I've been working on eye tracking stuff in c++ with help from opencv. Technically, it's tracking the pupil. If you've heard or seen of the eyewriter project, the hardware I have is inspired by that.
Purkinje image is a term for objects reflected by the eye. With a head-mounted camera on, you can see someone's eye close up. And with some tracking to find the center of the pupil, you can get an idea of what someone's looking at. Rad!
Here's a video that (hopefully) explains this better: [video=youtube;9GrUyW7yNXI]http://www.youtube.com/watch?v=9GrUyW7yNXI[/video]
Just kinda throwing this out, in case anyone's interested.
Does it require specific lighting conditions to see the reflection?
That's pretty neat (if looking a bit creepy). I think Valve uses that on testers to see what they're focusing on while playing.
[QUOTE=ThePuska;34093050]Does it require specific lighting conditions to see the reflection?[/QUOTE]
Yes and no. Indoors, it's pretty much always fine unless you're staring at a window (tons of IR during day). Haven't tested outdoors too much, but I imagine it'll be more reliable from twilight onwards. The one time I walked into my backyard, it was twilight and worked just fine.
[editline]7th January 2012[/editline]
[QUOTE=Murkrow;34099426]That's pretty neat (if looking a bit creepy). I think Valve uses that on testers to see what they're focusing on while playing.[/QUOTE]
I bet. That kind of study can be pretty helpful.
I'm more interested in directly controlling games/interfaces and such with it.
not my work, but this french guy did some cool immersion tests with quake and eye tracking: [media]http://www.youtube.com/watch?v=HdW1v9TPNYw[/media]
he tries modeling head bob based on your gaze point, as well as auto-DoF (like in MW2/etc when you look down ironsights, but dynamic)
I don't really see much eyetracking talk online; does anyone have any ideas as to what you would want to do with this? Pseudo-aimbot?
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