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Choosing the SMI Eye Tracking HMD based on HTC Vive
SMI’s high performance eye tracking HMD based on the HTC Vive enables new paradigms and fully controlled environments for naturalistic eye tracking studies. Eye tracking at 250 Hz allows full flexibility on research questions and the measurement of saccades and fixations.
The 360° immersion enabled by HMDs makes the participant feel physically present inside the stimulus. Reaction and attention patterns can be mapped using gaze as well as directional changes in head and body posture (“turn-towards”).
This HMD is perfect for use cases including clinical research, scene perception and visual search as well as UX / human factors studies –
- Measure naturalistic perception under full experimental control
- Surround participants with 360° image, video and audio stimuli
- Use Experiment Suite HMD for turnkey stimulus presentation and analysis
- Get Eye Tracking into interactive VR scenarios using Unity, Unreal and Vizard
Surround participants with 360° image, video and audio stimuli
360° immersive environments allow full control over all experimental parameters in the immersive scenario and hence allow large comparative studies to be conducted with ease with life-like perception. The use of directional sound also enhances attention studies.
Experiment Suite HMD for turnkey immersive stimulus presentation and analysis
Creating an immersive research environment is now easier than ever. Something as simple as a 360° still image or video – taken by a 360° camera – can be imported and become stimulus content. Experiment Suite HMD allows complex experimental scenes to be created with randomized stimulus presentation. Text elements can be included to instruct the participant.
Get eye tracking into interactive VR scenarios
The eye tracking HTC Vive comes with a software developer kit and plug-ins for popular VR engines such as Unity, Unreal and WorldViz Vizard. Used this way it is possible to access live gaze information and create interactive scenarios such as gaze contingent communication with avatars which react on eye contact.
|Tracking||250 Hz binocular|
|Trackable field of view||Full field of view (110°)|
– 1,3,5-point calibration
– Slip compensation
|Data||– Inter-pupillary distance (IPD, pupil to pupil distance)
– Point of regard on display (left and right eye, binocular)
– Gaze base point
– Gaze vectors (left and right eye, binocular)
|Hardware integration||Plug and play integration into HTC Vive headset, no hardware adjustment prior to use, connect via USB|
|Dimensions head unit||Eye tracking adds 55 g to HTC Vive interface weight|
|System requirements||HTC Vive certified PCs|
|Operating system||Windows 10 64 bit|
|Communication||Fully integrated into HTC Vive external connection; data access via software integration|
|Software integration||SMI Experiment Suite HMD for stimulus presentation and analysis
64 bit SDK (C/C++)
VR engine plug-ins for: Unity, Unreal, WorldViz Vizard