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In computing, eye tracking helps lay the groundwork for a revolution in human-to-machine relationships by allowing the control centers to “talk” to each other without manual inputs, such as buttons, controllers, or a mouse. It could be the beginning of a truly immersive virtual experience. How Eye Tracking Supports Immersion.
There are multiple initiatives across the VR industry attempting to provide the most immersive and involving social experience the platform can provide. Creators like Avi Shapiro of USC’s Institute for Creative Technologies are even working on ways to bring realistic avatars into VR content to enhance the immersion that much more.
When the UK-based VR studio, Rewind, asked me if I wanted to come and see a demo of its eye-tracking tech demo for the upcoming FOVE 0 headset, I was intrigued. At this point it’s important to note I’m not here to assess the FOVE itself; we’ll be doing that later on. So how did this unexpected partnership come about?
Being able to snap high-tech pieces onto an already decidedly ‘next gen’ package, which has been shown to deliver a highly immersive 200 degree FOV and a massive uptick in resolution over current consumer headsets, is a genuinely interesting prospect to say the least. Knuckle-style controller w/ trackpad. The Final Tally.
According to The Eye Tribe’s website, its technology, allows “eye control for consumer devices that enables simplified and enhanced user experiences. The Eye Tribe intends to become the leading provider of eye control technology by licensing to vendors in the consumer technology industry.”
He works at FOVE which is making a VR headset with eye-tracking, but wanted to speak to me on his own behalf about some of the deeper philosophical questions and conceptual frameworks around the types of intimate data that will become available to VR headsets. What type of transparency and controls should users expect from companies?
The following year at CES 2014, Oculus had to share the immersive technology limelight with a slew of new startups who had appeared in the wake of Oculus’ success. Built atop an open source set of APIs, the platform was a refreshing take on how to deliver immersive technology. Oculus’ Pre-DK1 Prototype, shown at CES 2013.
Haptics aren’t something HoloLens 2 can do; there isn’t a controller, or included haptic glove, so immersion is driven entirely by the headset’s visuals and positional audio. Image courtesy Microsoft.
You can enjoy the full audio recording below: Episode 28 of the VRScout Report, we got new 360 toys on iOS, Hololens is helping elevator technicians, VR might help you control your dreams, Apple CEO Tim Cook on augmented reality, VR/AR industry funding wrapup, and more… iOS NOW CAN TAKE 360 PHOTOS WITH GOOGLE CARDBOARD CAMERA, TOO.
Side note that AR will be much bigger than VR, in both the diversity of use cases and market size (analysts predict $30B for VR versus $90B for AR by 2020), but I still believe that most homes will have a dedicated VR space for total immersion. Control options. Our future VR setups won’t need controllers. Body movement.
External tracking devices, cameras, and advanced controllers allow for high-end experiences and get the most out of what’s currently possible in VR. Motion Controller. Vive Controller. Gear VR Controller. Daydream Controller. Motion Controller. Vive Controller. Motion Controller.
External tracking devices, cameras, and advanced controllers allow for high-end experiences and get the most out of what’s currently possible in VR. Motion Controller. Vive Controller. Gear VR Controller. Daydream Controller. Motion Controller. Vive Controller. Motion Controller.
The system determines your body pose, and you can move through an environment just by leaning where you want to move, similar to the way you lean to control a hoverboard. The patent shows a smartphone head-mounted display that can read a person’s movements as well as track hand movements. POSITIONAL TRACKING FOR MOBILE VR: THE ‘ZED’ CAMERA.
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