Home Forums Unity SDK Interpreting the Tobii HTC Vive eye tracking data

This topic contains 3 replies, has 3 voices, and was last updated by  Grant [Tobii] 2 weeks ago.

Viewing 4 posts - 1 through 4 (of 4 total)
  • Author
    Posts
  • #11837

    Zoltan Nadasdy
    Participant

    Could someone help interpreting these data types that the SDK generates during eye tracking?
    The HDM is clear, it references the data relative to a head centered coordinate system.
    However, not sure what Left eye Gaze direction and GazeRayWorld represent?

    -Left
    *Gaze Direction
    *Gaze Origin
    *GazeRayWorld
    ~Origin
    ~Direction

    -Right
    *Gaze Direction
    *Gaze Origin
    *GazeRayWorld
    ~Origin
    ~Direction

    -CombinedGazeRayWorld
    *Direction
    *Origin

    -LeftEye
    *Unitvector
    *PositionInHMDCoordinates

    -RightEye
    *Unitvector
    *PositionInHMDCoordinates

    #11844

    Grant [Tobii]
    Moderator

    Hi @znadasdy can you kindly confirm exactly which SDK you are using?

    The Unity SDK as designed for the HTC Vive has documentation which describes the various data types @ https://vr.tobii.com/sdk/develop/unity/documentation/api-reference/ such as:

    GazeRay – a Unity Object containing 3 values of origin (3d vector for gaze point of origin), direction (3d vector describing gaze direction) and validity

    But a number of the types you references are not aligned with this SDK, so further details would be very useful, thanks!

    #11967

    Amit
    Participant

    Following is a sample output from the Tobii Pro SDK Prefabs used with Unity (http://developer.tobiipro.com/unity/unity-sdk-reference-guide.html)
    #Unity Data
    GazeDirection Value=”(-0.05267334, 0.01541138, 0.99848940)” Valid=”True” />
    <GazeOrigin Value=”(-0.03057870, 0.00478235, -0.04329382)” Valid=”True” />
    <PupilDiameter Value=”0.00168019″ Valid=”True” />
    <GazeRayWorld Origin=”(-0.40116220, 1.04663500, -0.38193990)” Direction=”(0.24876200, 0.05519217, 0.96699090)” Valid=”True” /

    #Raw Data
    <GazeDirection UnitVector=”(0.05267334, 0.01541138, 0.99848940)” Validity=”Valid” />
    <GazeOrigin PositionInHMDCoordinates=”(30.57870000, 4.78234900, -43.29382000)” Validity=”Valid” />
    <Pupil PupilDiameter=”1.68019100″ Validity=”Valid” />
    PupilPosition PositionInTrackingArea=”(0.55140850, 0.63337760)” Validity=”Valid” />

    Which one of these can be used to 1) determine head orientation of the user wearing the HMD and 2) Screen co-ordinates where the user is looking in a Skybox playing 360 degree video?

    I forgot to mention this part of the output:
    <Pose Position=”(-0.26140150, 0.93376760, 0.11820720)” Rotation=”(0.00575974, 0.11311300, -0.00657768, 0.99354370)” Valid=”True” />

    • This reply was modified 2 weeks, 1 day ago by  Amit.
    • This reply was modified 2 weeks, 1 day ago by  Amit.
    #11970

    Grant [Tobii]
    Moderator

    Hi @amithirway, the Tobii Pro SDK Unity Bindings is part of the Tobii Pro business department.

    This forum is intended for support with the Tobii Tech Consumer level eye trackers (4C, EyeX, HTC Vive, etc) and their associated SDK’s including the XR SDK for Unity.

    Please get in touch with Tobii Pro Support team directly @ http://www.tobiipro.com/contact/contact-support/ for an answer to your query.

    Apologies for the inconvenience and thanks for your understanding.

Viewing 4 posts - 1 through 4 (of 4 total)

You must be logged in to reply to this topic.