost in what the problem is. The unity project is a simple 360 video projection on a sphere, which runs smoothly, so I do not think it is the project problem. I would really appreciate the help. Thank you. Data output :
  7. @Corvus thank you very much! I managed to make the 360 video player within Unity, but the eye-tracker data is coming out null. When I printed out each steps, the problem seemed to be at the callback process. The eyedatacallback keeps coming back 'false'. I attached my code below. Thank you. using UnityEngine; using ViveSR.anipal.Eye; using System.Runtime.InteropServices; using UnityEngine.UI; /// <summary> /// Example usage for eye tracking callback /// Note: Callback runs on a separate thread to report at ~120hz. /// Unity is not threadsafe and cannot call
  8. Hello, I'm very new to both Vive pro EYE and development. And I wanted to extract the gaze data from audience when they watch a 360 video. Do I need to import the 360 videos in Unity? or is there another way to access the eye-tracking data? I'm sorry if the question is too vague.
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