[HN Gopher] Eye-tracking is a missing input device for VR experi...
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       Eye-tracking is a missing input device for VR experiences
        
       Author : mlajtos
       Score  : 120 points
       Date   : 2022-09-30 22:47 UTC (2 days ago)
        
 (HTM) web link (mlajtos.mu)
 (TXT) w3m dump (mlajtos.mu)
        
       | jrm4 wrote:
       | Speaking of VR, it _really_ feels like the motion sickness part
       | is still woefully underacknowledged. I 've enjoyed quite a few VR
       | games (I have access to most of the systems at my job) but
       | there's no way I can spend more than e.g. 30 min a week "in
       | there." The body REALLY REALLY REALLY hates when movement and
       | what you see don't match up, and very few experiences deal with
       | this well and also are really compelling.
        
         | fknorangesite wrote:
         | > underacknowledged
         | 
         | Because it doesn't affect everyone to the same degree. What you
         | describe sounds really severe (and I don't doubt it) - but for
         | example I'm personally way at the other end of the spectrum: I
         | can easily spend hours in VR, and I can think of only one game
         | that ever made me even slightly motion sick.
        
         | zmmmmm wrote:
         | Without doubting what you say (and some considerable empathy),
         | I actually think the motion sickness part is over emphasised.
         | 
         | I've given probably 30 people a try of my headset. I think two
         | of them had problems with disorientation and nausea. The vast
         | majority were just fine with all the stationary / teleport
         | experiences (and there are plenty of of those). Smooth motion
         | would be more of a problem for them but a lot can be done with
         | 6DoF and teleporting.
         | 
         | It's an awkward fraction because if 10% of people can't
         | tolerate VR at all it's definitely going to get in the way of
         | VR becoming a ubiquitous tool where it plays an essential role
         | in work or shared recreational experiences. But I don't think
         | its nearly as large as people think .... many of those
         | perceptions being formed from 5-10 years ago when headsets were
         | vastly inferior to what they are now in terms of latency,
         | tracking and other factors.
        
         | apike wrote:
         | I'm susceptible to this too, but I believe the two reasons VR
         | motion sickness is much less discussed nowadays are:
         | 
         | 1. Often it's triggered by frame rate hitches, which seems
         | solvable with the usual advance of software and hardware over
         | time.
         | 
         | 2. Most folks can train their mind and body out of the motion
         | sickness with practice.
        
           | imposter wrote:
        
         | status200 wrote:
         | I had the opposite experience, my family has a history of
         | motion sickness, but myself and other family members that have
         | tried it have felt really natural in VR. Even my sister could
         | use smooth movement and "advanced" settings, which I never
         | would have predicted.
         | 
         | Our best guess is that the 6DoF system at least matches head
         | movement, which might be the difference that makes our brain(s)
         | not freak out compared to reading in the car, etc.
        
           | ShamelessC wrote:
           | The truth is that it's highly subjective to each individual
           | and simply because it has gotten better for some, doesnt make
           | it a solved issue (and still makes it a non-starter for
           | people effected).
        
       | m00dy wrote:
       | I think a comfortable vr headset is the missing device for VR
       | experiences.
        
         | mlajtos wrote:
         | Agree 100%. I am curious what fruit company has in their
         | sleeve.
        
           | ohgodplsno wrote:
           | An overpriced device that doesn't run any games nor has
           | developers for it ?
           | 
           | The Valve Index showed that as long as your VR headset is
           | $1000 and above, barely anyone will buy it. And that's
           | without taking into account the hardware you need.
           | 
           | If anyone has a chance to succeed this generation, it's Sony
           | with their PSVR. And even then, it's $500, and you need
           | another $150 for their headset.
        
             | mlajtos wrote:
             | Standalone headsets (like Meta Quest line) are much more
             | interesting then PCVR which requires beefy PC, base
             | stations and lot of cables and setting up.
             | 
             | Paying $1000+ for a standalone headset might sound too
             | ridiculous but when you understand that it is the whole
             | computer, it is much more acceptable.
        
               | ohgodplsno wrote:
               | And you expect Apple to put out a $300 device like the
               | Quest ? Because this is the main subject.
               | 
               | Paying $1000+ for a standalone headset, even if you can
               | play Half Life Alyx in 4K is still not something that
               | will reach any proper market adoption. Unlike a phone,
               | which you can use at all times, a VR device requires a
               | ton of space, requires buy-in from developers (Apple's
               | current list of games and apps that support VR is...
               | right, zero. Planning to run your game on Rosetta +
               | MoltenVK ?), etc.
               | 
               | It's not the whole computer. It's a computer that you
               | can't really bring outside, that is heavily limited
               | because haptics are still terrible (and will stay
               | terrible). Do you expect people to bring their VR headset
               | to starbucks ?
        
               | intrasight wrote:
               | I do actually. We will all migrate from a 5" glass
               | rectangle to smartglasses in perhaps 5 years.
        
               | jayd16 wrote:
               | Way too ambitious but maybe they'll be as big as a semi
               | popular game console by then.
        
               | towaway15463 wrote:
               | I don't think it's that ambitious. Cambria is standalone,
               | has colour pass through for mixed reality and has
               | balanced the weight distribution better by using pancake
               | lenses and putting the battery on the back. It will
               | certainly be usable while sitting or standing still
               | anywhere, although people will look at you weird if you
               | do it in a coffee shop. It took Meta 3 years to get there
               | from Quest 1 so I'd say given 5 years and some decent
               | sales they could get it down to something that wouldn't
               | look too strange and would be comfortable enough to wear
               | all day and would work while walking although I imagine
               | that would pose similar risks as walking while using your
               | phone. Instead of black rectangles we'll be seeing ski-
               | goggles everywhere.
        
               | intrasight wrote:
               | >similar risks as walking while using your phone
               | 
               | Much less risky than walking while looking at a phone.
               | This will be a heads-up display after all.
               | 
               | >we'll be seeing ski-goggles everywhere
               | 
               | Ski-goggle? That won't fly. I expect it'll be a slimmed
               | down version of the Magic Leap 2.
        
               | jayd16 wrote:
               | If Apple put out a headset, surely you'd see a lot of
               | support from Unity and unreal devs that 'just' have to do
               | some platform porting. No small task but its not starting
               | from exactly zero.
        
               | ohgodplsno wrote:
               | >Unreal devs
               | 
               | The same Unreal that Apple attempted to revoke the
               | license for and that currently don't bother because the
               | userbase is too small (and the VR userbase will be even
               | smaller) ?
               | 
               | Optimistic.
        
         | zmmmmm wrote:
         | Wait a couple of weeks and see how the Meta Quest Pro/Cambria
         | version looks. It's a significantly updated design using
         | pancake lenses (thin/light) and all the weight of battery is
         | moved to the back for better balance. I think this will make it
         | massively more comfortable for longer term use. Of course,
         | it'll be $800+ but that's still a bargain in the VR space (for
         | what it is, anyway).
        
         | PretzelPirate wrote:
         | I find the HP Reverb G2 to be incredibly comfortable and can
         | wear it for hours. I do have an air conditioning unit in my VR
         | room which keeps me cool while moving during that time.
         | 
         | The Quest 2 is the lest comfortable thing I've ever put on my
         | face and due to its popularity, seems to skew perspectives
         | around how comfortable VR can be.
        
       | tzs wrote:
       | Heck, I'd like eye-tracking for my desktop computer experiences.
       | 
       | In particular, I'd like eye-tracking combined with a system
       | setting that makes closing windows with [?]-W on my Mac put up a
       | confirmation dialog if I'm not looking at the window that would
       | be closed.
        
       | oneoff786 wrote:
       | Rye tracking would be great. But you'll never have ready player
       | one quality experiences with a headset at all
        
         | solardev wrote:
         | The gluten-free movement has gone too far.
        
       | wellthisisgreat wrote:
       | Aren't there VR headsets that do actually perform eye-tracking?
       | 
       | Also is projection on a retina is a thing? I thought there were
       | prototypes at least that did that. I heard of such thing from
       | people at MIT or maybe I misunderstood what they meant back then
       | (some 5-6 years ago?)
       | 
       | I did some very basic work with pupil dilation tracking using IR
       | and it's gotta be RGB cameras or you'll just burn your eyes out
       | (or it will feel that way anyways)
        
       | k__ wrote:
       | Could be used for games like Silent Hill or Amnesia for effects
       | that only happen if you don't look directly at them.
        
         | mlajtos wrote:
         | Weeping angels from Doctor Who
        
       | [deleted]
        
       | lagrange77 wrote:
       | While thinking about it, i realized, that our vision apparatus
       | has an interesting feature: When you move your head, your field
       | of sight moves with that motion. But when you hold your head
       | still and only move your eyeballs, the field of sight stays
       | constant, while the focus point (gaze point?) changes, scanning
       | the still standing field of sight. Imagine replacing the eyeballs
       | along with their mounting and motion with cameras. Every motion
       | would translate the field of sight as a whole. Anyone knows, how
       | this mechanism is called?
        
         | numpad0 wrote:
         | Mind blown. Indeed:
         | 
         | - when I move my head to (+30, +45), my brain reports
         | viewport.LeftTop =(0,0), and,
         | 
         | - when I move my eyes to (+30, +15), my brain reports
         | viewport.LeftTop = (30, -15).
         | 
         | But our eyes are built in such way that the whole lens and
         | sensor assembly rotates, rather than having sensor fixed to the
         | head and lens rotating, so it makes no sense. Framebuffer
         | should always span from (0,0) to (size.x, size.y).
         | 
         | Perhaps the framebuffer always covers the full viewing range,
         | and DMA start addresses are dynamically determined by current
         | eye positions, or perhaps even by feature matching?
        
           | MereInterest wrote:
           | It gets even weirder when you consider blind spots. The
           | hardware has a pretty big design flaw, that the signal wires
           | are routed in front of the active sensors instead of behind.
           | As a result, there's a big bundle that needs to pass through
           | the sensor array, resulting in a blind spot. This is fixed in
           | software, by interpolating nearby inputs before presenting it
           | to the user (i.e. your conscious mind).
           | 
           | Saccades also present a hardware limitation. During rapid
           | movements, the eye can't focus correctly. To improve the
           | overall UX, we throw away those frames entirely, reconstruct
           | them with a linear interpolation of the next few frames, and
           | call it a day. It does introduce some lag, but the user-level
           | process is usually lagging behind anyways, and doesn't notice
           | the input lag so long as we backdate the timestamps.
        
             | Someone wrote:
             | > To improve the overall UX, we throw away those frames
             | entirely, reconstruct them with a linear interpolation of
             | the next few frames
             | 
             | Do we know that interpolation is linear? If so, in what
             | coordinate system? Head? Single eye? One including gaze
             | direction? One including what one is attending to (whatever
             | that is)?
             | 
             | I find it hard to believe it would be linear. Wouldn't that
             | mean that it would seem a rolling ball stops rolling during
             | saccades?
             | 
             | I wonder what kind of experiment could be used to research
             | that.
        
             | psd1 wrote:
             | The hardware is designed completely iteratively, so it's -
             | predictably - a mass of ossified hacks. The product team
             | has no strategic vision: it's generally conservative, but
             | sometimes a completely random idea gets into production.
             | They do A/B testing but completely half-ass it, often they
             | never deprecate the old version, and deciphering serial
             | numbers requires a degree in microbiology.
             | 
             | You'd think the environment would be perfect for
             | disruption, but this actually is the new arrival and it's
             | repeating all the mistakes of the incumbents! How the fuck
             | this scales to billions I have no idea. The sysads must be
             | getting overtime.
        
             | psd1 wrote:
             | The hardware is designed completely iteratively, so it's -
             | predictably - a mass of ossified hacks. The product team
             | has no strategic vision: it's generally conservative, but
             | sometimes a completely random idea gets into production.
             | They do A/B testing but completely half-ass it, often they
             | never deprecate the old version, and deciphering serial
             | numbers requires a degree in microbiology.
             | 
             | You'd think the environment would be perfect for
             | disruption, but this actually is the new arrival and it's
             | repeating all the mistakes of the incumbents! How the fuck
             | this scales to billions I have no idea. The sysads must be
             | getting overtime.
        
             | yojo wrote:
             | The time stamp thing is especially crazy, and you can see
             | it break down if you saccade to a ticking clock.
             | 
             | This twitter thread made the rounds a while back, which
             | lays it out in a nice incredulous rant:
             | https://mobile.twitter.com/foone/status/1014267515696922624
        
         | danparsonson wrote:
         | Not any kind of relevant expert but I think what you're
         | describing there is the combination of two things - the field
         | of vision of your eyes, coupled with your proprioception, your
         | awareness of your body and its position in space.
        
           | lagrange77 wrote:
           | Right, and some part of the brain seems to do some sort of
           | Kalman filtering with those pieces of perception.
        
         | baxtr wrote:
         | Damn. Now that I did that experiment I was reminded of my eye
         | floaters. Thanks for that... My day is ruined.
         | 
         | /s
         | 
         | https://en.wikipedia.org/wiki/Floater
        
           | lagrange77 wrote:
           | Good ol' faithful friends
        
         | xeonmc wrote:
         | gimbal? And the reflex for keeping the gaze fixed is
         | oculovestibular reflex
        
           | lagrange77 wrote:
           | As a layman, i would say the gimbal mechanism merely lets you
           | lock focus on some global coordinates, while moving your head
           | around, but maybe i'm wrong.
        
         | GistNoesis wrote:
         | In the radio domain, this is called beam-forming.
        
         | boloust wrote:
         | If you move just your eyes, they can only rotate in effectively
         | discontinuous jumps (saccades), during which you are basically
         | blind. This limitation is present no matter how slowly you move
         | your eyes.
         | 
         | However, your eyes are perfectly capable of smooth motion if
         | you stare at a fixed point and move your head or body.
         | 
         | It seems the two systems were created by different teams that
         | didn't communicate much.
        
         | alanbernstein wrote:
         | Not an expert, but I think part of what you're describing is an
         | illusion. Our brains do a lot of work to trick us into thinking
         | we see everything that we expect to be in our FOV. Blind spots
         | demonstrate this.
         | 
         | For me, when I turn my head, my apparent FOV rotates, while
         | when I move my eyes, it does not. However, when my eyes are
         | looking far right, I can no longer actually detect motion in
         | the far left of my FOV. even though that part of the scene
         | still feels like it's visible, it isn't.
         | 
         | Anyway, I think the technology equivalent is just called
         | stabilization. Again, our brains are really good at tricking us
         | into not noticing it happening. But if you could view the "raw
         | feed" from the optic nerves, it wouldn't look anywhere near as
         | clean as your description suggests.
        
       | janoc wrote:
       | Sorry, as someone who has worked in VR and including with eye
       | tracking for over 20 years, no. Eye or gaze tracking is
       | definitely *not* an input device and should never be used as one.
       | 
       | At least not in the sense of using it as some sort of conscious,
       | user controlled input. Using it to *passively monitor* where and
       | what the user is looking at is fine and useful, though, but maybe
       | less so than many think.
       | 
       | The reason for this is simple - humans don't consciously control
       | eye movement to the same degree as e.g. their limbs. A lot of eye
       | movement is completely automatic.
       | 
       | And even the little that we can consciously control would get
       | extremely fatiguing fast - imagine not being able to move your
       | gaze even a millimeter while driving a car without risking a
       | crash! We have made such experiment around 2004 where the user
       | was asked to guide a character walking on a projection screen
       | (not HMD) by gaze. Most people got a horrible headache within few
       | minutes and it was very uncomfortable.
       | 
       | Another aspect is that eye tracking isn't magic. There is
       | literally an infrared camera looking at your eye from a close
       | distance. This camera has a finite resolution and the
       | eyeball/iris moves relatively little.
       | 
       | With the target the user is actually looking at being several
       | meters away (whether in reality or VR makes no difference here),
       | you could at best identify large objects or some sort of zones
       | where the user is likely to be looking. Beyond 2-3 meters the
       | errors grow fast because the same eye movement corresponds to
       | much a larger displacement the farther the target is (think
       | shining a torch at a distant wall - little hand movement makes it
       | move a lot).
       | 
       | Oh and it still totally ignores the last detail - human eye is
       | not a camera or gun that you aim at something and what the red
       | crosshair aligns with is what the user is looking at. That only
       | means that the thing is in the field of view but the user could
       | be focused on something totally different in the same FOV.
       | 
       | Ever seen those experiments where you are asked to follow some
       | ball or card or count how many objects of some kind are in the
       | scene - and at the end you get asked whether you have noticed the
       | gorilla walking through the stage. Most people won't, yet it was
       | directly in their field of view. Our brain is a large part of the
       | visual perception and yet we have no way to know what it is
       | really "looking at".
       | 
       | So unless we are talking special cases like accessibility
       | solutions for people with disabilities, eye tracking certainly
       | isn't a good candidate for an input device.
       | 
       | And even for things like foveated rendering its utility is a
       | disputable - the complexity, added latency and computational
       | requirements may often outweigh the benefits. Foveated rendering
       | can be done with a fixed, untracked FOV - not ideal but often
       | good enough.
       | 
       | Where I could see it being genuinely useful for VR is eye contact
       | between avatars. That's a big problem that this could solve.
       | However, whether it would justify the extra cost of the headset,
       | the required extra user discomfort (calibration, extra setup
       | required for good results, etc.) I doubt.
       | 
       | Then there are obviously research and professional uses (e.g.
       | tracking attention of a trainee during an instruction session)
       | but those are niche application cases.
       | 
       | And, well, lets not get into the "big brother" stuff where one
       | will be tracked, profiled and evaluated on whether or not they
       | looked at ads, signs or even a cute girl/boy passing by.
       | Companies like Facebook (err Meta) being involved with this
       | should give anyone a pause.
        
       | sys_64738 wrote:
       | What if I have a lazy eye? Isn't that discrimination?
        
         | micromacrofoot wrote:
         | no
        
         | thedorkknight wrote:
         | At worst you're just back to a regular VR display in that case,
         | so unless current non-eye-tracking headsets are discriminatory,
         | no. Plus I would think it would still be able to use your non-
         | lazy eye
        
         | pessimizer wrote:
         | What if I'm blind? Is having any visual component to VR
         | bigotry?
        
           | sys_64738 wrote:
           | This is why you have Americans with disabilities acts forcing
           | accessibility for those deprived of all sensory and motor
           | function.
        
         | lm28469 wrote:
         | Everything is a discrimination to someone if you start with
         | such crazy takes
        
       | wslh wrote:
       | Mark Zuckerberg says in a recent podcast [1] that the next VR
       | headset will scan gestures perform eye contact. He says that will
       | be available in October.
       | 
       | [1] https://open.spotify.com/episode/51gxrAActH18RGhKNza598
        
       | Daub wrote:
       | I worked on an eye tracking project that compared the difference
       | between the way artists and non artists look at images. Very
       | interesting. Non artists tends to dwell on faces, hands and other
       | evidently interesting things. Artists find interest in less
       | obvious thing... odd angular protrusions, unexpected colors etc.
       | 
       | It also showed me how active and (frankly) jittery all human
       | vision is: never resting, scanning. Also... unexpectedly, we seem
       | to evaluate objects according to their features (points, blobs,
       | angles).
        
       | epakai wrote:
       | Fove [0] built a headset with eye tracking features. I had a
       | senior project trying to use it for visual field testing in 2017.
       | 
       | [0] https://www.kickstarter.com/projects/fove/fove-the-worlds-
       | fi...
        
       | twirlock wrote:
        
       | augasur wrote:
       | One of the features I am keen to try for eye-tracking is radial
       | menu selection in action games.
        
       | atemerev wrote:
       | I have thought so before, but in my experience, wide field of
       | vision works fine so you can just look at different spots.
       | However, there is no focus/accommodation tracking in VR, which
       | makes your experience hyperreal (everything is always in focus).
       | Incidentally, it is very close to lucid dreaming, where you also
       | see everything at once.
        
         | mlajtos wrote:
         | I have never realized the similarity between VR and lucid
         | dreams is because of missing depth. Thank you for this. :)
        
       | Findecanor wrote:
       | I once tried a few examples of eye-tracking as an input device at
       | a visit to Tobii some years ago. One of these was a eye-tracking
       | shooting game. It felt completely wrong and unnatural.
       | 
       | My eyes are _my_ input devices. If I have to constrain my gaze
       | and look only at the object to control then I would have to
       | strain myself to perceive the blurry objects outside the centre
       | of my vision just to be able to see those objects at all.
       | 
       | IMHO, eye tracking should only be applied to make the experience
       | feel _more_ _natural_ , not the opposite. For example: in
       | combination with gesture controls to find the object that the
       | gesture is intended for. Or in VR headsets to render at highest
       | resolution only where the user is watching, to keep the FPS rate
       | up.
        
         | atoav wrote:
         | I mean ideally VR would use eye tracking for:
         | 
         | - setting the focus plane of the virtual cameras, this way when
         | you look at a close virtual object the far plane blurs as it
         | would naturally. This is of course dependent on the brightness
         | of the screen and picture. But any blurring will already feel
         | better than no blurring at all
         | 
         | - interactive stories can make use of knowing where you looked
         | at and for how long. This must not necessarily be very obvious
         | 
         | - virtual NPCs can react to you gazing at or past them
        
         | jayd16 wrote:
         | Yeah, agreed. Using eye tracking as input actually removes the
         | ability to look and interact with different things. I really do
         | not like it.
         | 
         | Its pretty good for things like AI characters making eye
         | contact or adding eye movement to avatars though.
        
         | modeless wrote:
         | Tobii's UI stuff is lame. But it _is_ possible to make good UI
         | for eye tracking. It requires rethinking how UI should work.
         | 
         | What everyone has been doing so far is like slapping a
         | touchscreen on a desktop operating system. Doesn't work! You
         | need to redesign all the interactions for touch, like the
         | iPhone did. Change how scrolling works, how selection works,
         | how menus work. Redo the foundations. Eye tracking requires the
         | same treatment.
         | 
         | Touchscreens sucked before the iPhone. Eye tracking can have an
         | iPhone moment too, but someone needs to spend years rethinking
         | everything first.
        
           | [deleted]
        
           | roberttod wrote:
           | Is that conjecture, or are there UIs you have in mind that
           | work?
           | 
           | I made an eye tracking UI for my masters thesis, with a few
           | different components. Although they all worked, having my
           | eyes tracked to control the UI felt very intense, it caused a
           | lot of mental and physical strain.
           | 
           | I'm not saying that my thesis is evidence it absolutely can't
           | be done, but it was surprisingly uncomfortable even for what
           | seemed like basic functionality like for example autofocusing
           | the input boxes you are looking at. But maybe there are
           | tweaks that can make it work, I think the main issue is the
           | screen giving feedback on where you happen to be looking,
           | which gives this unnatural feeling that where you look is
           | causing side affects.
        
             | modeless wrote:
             | I'd be interested to see your masters thesis! I made my own
             | rudimentary eye tracker many years ago [1] which got me a
             | job at a startup called Eyefluence, where I made a much
             | better eye tracker. The deep learning revolution was very
             | new at the time, and this was possibly the first deep
             | learning based eye tracker.
             | 
             | We did some really cool experimentation with eye controlled
             | UI, in some ways more advanced than anything I've seen
             | since. We were acquired by Google and I believe the
             | technology is now shelved. But I still think that there is
             | a path to a good eye controlled UI. Comfort is a matter of
             | knowing the constraints of the eye and designing to them.
             | 
             | https://james.darpinian.com/blog/eye-tracker
        
               | mlajtos wrote:
               | Really cool solution with the hot mirror! I always
               | wondered if we will end up with cameras behind
               | microdisplays. Some phones are already doing this, but
               | doing that for VR is probably years away.
               | 
               | The point you made about rethinking all UI interactions
               | for eye-tracking -- bull's eye! Have you done some work
               | along these lines in Eyefluence? I think the fruit
               | company will gladly introduce new UI paradigm. They did
               | some impressive stuff of improving eye-tracking accuraccy
               | via refining synthetic images to real-looking ones with
               | GANs. [0]
               | 
               | [0] https://machinelearning.apple.com/research/gan
        
               | modeless wrote:
               | Yes, rethinking UI for eye tracking is what Eyefluence
               | was working on. And in fact we showed Apple all of our
               | stuff before the acquisition. I believe we were in
               | acquisition talks with them as well as Google. I spent a
               | lot of time on the Apple campus tweaking our neural nets
               | to their liking. This was prior to their publishing of
               | that eye tracking work.
        
               | mlajtos wrote:
               | Is there any public record of what Eyefluence had done?
               | Some demos maybe? I would really like to see that.
        
               | modeless wrote:
               | There is actually an older demo still on YouTube:
               | https://www.youtube.com/watch?v=TYcrQswVcnA&t=10s (full
               | presentation:
               | https://www.youtube.com/watch?v=iCZLll1l92g)
               | 
               | The technique called "dual gaze" in the article has some
               | similarity to some of the stuff we were doing. This was
               | long before that paper was published, and I think there
               | were several aspects of our design that were better than
               | the one in that paper.
        
             | nfw2 wrote:
             | I would also be interested in reading that thesis. I was
             | thinking a while ago that going to grad school to work on
             | something like that would be cool.
             | 
             | One thing that occurred to me is that shifting focus may
             | work better as a gradual activation than an immediate one.
             | In other words, focus would be an average of eye position
             | over time, and after reaching a certain threshold on a
             | certain element, the focus would shift.
             | 
             | Not sure it would work in practice, but perhaps it could
             | ameliorate the chaotic effects you were mentioning.
        
             | towaway15463 wrote:
             | Did you try having your gaze put elements into easy reach
             | of a cursor or pointer instead of using the gaze as a
             | pointer?
             | 
             | Gaze is often an indicator of intent so rather than have it
             | do something it would be more natural for it to make
             | something else easier to do.
             | 
             | An example, using a laser pointer style interface for VR
             | controllers can sometimes be awkward because small motions
             | can move the pointer a great distance making it hard to
             | pick out a precise target. Gaze could be used as an aim
             | mode where motion of the pointer would be limited/mapped to
             | a smaller area surrounding the spot being looked at.
             | 
             | It could also be used as a meta key to change the function
             | of buttons, look to the right of a window and a button
             | click fast forwards, look left and the same button rewinds.
        
         | mlajtos wrote:
         | Yes, what you describe is the Golden Gaze problem (related to
         | golden touch of the King Midas). There are several techniques
         | mentioned in the article to mitigate the problem. Combination
         | of gaze and hand gestures (and voice) seems like the most
         | efficient and natural.
         | 
         | Foveated rendering is also interesting, but that is pretty
         | straightforward application of gaze contingency.
        
           | macrolime wrote:
           | I think a combination of gaze and controllers (like the quest
           | controllers) seem more natural, unless it's for AR and you're
           | out and about.
        
           | brobdingnagians wrote:
           | Talon allows using the Tobii with other triggers so that gaze
           | does nothing without a trigger (a keyword or noise), which
           | then zooms the area looked at, then allows using another
           | trigger to perform the click.
        
         | acomjean wrote:
         | Canon tried to use eye tracking cameras. Eg "look in the
         | viewfinder where you want to focus". It didn't take initially
         | (90s). But it's back .
         | 
         | https://m.dpreview.com/articles/6931257631/is-the-canon-eos-...
        
           | ghaff wrote:
           | Interesting. I'll have to ask my friend who covers Canon to
           | some degree about this. Yeah, they dropped it after trying it
           | out in one of two film camera models in the 90s. They were
           | always a bit cagey about why although, in my experience, it
           | didn't work all that well.
        
             | CarVac wrote:
             | In the R3 it's used only briefly to select an initial
             | autofocus point, after which it hands over control to the
             | subject-tracking algorithms.
             | 
             | From what I've read, for some it can be startlingly
             | effective but outright refuses to work on other people's
             | eyes.
        
         | psychstudio wrote:
         | 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.
        
           | dopu wrote:
           | It's no wonder that it takes us many months of training to
           | get monkeys to perform simple saccade-based tasks.
        
           | MichaelCollins wrote:
           | > _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.
        
             | brtkdotse wrote:
             | > 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.
        
           | jcims wrote:
           | I always find it odd how smoothly the eye can track something
           | but voluntary movement is herky jerky.
        
             | formerly_proven wrote:
             | Ah you see these are different "hardware features"
             | 
             | https://en.m.wikipedia.org/wiki/Smooth_pursuit
        
         | cma wrote:
         | > My eyes are my input devices.
         | 
         | Eyes are very important in non-verbal communication so I don't
         | think this is the full story and they are also used for output
         | with deliberate control, but as far as something like being bad
         | as a fine-grained cursor type thing it may hold.
        
       | fnordpiglet wrote:
       | I think eye tracking and facial cameras inside the goggles are
       | key, but not as input. We will never be able to render a
       | realistic avatar if it's not picking up facial movements and eye
       | focus. With a photo of the face and the ability to track muscle
       | movements in the face around the eyes you can reproduce a
       | realistic personal face with expressed expressions reflected in
       | VR. As an input it feels like a limited utility thing - perhaps
       | bring up information on the object focused on, but mental intent
       | and eye focus are often not in line with each other - I might
       | intend to do something with X but am monitoring Y and Z in the
       | environment with my eyes while keeping X in partial focus.
        
       | daxfohl wrote:
       | I keep thinking something about spotting squirrels climbing trees
        
       | gkfasdfasdf wrote:
       | Looking forward to the pop up ads right in the center of my gaze
       | 
       | /s
        
       | jvanderbot wrote:
       | Gaze tracking for adaptive resolution and frame rate makes sense,
       | though.
        
       | status200 wrote:
       | Fairly certain that eye tracking will be standard on the next
       | generation of VR devices (at least from the major players like
       | the Quest Pro [0] and Pico 4 [1]), which is exciting and
       | terrifying at the same time.
       | 
       | [0] https://www.roadtovr.com/oculus-quest-pro-eye-face-tracking/
       | 
       | [1] https://www.roadtovr.com/pico-4-pro-enterprise-eye-
       | tracking-...
        
         | squeaky-clean wrote:
         | Playstation VR 2 as well
        
         | shafyy wrote:
         | Yes, pretty certain the Meta Cambria (or Quest Pro), which will
         | be announced on Oct 11, will have eye tracking. Main use is to
         | enable foveated rendering for better performance and quality,
         | but yeah, it's kind of terrfying what other uses there could
         | be.
         | 
         | Edit: Just saw you edited and updated your post mentioning the
         | Quest Pro after posting this.
        
         | jimmySixDOF wrote:
         | According to some just leaked Quest 3 CAD files [1] it will not
         | have eye tracking to reduce the camera costs. Project Cambria
         | has both eyes and upper and lower facial cameras which all need
         | real time processing.
         | 
         | [1] https://youtu.be/tq57TPTsBQQ SadleyItsBradley leak of Quest
         | 3
        
       | hoseja wrote:
       | This would be worth it for foveated rendering alone.
        
         | moron4hire wrote:
         | Turns out foveated rendering is not the panacea it was imagined
         | to be. Eye saccades are so fast that there's just too much
         | motion-to-photon latency to do it well.
         | 
         | https://twitter.com/ID_AA_Carmack/status/1391869530327052291
        
       | ohgodplsno wrote:
       | As said in other comments, eye tracking to aim at things would be
       | absolutely horrendous. Try using a mouse on maximum sensitivity,
       | and you'll see the kind of accuracy you'll need.
       | 
       | However, eye tracking does give you one thing (that is already
       | getting into VR devices today, and that's foveated rendering.
       | Increasing resolution where needed and lowering it elsewhere.
       | Couple this with various techniques to turn on fewer pixels
       | [https://www.immersivecomputinglab.org/publication/color-perc...]
       | and save up even more on performance/energy usage, and you kind
       | have pleasant, high refresh rate experiences.
        
         | thedorkknight wrote:
         | The article talks about foveated rendering
        
           | ohgodplsno wrote:
           | The article barely mentions foveated rendering, in the middle
           | of a sea of "use your gaze to click it'll be great I
           | promise".
        
             | mlajtos wrote:
             | Foveated rendering should be an invisible technology -- the
             | image you see should be perceptually indistinguishable from
             | the fully rendered image. How to get there is an
             | interesting engineering problem, but for me that isn't an
             | interesting domain.
             | 
             | You summed up the article quite good, but I don't claim it
             | will be great. I just think that gaze as an input device is
             | an underresearched topic. Ken Pfeuffer's research [0] is
             | beyond awesome, but we need masses of thinkerers to explore
             | the domain more. New wave of VR headsets will enable it.
             | 
             | [0] https://kenpfeuffer.com/publications-2/
        
       | Philip-J-Fry wrote:
       | PSVR 2 has eye tracking. So, we'll be seeing more usage of it.
        
       | blululu wrote:
       | I've heard a lot of these claims before and seen them fall flat
       | when you actually start building it. Things like foveated
       | rendering that many (the author included) claim will lead to
       | better graphics and lower power just don't add up. You need at
       | least two additional cameras running a pretty compute heavy ml
       | algorithm to track eyes and this costs more watts than just
       | rendering the full screen as your gpu intended. As an interface
       | it can be quick but don't underestimate that it is one really
       | fucking annoying to get targeting feedback on everything you look
       | at (which sucks for dwell oriented tasks like reading). Finally
       | there is the elephant in the room that this tech works somewhat
       | well for people from Northern Europe, but gets super shaken for a
       | wider swath of the global population. Maybe the author has seen
       | some demos that were better than what I've seen, but this all
       | seems like the project pitches that I've seen for why we need to
       | explore this area and no the final report.
        
         | moron4hire wrote:
         | Eye-tracking uses simple IR reflection sensors to follow the
         | black dot of the pupil. It has no dependence on skin or iris
         | color. It's been done for decades in psychological studies and
         | doesn't require complex ML algorithms to do. Eye tracking is
         | not a particularly hard thing to implement in hardware, it's
         | just an added expense for dubious--very dubious--utility.
         | 
         | Probably the "best" use of eye tracking for modern VR systems
         | is pretty much just reflecting the eye motion in avatars during
         | VR teleconferencing sessions to give a more natural "face-to-
         | face conversation" feel. Beyond that, things like eye-tracking
         | as input and foveated rendering turn out to only be great on
         | paper.
        
           | charcircuit wrote:
           | >Eye-tracking uses simple IR reflection sensors
           | 
           | Every VR headset with eye tracking uses actual cameras.
        
             | sgtnoodle wrote:
             | These days, wouldn't a camera sensor be considered a simple
             | sensor? Optical mice use actual cameras too, they're just
             | optimized for a very shallow focus, very high temporal
             | resolution rather than spatial resolution, and sensitivity
             | to IR. Do eye trackers need especially high spatial
             | resolution, or RGB color?
        
               | charcircuit wrote:
               | I was mainly referring to the power requirements.
        
         | terafo wrote:
         | You are underestimating cost of rendering and overestimating
         | cost of machine learning models. And forgetting the fact that
         | cameras are already used in modern headsets for position
         | tracking and more(there is Quest 2 demo where you cast spells
         | using your hands, no controllers), and it is much much more
         | complicated task than eye tracking.
        
           | saltcured wrote:
           | While we lack spatial resolution in the periphery, we can be
           | very sensitive to movement or changes there. So I think you
           | would need a pretty accurate and stable low resolution
           | rendering method to avoid inducing unintended perceptions of
           | movement.
           | 
           | I assume saving power means skipping a lot of processing,
           | which sounds to me like undersampling i.e. the opposite of
           | the supersampling used to get good renderings today. But, it
           | is hard for me to imagine how a generic 3D modeled scene can
           | be undersampled for the periphery without introducing
           | horribly unnatural aliasing artifacts. In other words, you
           | still need to determine proportional occlusion and lighting
           | of all the elements in the scene to understand which blurry
           | colors to show. You can't just cast a few rays and stretch
           | them to fill the periphery. Otherwise, slight camera or
           | object movements might lead to chaotic flashing of peripheral
           | colors as the reduced samples stochastically observe
           | different scene elements while ignoring the rest.
           | 
           | I know of things like multi-resolution texture pyramids which
           | can precompute a blurred version to allow undersampled
           | texture rendering. And I know many games switch between
           | different low/high polygonal representations of objects (or
           | even cull objects) based on distance to the camera, which
           | often produces obvious "popping" artifacts as the user moves
           | through the 3D world. Are there general scene modeling
           | techniques that can work as smoothly as multi-resolution
           | textures to allow rapid or simultaneous use of different
           | levels of geometric detail in one rendering?
           | 
           | I think those popping artifacts would be much more
           | distracting if tied to every eye movement rather than only
           | with navigation across a 3D world. Crude, culling methods
           | would be inadequate if they just drop peripheral objects that
           | might otherwise produce the kind of peripheral image that
           | would cause the user to change their gaze...
        
           | jayd16 wrote:
           | I would think it's actually harder to do eye tracked foveated
           | rendering than motion tracking. They're not identical
           | problems. Motion tracking is a feature, foveated rendering is
           | an optimization that needs to significantly beat the naive
           | approach of fixed foveated rendering.
           | 
           | Part of the problem is you can throw everything you have at
           | motion tracking. You can over render and then use the end of
           | frame head position to space/time warp to adjust the render
           | the display gets, maybe throwing away some of the edges.
           | 
           | For foveated rendering, you need to know what to render at
           | the START of the frame before you render it, there can't be
           | any waste, and we're only talking about a thin band of
           | rendering gain IF the user is not looking forward. I would
           | assume the focal point can change faster because you're at
           | least dealing with the head movement + eye movement, so it's
           | even more work that needs to catch up at the end of the
           | frame.
           | 
           | I really do not think foveated rendering is easier than head
           | tracking. If it was, we would see more of it. Dynamic
           | foveation is really only just now coming to headsets.
        
           | blululu wrote:
           | If you have some numbers please share.
           | 
           | I've seen NVIDIA and Tobii (highly motivated parties) claim
           | that you might get a 10% power reduction, but those studies
           | were based on very constrained operating conditions and
           | conveniently brush certain details under the rug. All told,
           | it's a lot of work and a lot complexity to chase something
           | that will at most provide modest gains.
           | 
           | The cameras on headsets face the world. So you need 2-4
           | additional cameras trained on the eyes. These camera each
           | require power just to get images. For a decent UX you need
           | tracking at ~120hz (60hz eye tracking is slow). Exact figures
           | are hard to come by on a Sunday morning, but off the top of
           | my head, I've seen figures to the tune of 250mW per camera
           | (which ignores ISP and the compute to move the data around).
           | Computer vision algorithms running at 120 hz are typically
           | not cheap. Pupil Labs cites 50% CPU (on an i5) per eye[1].
           | Tobii doesn't publish their power consumption but it is also
           | pretty steep. I'm sure there are optimizations here but all
           | the specs I've seen blush at the power consumption required
           | by a general purpose eye tracker.
           | 
           | If you have figures that suggest otherwise I would be happy
           | to see but every quantitative analysis I've seen comes up
           | with a muddled response. If you already commit to running eye
           | tracking for other reasons then it makes sense to run this
           | rendering optimization, but I'm not sure if it really pays
           | for its self. [1] https://pupil-labs.com/products/vr-ar/tech-
           | specs/
        
           | charcircuit wrote:
           | >And forgetting the fact that cameras are already used in
           | modern headsets for position tracking and more
           | 
           | Just because you already are running cameras + ML models that
           | doesn't mean adding even more cameras and ML models is free.
        
         | LordHeini wrote:
         | That is completely wrong.
         | 
         | For foveated rendering one could easily build dedicate hardware
         | into the device which would require almost no additional power.
         | And those algorithms are not that expensive to begin with.
         | Every camera has face tracking build in (which basically is the
         | same problem) and that does not drain the battery either.
         | 
         | And why should northern Europeans eyes work differently?
         | 
         | Even if that would be true one could add a bunch of settings
         | for personalisation.
         | 
         | Eye distance for example is a common setting on dodays
         | devices...
        
           | blululu wrote:
           | Eye trackers typically require 2-4 additional cameras trained
           | on the eyes. The algorithms for eye tracking are typically
           | pretty involved, but maybe you know some very lower power
           | algorithm to track the eye at 120 hz? I'm not sure how
           | dedicated hardware will reduce the power consumption for 2
           | cameras and an ML pipeline to almost nothing.
           | 
           | Northern Europeans have very light irises. It makes it easier
           | to track the pupil from a single signal-to-noise perspective.
           | But there are a ton of weird ethnic challenges for eye
           | tracking. Things like reflectivity and moisture of eyes
           | varies a lot across different across different ethnic groups.
           | Personalization add complexity and will only take you so far
           | when you are dealing with physical sensing challenges.
        
           | [deleted]
        
       | picsao wrote:
        
       | presentation wrote:
       | Sounds tiring to me, I already get fatigued looking down to make
       | the iPhone's Face ID happy.
        
         | xattt wrote:
         | I beg to differ. Canon marketed several film and video cameras
         | with eye-tracking for focus. I remember it being a very
         | intuitive interface.
         | 
         | Considering this through a modern perspective of inclusivity,
         | there are probably issues around accessibility for people with
         | eye-mobility issues (amblyopia, stroke-related impairments,
         | etc).
         | 
         | (1) https://m.dpreview.com/articles/6531126959/looking-back-
         | cano...
        
           | ghaff wrote:
           | They appeared during the late days of film EOS models but
           | went away and never returned. I've never heard a good
           | explanation. I even asked a friend of mine who sometimes
           | covers camera tech for one of the big online pubs and Canon
           | would never give an explicit reason.
        
             | AuryGlenz wrote:
             | They're back now, actually.
        
               | ghaff wrote:
               | Yeah. Someone else mentioned that you can apparently use
               | eye tracking to set an initial focus point in the R3. And
               | it apparently works well for some and not at all for
               | others.
        
       | ElCheapo wrote:
       | *look down to pay respects*
        
       | barbariangrunge wrote:
       | Speaking for myself, I don't really want companies studying my
       | eye movements, and I generally enjoy being to be able to look at
       | things without them reacting to my glances.
       | 
       | I don't want to see targeted ads because of where my eyes wander,
       | or to be profiled based on it
       | 
       | The only thing that I want eye tracking for is maybe foveated
       | rendering, and even then, hardware is catching up and we
       | eventually won't need that.
       | 
       | Head tilt or body orientation is more useful for determining if a
       | character in a game is being "addressed" or not
       | 
       | Speaking for myself at least
        
         | GuB-42 wrote:
         | > The only thing that I want eye tracking for is maybe foveated
         | rendering, and even then, hardware is catching up and we
         | eventually won't need that.
         | 
         | I don't like the idea of wasting tremendous amount of power on
         | things you don't see. It may be a thing now because eye
         | tracking with foveated rendering is more expensive then
         | rendering the full frame at full resolution, which is currently
         | less than ideal. Nailing down foveated rendering would allow us
         | to greatly improve quality where it matters, while at the same
         | time provide a wide field of view on a limited power budget.
         | 
         | Adaptive focus is another area where eye tracking could be
         | important. Even more important than foveated rendering. For now
         | it is almost impossible to read a book in VR as you would do in
         | real life, that's the problem. Unless you have severe
         | presbyopia (yes, it is an advantage in VR!), everything close
         | will appear blurry. Varifocal lens with eye tracking is a way
         | to solve that problem (see Oculus "half dome")
        
       | oblak wrote:
       | > Eye as a Pointing Device
       | 
       | As a long time gamer and VR (Valve Index) owner, this is where I
       | stopped reading. No, no, no. As others have said, we could use
       | gaze tracking for plenty, just not pointing devices. People have
       | been trying this approach for decades and it's always been the
       | wrong one.
       | 
       | It could work for disabled people/animals, but it should not be
       | the main pointing device. Not my kind of article, that's for sure
        
         | glaslong wrote:
         | This exactly. It's terrible as a precision pointer, but great
         | as an attention heuristic. A strong secondary intent signal.
        
           | pwython wrote:
           | What came to mind first was sniping in games like Counter
           | Strike. Your eye is generally within the crosshair aiming at
           | a certain spot, but suddenly someone comes in your peripheral
           | and you have to make a quick flick shot, which requires more
           | muscle memory and not even focusing on the target.
        
         | seejayseesjays wrote:
         | Exactly. I've got Nystagmus so I reckon that if the eye
         | tracking is particularly accurate, it'd be like trying to
         | control a mouse that uncontrollably for me.
        
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