5 ms·
related on a tangent. Love pupil-labs (open source wearable eye tracker https://pupil-labs.com https://pupil-labs.com )
by kgarten 5y ago
related on a tangent. Love pupil-labs (open source wearable eye tracker https://pupil-labs.com https://pupil-labs.com )
- 0xdeadb00f 5y agoI'm so confused. What do these do? I don't see the point in wearing glasses that track your eyes... Or are these more like google glasses?
- aloer 5y agoLooks like they are made for research and the price reflects that as well (5500$). I guess they for example can be used to track test buyers to test store layouts and similar applications
- 908087 5y agoFrom what I gather, these mostly just lead us towards an even more dystopian future.
- falcor84 5y agoYup, enabling new ways to force people to watch ads </dread>
- ospzfmbbzr 5y agoReminds me of a Clockwork Orange.
- dosshell 5y agoit is mostly for behavior studies. Commonly for testing marketing but also for behavior studies in vehicles and even sport
- mattkrause 5y agoA couple of reasons. Eye trackers are an incredibly common tool for research. They're obviously useful for studying eye movements themselves. This may sound niche, but eye movements are tightly integrated with perception and attention. Eye tracking can thus tell you about the features or cues that help (say) hit a baseball, read some text, or find a tumor. Experts in a field often make different patterns of eye movements than novices, so there are some nascent efforts at using eye tracking to help training (e.g., "no, keep your eye on the ball"). On the application side, they have potential as an interface device too: you can make eye movements incredibly quickly (80-100ms, under some conditions) and accurately. This persists even in some neurodegenerative conditions. Foveated rendering is another neat idea. The fovea, the "high resolution" part of your retina, is surprisingly small: it captures a thumbnail (at arms' length) sized region of the world around the point of gaze in color and detail. Outside that region, the visual input is increasingly blurry and colorless. It doesn't seem that way because your brain assembles percepts by making many eye movements (2-4 per second) stitching the input together. One popular idea is to exploit this when rendering images (e.g., for VR): spend most of your cycles making the point of gaze pretty and provide just enough elsewhere to complete the illusion. Doing this obviously requires knowing exactly where a person is looking, and thus, an eye tracker.
- dosshell 5y agonitpicking: actually, for foveated rendering knowing exactly where the person is looking is not good enough, you need to know where the person will be looking after the frame is rendered. I'm also very hyped about foveated rendering for ultra wide monitors.
- Daub 5y agoI was involved in some great research looking at the difference between how artists and non artists look at images. Eye trackers heavily used. Outcome: artists are more likely to track away from obvious points of interest. So in the case of a portrait, the artist might be looking at a brick by the subject's feet, whilst everyone else's gaze would be fixed on the subject's eyes.