Launching Eye-tracking Calibration remotely
Hi! I work for a research institute where we're planning on using Meta Quest Pro headsets to run a study involving eye-tracking. To get reliable eye-tracking data, we need to calibrate the device for each participant individually. Is there a way to do so seamlessly, without needing to take the headset off and putting it on again (to launch the calibration/study app). Is there a way to do either of these: a) Calibrate the eye-tracking within a (Unity) application itself? or b) Launch the calibration app remotely (like through an ADB command), and then launch the study app, whilst someone else (the participant) is wearing the headset? Thanks!2.9KViews5likes5CommentsQuest pro eye tracking vergence
Hi all. I finally got Eye tracking to work on my unity project (after updating my developer account on the phone app). Now I'm rendering the gaze rays from my eyes and testing eye independence and vergence. In all of my testings the vergence is nearly constant, regardless of whether I'm focusing on an object one inch or many feet away. However, gaze rays should be nearly parallel when focusing on very far away objects, and almost 90 degrees from each other when focusing on very close objects. That doesn't happen at all. The two rays are correct in that they both point in the direction my eyes were looking, but it seems Meta is not using each eye's data independently to determine the eye object rotation even though that's what the gaze script implies to be doing. My hypothesis is the algorithm uses something like a cyclops eye gaze calculation and then points both eyes towards a pre-established focal point on the cyclops ray. If that's the case then that's a problem because I'm using eye tracking precisely to discriminate between the user focusing on nearby or far away objects that may be aligned with the cyclops eye ref. I need the vergence angle for that, but it seems to be constant.3.8KViews4likes7CommentsOpenXR + Oculus SDK (Windows) ?
Hi, I have already developed a C++ app using Oculus SDK & OpenGL and would like to add eyetracking and handtracking to it (for Meta Quest Pro using Quest/Air Link). How could I process ? 1 - can I add eyetracking and handtracking extension using OpenXR without doing any rendering in it (keeping rendering done with Oculus SDK) ? 2- or must I convert the rendering process to do it via OpenXR ? I hope you can help me.1.3KViews1like0Comments