Valve, SMI and Tobii Preview VR’s Eye Tracking Future In HTC Vive

Valve, SMI and Tobii Preview VR’s Eye Tracking Future In HTC Vive

Over the last week we learned that by spending essentially $300 to purchase three Vive Trackers, you will be able to bring your legs, feet and torso into VR — so you can kick a dinosaur in the face without even looking at it. Dinosaur kicking for $300 is certainly funny, but it’s also a great example of a broad effort by developers and hardware manufacturers to make virtual worlds more responsive to human behavior. Another is more robust hand and finger tracking, so the incredible variety of quick and precise movements in your hands are accurately represented in a virtual world. Still another example is eye tracking, and we’ve seen demonstrations from both Tobii and SMI in the HTC Vive offering a glimpse of how much better future VR systems will be at understanding our behavior.

A look inside a headset with eye tracking from Tobii.

New Tools For Game Designers

After a few minutes using the tech from SMI and Tobii, I noticed I was starting to unlearn a behavior I’d grown accustomed to in first-generation VR. Namely, I’ve gotten in the habit of pointing my head directly at objects to interact with them. That’s because current VR systems only understand where your head is pointed. Some games, particularly those on mobile VR, use this “gaze detection” as the primary method of interacting with the world. Tobii, in contrast, offered a very interesting test where I tried to throw a rock at a bottle in the distance. My aim was so-so on the first few throws, but that was without eye-tracking. When eye-tracking was turned on, they asked me to pick up a glowing orb and throw that instead. This time, almost every throw collided with a bottle.

Initially, I couldn’t understand why I’d want the computer to help me so much. As long as I kept my eye on the bottle and made a decently strong throw I’d hit my target every time. The glowing orb could be recalled by pressing a button on the controller too, so I could throw the ball and the instant it collided with a bottle I could recall it back to my hand like Thor’s hammer. It was just a simple tech demo but once my brain started getting accustomed to this new capability, I made a game out of seeing how quickly I could eliminate all the bottles by throwing the orb, recalling it the moment it collided, locking eyes on the next target and then immediately throwing it again.

This is what it took for me to realize just how empowering eye tracking will be for VR software designers. The additional information it provides will allow creators to make games that are fundamentally different from the current generation. With the example of throwing that orb, it was like I had been suddenly handed a superpower and I naturally started using it as such — because it was fun. It is up to designers to figure out how much skill will be involved in achieving a particular task when the game knows exactly what you’re interested in at any given moment.

This is a screen grab from Tobii’s demo showing my eye movements over ten seconds. The purple lines represent what caught my eye in that virtual world over that length of time. This type of data is already used to optimize video game design.

Higher Resolution Headsets May Need Eye Tracking

Eye tracking will be useful for other purposes too, including foveated rendering and social VR. Foveated rendering focuses the most detail in the center of your vision where your eyes are actually pointed. Your eyes see less detail in the periphery, so if the computer knows exactly where your eyes are pointed it dials up the amount of detail in the right spot while saving resources in places you’ll never notice. As manufacturers look at putting higher resolution displays in VR headsets, eye tracking that enables foveated rendering may become fundamental to that effort because it could help keep computers at affordable prices despite pushing more pixels.

Make Eye Contact

Eye tracking also dramatically increases the expressiveness in communication. In Valve’s booth at GDC, both SMI and Tobii demonstrated a 3-person social VR experience in which I hung out with other folks in VR and had a conversation. Tobii showed its technology integrated with the popular multiplayer world Rec Room while SMI allowed me to chat with someone in Seattle as if he was standing right next to me. Social interaction in VR with current consumer technology is fairly awkward. You can get some sense of a person’s interest via their hand and head movements, but to really connect with someone you need eye contact and both Tobii and SMI enabled that natural connection regardless of physical distance.

I wouldn’t say any of these technologies are consumer ready just yet, but they do show a sophistication, ease of use and affordability that we haven’t seen before. In fact, all the technologies mentioned in this post are being distributed to select developers as kits so they can start to build software around these upcoming advancements. FOVE is distributing a eye-tracking headset too. Meanwhile, both Google and Facebook have acquired eye tracking technologies within the last year — underscoring the expectation that the technology will power future headsets. It indicates that we are getting much closer to the realization of next-generation systems that will enable far more compelling and responsive virtual worlds compared with the ones we have today.

“I like to think of this as an extension of the development of the human-computer interface,” said Valve Developer Yasser Malaika, in an interview with UploadVR. “You started with command lines where you needed a lot of memorization, then moved to GUIs…now with VR we’re bringing more of the human body into it…your whole body the computer can now respond to. And adding eyes is another layer where it’s more responsive to you. It is the computer adapting to you rather than it asking you to adapt to it.”

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Tobii zeigt HTC Vive mit Eye Tracking auf der GDC

In der nächsten Woche findet wieder die GDC in San Francisco statt und Virtual Reality Nerds sollten Augen und Ohren offen halten, denn es wird sicherlich wieder einige spannende News und Entwicklungen geben. Tobii ist ein Unternehmen, welches bereits seit einigen Jahren Eye Tracking Produkte entwickelt, die aber bisher für den Einsatz mit einem herkömmlichen Monitor gedacht waren. Auf der GDC wird das Unternehmen aber auch ein Produkt für das Eye Tracking in Virtual Reality Brillen zeigen und die Demo mit einer HTC Vive vorführen.

Tobii zeigt HTC Vive mit Eye Tracking auf der GDC

Die Demo auf der GDC soll aber nicht nur zeigen, dass Tobii ein System für das Eye Tracking anbieten kann, sondern sie soll auch die Wichtigkeit eines solchen Systems für Social VR Erfahrungen deutlich machen. Gleichzeitig zeigt das kurze Video aber auch, dass die Bewegung der Augen den Avatar noch nicht menschlich genug machen. Trotz der Augenbewegungen wirkt der Avatar leblos und unspekatakulär.

Wir sind gespannt, ob Tobii auch ein Produkt zum Nachrüsten für die HTC Vive vorstellen wird.Immerhin gab das Unternehmen im letzten Jahr bekannt, dass man 16 Millionen US-Dollar in VR investieren wolle. Aktuell gibt es nur ein System von SMI, welches aber nicht frei zugänglich ist. Wer jedoch schon heute mit Eye Tracking arbeiten möchte, der sollte einen Blick auf die Fove 0 Brille werfen, die bereits ausgeliefert wird.

 

Der Beitrag Tobii zeigt HTC Vive mit Eye Tracking auf der GDC zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Oculus, Epic Games, Razer and More Join Khronos’ VR API Standards Initiative

At the moment virtual reality (VR) is fragmented, companies across the globe have been competing against each other to bring the technology to the mainstream through their own ideas and innovations. But that’s set to change. This week, The Khronos Group, an open consortium of leading hardware and software companies, announced a call for participation in a new initiative to define a cross-vendor, royalty-free, open standard for access to modern VR devices. Companies like Razer, AMD, ARM, Epic Games, Oculus, Tobii and Valve have all now signed up.The fragmentation has been, in part, due to the rapid growth of VR, and The Khronos Group is looking to standardise the industry to the benefit of developer and consumers alike. Developers are currently forced to port and customise VR applications to run on multiple VR runtimes, thus requiring GPUs and displays to support multiple driver interfaces. The fragmentation hinders the creation of VR experiences that can run across multiple platforms, creating added expense for developers wishing to support multiple VR devices.  Current titles such as CCP Games’ EVE: Valkyrie and Ubisoft’s Werewolves Within, support cross-platform compatibility, but these studios have the finances and teams available to do so. Many VR developers are small indie teams that don’t always have the necessary resources to achieve this.

The Khronos Group 2016-vr-graphic-2b

“With VR on the verge of rapid growth across all of the major platform families, this new Khronos open standards initiative is very timely. We at Epic Games will wholeheartedly contribute to the effort, and we’ll adopt and support the resulting API in Unreal Engine,” said Tim Sweeney, founder & CEO, Epic Games.

“Khronos’ open APIs have been immensely valuable to the industry, balancing the forces of differentiation and innovation against gratuitous vendor incompatibility,” said John Carmack, CTO, Oculus VR. “As virtual reality matures and the essential capabilities become clear in practice, a cooperatively developed open standard API is a natural and important milestone. Oculus is happy to contribute to this effort.”

Key components of the new standard will include APIs for tracking of headsets, controllers and other objects, and for rendering to a diverse set of display hardware. This standard will enable applications to be portable to any VR system that conforms to the Khronos standard, significantly enhancing the end-user experience, and driving widespread availability of content to spur further growth in the VR market.

“The number of VR systems on the market is growing rapidly. Most of these require separate API support from the developer, which is causing huge fragmentation for consumers,” said Gabe Newell of Valve. “Khronos’ work on a standard API to enable applications to target a wide variety of VR devices is an important step to counter that trend.”

VRFocus will continue its coverage of The Khronos Group, reporting back with any further announcements.

Tobii: Eye-Tracking Unternehmen möchte 16 Millionen US-Dollar in VR investieren

Tobii ist ein Unternehmen, welches schon einige Zeit ein Eye-Tracking System für den PC anbietet. Die aktuellsten Notebooks von Alienware haben das System auch bereits integriert, doch aktuell sind die Möglichkeiten doch recht beschränkt. Eye-Tracking für ein PC ist aktuell noch von keinem großen Nutzen für den Bereich Gaming, auch wenn derzeit bereits über 40 Spiele unterstützt werden. In Virtual Reality könnte diese Technik aber ein wichtiger Schritt zu einem besseren VR Erlebnis sein. Aktuell sagen alle VR Unternehmen, dass Eye-Tracking in der Zukunft angeboten werden muss, doch das Fove 0 ist derzeit das einzige Headset, welches bereits mit einem solchen System bestellt werden kann.

Eye-Tracking Unternehmen möchte 16 Millionen US-Dollar in VR investieren

tobii-eye-tracking-vr

Innerhalb der nächsten drei Jahre möchte Tobii insgesamt 16 Millionen US-Dollar in den VR Bereich investieren. Mit dem Geld möchte Tobii das Eye-Tracking System so verbessern, dass es sauber in einem VR Headset arbeiten kann und zu keinen Irritationen führt. Dafür ist eine besonders genaue Erkennung der Bewegung der Augen notwendig und das System muss sehr schnell die Bewegungen der Augen erkennen. Wenn dies nicht der Fall ist, dann fügt sich die Technik nicht nahtlos ein und könnte beim Benutzen den Nutzer stets daran erinnern, dass er nicht in einer realen Welt ist.

Außerdem gibt Tobii bekannt, dass das Unternehmen einen Deal mit einem großen Smartphone-Hersteller eingegangen ist. Das Eye-Tracking System wird also demnächst auch in Smartphone integriert. Aktuell verrät das Unternehmen aber nicht, um welchen Hersteller es sich handelt. Eventuell könnte dies bedeuten, dass wir die Technik bereits in naher Zukunft in Mobile VR Headsets sehen werden. Mit Foveated Rendering (nur ein Ausschnitt wird mit der vollen Auflösung gerendert) könnten Virtual Reality Inhalte auf dem Smartphone deutlich schöner aussehen. Auch Qualcomm bietet ein Referenzdesign mit dem Snapdragon VR820 an, welches mit einem System für das Eye-Tracking ausgestattet ist. In den letzten Demos war dieses System aber noch nicht für die Vorführung bereit. Bereits im Januar sollen aber erste Geräte auf den Markt kommen, die die Technik von Qualcomm verwenden. In einem Gespräch mit Qualcomm wollte uns das Unternehmen nicht verraten, welches Unternehmen für das Eye-Tracking System im Snapdragon VR820 verantwortlich ist, obwohl bisher SMI als Partner angenommen wurde.

Der Beitrag Tobii: Eye-Tracking Unternehmen möchte 16 Millionen US-Dollar in VR investieren zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Eye-Tracking Group Tobii Plans To Invest $16 Million In VR By 2019

Eye-Tracking Group Tobii Plans To Invest $16 Million In VR By 2019

With its eye-tracking solution already on the market, Tobii could be a big player in VR going forward. Today, the company announced investment plans that it hopes will make that happen.

The Swedish company plans to invest around $16.6 million in VR over the next three years using money it intends to raise by offering additional shares to existing holders at a special price. Tobii values the move at around $50 million, though it won’t know for sure until the end of December.

This money will help the company keep up with the rate at which eye-tracking is expected to advance in the coming years. Oculus Chief Scientist Michael Abrash, for example, expects the FOVE 0. Google also recently purchased Eyefluence, suggesting we could see eye-tracking in headsets powered by Google in the years to come.

Tobii, meanwhile, already has its tech integrated into several rigs and monitors with 40 non-VR games already implementing its eye-tracking. These include big releases like Watch Dogs 2 and Deus Ex: Mankind Divided, with the tech helping them become more accessible to gamers of varying abilities. We recently tried eye-tracking as a means of input inside VR with FOVE, though found it came with its own set of problems.