Features and limits of Half- dome: some constructive critiques.
Current Oculus Half- dome prototype born with native flaws. The well known difficulty of comprehension and analisis of the human gaze, relevated through the eye- tracker hardware, could be not the unique issue of Half- dome. The Half- dome does not expose the type of eye tracker hardware used by Oculus developers. Yes, these informations are covered by the Industrial Secret but this secret can not cover the fact that the eye- tracker hardware involved in the Half- dome development is a mobile one. Yes, the improvements both in mechanical design and in the field of view using also the Eye- tracker is Really Interesting, and yes the Eye- tracker ist a marvellous tool for the analisis of eyes movements but it’s limits currently can not be overpassed. That is why some scientific papers have well clear ideas about this field. 1- The signal loss could afflict portable eye tracker solutions like the eye tribe one. The consequence could be the failure to reliably locate a participant’s eyes during the course of the task. 2- The eye-tracking equipment can miss eye movement when there are large field-of-view areas. 3- The eye-tracker hardware in two-dimensional fields within immediate proximity (such as when viewing a computer screen or looking at a supermarket shelf display) may be more reliable. In Oculus Half- dome we’re not talking about two- dimensional fields but certainly we’re talking about immediate proximity. 4- The portable eye- tracker hardware could be also afflicted by specific issues as the lack of accuracy of kinematics capture. 5- The difficulty to interpret the eye- tracker data like the gaze. This could lead to difficulties to analyse the possible issues that one day could Emerge from the Human- Computer Interaction, between the the user’s eye, his brain and the Oculus head- set. The consequence could be the uncertainty of management and solution of the incoming or emerging human- computer interaction issues. Especially with large fiield-of-view the eye tracker hardware could miss the eye movement. This may bring the Oculus staff to atribute some inconsistencies between the software output (what is seen by the user in the Head Set), the Half- dome head set hardware and the User’s eye. This in turn could make difficult the interpretation of the Human Computer Interaction flaws. At this moment Oculus team has revealed only a video where there are no scientific data taken from a structured video- analisis, of the the interaction between the users and the Half- Dome Head Mounted Display. There are no scientific data of the consequences of this Human Computer Interaction between Half- dome and the behaviour of the user. In conclusion there is a relatively high probability that Half- dome team and their marvellous late prototype will have to face difficult times. Certainly the lack of interaction of the Oculus staff with the freelance community of scientific collaborators will have to be changed. If the Oculus Company’s targets are to move up the new challenges of the new incoming steps of Virtual Reality, something in the management of the scientific research and development will have to be changed. We will see how they will decide to face this and which strategies they will adopt. Author: Nicolò Zago24KViews0likes0CommentsIs it possible to develop Oculus VR in Unity without Oculus hardware?
Hi, Oculus developers. Could you please help me? I am new here. Now, I want to develop Oculus VR app with Unity. But I don't have Oculus hardware. Nothing and No experience! So if it is possible to develop without hardware, please give me your advice. And if it is impossible, what is needed for Oculus VR development? Hope to hear from you. Cheers. K.5.4KViews0likes7CommentsOculus Custom Hands - Stutter
I am trying to implement custom hands, for some reason it stutters / lags. I set the frame time to 90fps which helps a bit but still way too laggy. I have searched online for a long time and can not seem to find any answer. To be more specific, it is just the hands that lag / stutter. Seems to do it more when moving or turning. The custom hands are not attached to the OVR player controller, attaching them seems to make them disappear. Can anyone explain whats going on or has the same experience? ** I have already tried setting the time settings to 1/90 which is 90 frames per second. This does not stop the jitter / stutter / lag with the hands. Thank you in advance.2.8KViews0likes9CommentsOculus screen casting in custom web application
I'm trying to create a web application (for PC) that will display the screencasting from Oculus Quest. I don't want to create any native application for oculus to catch the stream, so I tried 2 approaches: Create a webpage for Oculus with screencasting option and then using webrtc stream it to the browser on PC - but this doesn't work I cannot get the screen stream - Oculus browser (based on Android Browser) doesn't support Screen Capture API - Use Oculus Casting (this which works with oculus.com/casting or mobile Oculus application). Still, I cannot find any API documentation for that. I've tried to check how the oculus page works - it uses the webrtc under the hood, but when I tried to use the webrtc offer taken from graph.oculus.com/graphql - I get the following error: ERROR Error: Uncaught (in promise): InvalidAccessError: Failed to execute 'setRemoteDescription' on 'RTCPeerConnection': Failed to set remote offer sdp: Called with SDP without DTLS fingerprint. Error: Failed to execute 'setRemoteDescription' on 'RTCPeerConnection': Failed to set remote offer sdp: Called with SDP without DTLS fingerprint. that means that the sdp from Oculus API doesn't contain the fingerprint. I tried to find a way to disable this chrome security check using the --disable-webrtc-encryption , but it doesn't work.. Have you any other suggestions or hints?2.7KViews1like3Commentshow to enable ACCESS_FINE_LOCATION on my app
Hi, I have an app that connects to a BLE Speed Sensor, but in order to do so I need to have "android.permission.ACCESS_FINE_LOCATION" enabled. In my previous build I had it declared in my AndroidManifest.xml and was able to publish it without trouble but now the Oculus Developer Dashboard won't let me add this permission this way anymore. The alternative seems to be using Unity's Permission.RequestUserPermission(Permission.FineLocation); but this doesn't pop up any permission requests and therefore my app throws an error stating that it does not have the aforementioned permission. Is there a workaround? I've searched the internet but the only solution mentioned was downgrading the Oculus XR Plugin version, which does not seem to be an option anymore for this scenario.2.5KViews0likes1CommentCan the Login with Facebook function be used in the Oculus Quest?
I have to use the Login with Facebook function using the Facebook SDK in Unity3D. It works normally on Android phones. But in the Oculus Quest, the loading indicator is loading infinitely where the FB module should come out. Does the FB SDK work in the Oculus Quest? I want to know how to use Login with Facebook function in the Oculus Quest.2.2KViews1like4CommentsOculus SSO 404 Page not found
Hello, I'm trying to implement SSO for the web page of our quest2 game but I keep getting a Page Not Found error when I try to access https://auth.oculus.com/sso/ with my redirect uri and organization id anybody else having this issue? or what am I missing?1.9KViews0likes1CommentMy PC is not letting me view my Oculus GO files. Am I the only one?
I've tried just about everything. -Installed the new 2.0 Driver. -Reset my GO from scratch. -Installed the Samsung drivers (which was suggested in another thread). -Tried multiple cables. Am I the only dev who still can't get this figured out? I'm starting to feel dumb. (Note: My computer does indeed charge my GO. I just can't view any files.)1.8KViews0likes1CommentUser Setting: Enable / Disable Passthrough Camera For Apps
I think the decision to allow or disallow access to the tracking cameras should be a user decision. Therefore in the settings I would like to see options to enable or disable application access to the tracking cameras and the guardian system point cloud. This may require new application permission such as "Allow This Application Access to Tracking Cameras" and of course: API access to said capabilities. This would be no less of a security risk than allowing the device to access my microphone, my videos folder, my photos or my general FB account information and adding these features would enable mixed reality applications.1.7KViews2likes1Comment