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Question by zeonyw · Nov 30, 2019 at 06:45 PM · dataeyes

Getting Eyetracking data (HTC VIVE PRO EYE)

Hello,

I'm currently working on a project. In this project, I'd like to track and record the eyetracking data (the user's gaze movements) in VR using VIVE Eye Pro. I have no clue even on where to start.

Could anyone tell me anything about that please? I know that Tobii (the eyetracker built in HTC VIVE PRO) provides an anlytical software that can do what I want to do but at the cost of more than 8000 dollars.. So, this option is not for me.

Thanks!

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Answer by AskCarol · Dec 10, 2019 at 08:13 PM

Have you taken a look at VIVE SRanipal SDK?

You can find instruction on how to install it here: https://forum.unity.com/threads/vive-pro-eye-unity-retina-tracking-examples.707000/#post-4725098

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Answer by Tech-Labs · Jul 14, 2020 at 01:55 PM

@zeonyw Did you manage to put something together? I would be interested in how you solved this. I've found a method for calculating the gaze position (on screen/camera). So if you're still looking for the answer, just let me know.

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avatar image Aline_Farias · May 12, 2021 at 06:30 PM 0
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@Tech-Labs Could you clarify which method you found to calculate the gaze position ? I'm still interested. Thanks.

avatar image korsynx Aline_Farias · May 13, 2021 at 10:17 AM 0
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@Aline_Farias I would echo @AskCarol 's advice.. Did you check out VIVE SRanipal SDK? That is what I use as well.

avatar image Aline_Farias · May 12, 2021 at 06:31 PM 0
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@Tech-Labs Could you clarify which method you found to calculate the gaze position ? I'm still interested. Thanks.

avatar image Tech-Labs Aline_Farias · May 17, 2021 at 09:11 AM 0
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@Aline_Farias Hi. Sure. These are a few lines of code I scraped together from different sources and which work for me. Note that I use TobiiXR 2.0.0.174 and not the latest (2.1.1.177). The latest version has made non-compatible changes in the code which I haven't tried solving yet. I also use the VIVE Eye and Facial Tracking SDK 1.3.3.0 and Unity 2020.3.x and the latest XR Plugin Management Unity tool and OpenXR plugin.

     using Tobii.XR;
     using Tobii;
     using ViveSR.anipal.Eye;
     using ViveSR.anipal;
 
 //Inside Update()
     TobiiXR_EyeTrackingData eyeTrackingData = EyeTrackingDataHelper.Clone(provider.EyeTrackingDataLocal);
                         Matrix4x4 localToWorldMatrix = provider.LocalToWorldMatrix;
                         EyeTrackingDataHelper.TransformGazeData(eyeTrackingData, localToWorldMatrix);
                         TobiiXR_GazeRay gazeRay = eyeTrackingData.GazeRay;
         
                         if (Physics.Raycast(gazeRay.Origin, gazeRay.Direction, out hitray))
                         {
                             distance = hitray.distance;
                         }
                         interpolatedGazeDirection = Vector3.Lerp(_lastGazeDirection, gazeRay.Direction, _smoothMoveSpeed * Time.unscaledDeltaTime); //Get the direction
                         usedDirection = _smoothMove ? interpolatedGazeDirection.normalized : gazeRay.Direction.normalized; //Get the direction
                         transform.position = gazeRay.Origin + usedDirection * distance; //Set the position of the gaze dot image
 

I hope this helps. It is obviously just a copy-paste section of my code.

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