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quest pro eye tracking data accuracy?

ohadcn
Honored Guest

Hey

I'm want to run some psychological experiments using eye tracking data from Oculus pro and a Unity3d scene.

I read the data using

OVRPlugin.GetEyeGazesState

method as described in this response.

Looking into the data - I've noticed that all data samples (from different people, on the same headset) are all having the same eye distance ( (leftEyePosition - rightEyePosition).magnitude is always 0.065m or 65mm, for all the people)

I tried to change lenses distance (physically as instructed in headset fit adjustments) and run eye tracking calibration - but yet in all my data eye distance is 65mm.

Is this kind of data cleansing done by OVRPlugin? Someone else in the forum noticed this behavior? or checked the data and got different distance?

4 REPLIES 4

VrDevMV
Protege

Hi,

from our own experience, the eye position acquired from the OpenXR API isn't reliable at all. We decided not to use it. However, the eye gaze direction gives a really accurate result.

We conducted an experiment on ~45 different users and the data gathered from the eye gaze vectors can be seen here :

newmob_scenario_1_point_cloud_01.pngnewmob_scenario_1_point_cloud_02.pngnewmob_scenario_1_point_cloud_04.pngnewmob_scenario_1_point_cloud_06.pngnewmob_scenario_1_point_cloud_10.png

Is there anything you can provide with how you implemented this in Unity? I am using some eye tracking metrics for my master's thesis!

How to implement the data visualization @VrDevMV done or how to implement eye tracking?