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The eye tracking part was pretty radical. I mean, it's starting to get into VR headsets but just for focusing the processing power to an area. Not specific UI i
by wuliwong 7y ago
The eye tracking part was pretty radical. I mean, it's starting to get into VR headsets but just for focusing the processing power to an area. Not specific UI interactions like this person posed. That seemed pretty novel to me.
- rjvs 7y agoThere are lots of UI interactions in AR/VR based on gaze. It’s a top-tier paradigm in Hololens, for example. Personally I find it annoying; I want to concentrate on the content not some button or action zone. Part of the problem is that our eyes don’t work the way we like to imagine, they skip around and look at lots of different things and our brains then synthesise a gestalt view. There is a tendency for our eyes to be pointing more at the things that interest us but not _specifically_, eg at the keyboard, not at a key. I think it is possible to use gaze as a secondary input in a UI and would love to hear examples of where it has been done because I haven’t seen any yet.
- maxerickson 7y agoMy phone (Moto G7) uses gaze tracking to decide not to go to sleep. Not a real important input, but there you go.
- numpad0 7y agoYou need gaze tracking when you've got more than 2 displays. When your consciousness thinks the pointer arrow is around the content you intend to interact and your eyesight can't pick it up because it is actually 1920px away to your side it starts to feel confusing than just frustrating.