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Eye tracking technology in the next 5 years will be used in VR areas from Baidu VR

In the next five years, where will we find eye-tracking technology in areas where virtual reality is used? Someone asked questions on Quora, a well-known foreign Q&A site, and Kynan specializes in neuroengineering, mobile big data, and VR. Eng gave his answer. The following is a small make up of the manuscript:

Kynan Eng believes that the first use of most AR/VR eye tracking will be to increase the comfort and usability of general AR/VR heads. Why? As a direct input device, eye tracking is actually quite useless and frustrating. However, eye tracking is very useful as a general context signal that illustrates the user's possible intentions or fixations. Many eye tracking use cases will work in the background and may include the following:

1. Graphics Rendering Resource Allocation: If a person is looking at a place, more graphics rendering resources can be allocated in this general direction. This given rendering power can provide higher quality output.

2. Data prefetch: Some VR data operations take a certain amount of time to complete, for example. Find something in an online database. If a person is glanced in a particular direction, data reading can start in the background before he chooses to interact with it. This improves the perceived responsiveness in VR environments, which is especially useful for mobile data networks.

3. Multi-mode smart 3D object selection: For VR, pointing to small objects in a cluttered environment can be quite difficult. Eye tracking can help eliminate selection ambiguities by combining eye movement information with controller inputs, allowing users to more accurately select objects.

4. Automatic head calibration: Knowing the head of the user's eye gaze position can better adjust their image output parameters to obtain the best user comfort.

5. Balanced operation: The vestibular eye reflex is a well-known automatic response that links the eye movements to changes in the vestibular system. Knowing that eye movements and head movements (through accelerometers) will be able to judge the possible states of the user's vestibular system, thus enabling systemic operations, or possibly reducing the effects of motion sickness during VR use.

All of these use cases have in common: When everything works smoothly, you don't notice that they are doing anything. In fact, I think that some of these eye-tracking use cases are critical to achieving truly available mass-VR/AR applications.

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