Re:Eye-tracking is a missing input device for VR experiences
by psychstudio on Sunday October 02, 2022 @08:06AM
(#33055194)
I used to work in eeg and eye tracking software (for neuro-motor rehabilitation and control of robotic arms). Using gaze for fine control is very difficult and terribly unnatural due to saccades and general scene scanning. One easy way to demonstrate how difficult it is is to have a cursor appear at the point of gaze. You're vision "chases" the cursor away from your target like it does a floater. Controlling anything directly with gaze is very very hard.
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Re:Eye-tracking is a missing input device for VR experiences
by jcims on Sunday October 02, 2022 @10:41AM
(#33056233)
I always find it odd how smoothly the eye can track something but voluntary movement is herky jerky.
Re:Eye-tracking is a missing input device for VR experiences
by formerly_proven on Sunday October 02, 2022 @11:50AM
(#33056988)
Ah you see these are different “hardware features”
Re:Eye-tracking is a missing input device for VR experiences
by MichaelCollins on Sunday October 02, 2022 @12:14PM
(#33057249)
> One easy way to demonstrate how difficult it is is to have a cursor appear at the point of gaze. You're vision "chases" the cursor away from your target like it does a floater.
That sounds like a slight miscalibration of the eye tracker. Assuming perfect eye control, if the tracker estimates your gaze slightly incorrectly then the cursor will always move away when you try to look at it.
Re:Eye-tracking is a missing input device for VR experiences
by brtkdotse on Sunday October 02, 2022 @01:12PM
(#33057933)
> Assuming perfect eye control
No such thing. The eye does constant micro movements and the brain filters this out. You can compensate for this in software but it lowers the target accuracy.