Eye tracker 240Hz accessories HTC VIVE VR
VR Eye-Tracking Add-on for HTC VIVE
Head-mounted eye trackers are usually more diverse when it comes to movement. These eye-tracking devices are often used when the user is required to move or having a fixed working station is not an option. Some examples where a head-mounted eye tracker can be useful are:
Virtual Reality (VR) or Augmented Reality (AR) — Knowing where your user is constantly looking can be beneficial to be certain where to put important UI information.
While the head-mounted eye trackers don’t often have as high-quality cameras as the mobile device or screen-based eye trackers, the head-mounted devices allow the user to behave more naturally and freely without the constraint of always needing to look towards certain hardware
Observing people naturally interacting with products and media is for us both an ideal and a challenge. The possibilities that headmounted eye tracking offers are extremely diverse and go far beyond laboratory studies.
Eye trackers can obtain eye movement data that reflects people'sattention distribution and psychological emotions.Combined with professional eye movement analysis software, you canunderstand the information of "what to see" and "how to see".
Droolon F1 provides plug-and-play eye tracking accessories for VR headset such as HTC Vive Cosmos and HTC Vive Focus Plus. This series of products support HTC's official eye tracking SDK SRanipal, which can be more compatible with developer apps.
Hardware Parameters
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Application
Gaze interaction, as a new form of auxiliary interaction, helps users to interact with elements in VR scene through their eyes, to achieve the interactive content of selection, aiming, attention feedback, etc., and then establishes a multimodal interaction system of eye tracking, handle, gesture and voice in VR scene.
Based on the physiological characteristics of the human eye, the user's fovea vision is rendered in high-definition, and the peripheral vision is rendered in low resolution, which increases the frame rate, reduces GPU pressure, reduces vertigo, and significantly improves users Immersive control experience.
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