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Jeff

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Latest activity by Jeff
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    Jeff commented,

    Hi, we will need a log file to be able to investigate what's happening here. Can you Start Runtime -> [Reproduce the issue as quickly as possible] -> Stop Runtime Then email the file C:/ProgramData...

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    Jeff commented,

     ( -.03 ,0,0 ) and (.03,0,0) are the correct positions for the left and right eye (for an IPD of .06). However, you don't need the position at all if you just want to compute the angle of the gaze....

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    Jeff commented,

    Per the article linked above: x is horizontal, y is vertical, z is depth, in relation to the users face. For the combined gaze, there's a position and a direction. The position is the starting poin...

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    Jeff commented,

    Ahmed Salama since the gaze vectors should be unit vectors (magnitude of one), (x=0.057, y=0.146, z=0.051) is not a valid output, at least for a gaze vector. It could be a valid position tracking v...

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    Jeff commented,

    Official comment

    This article describes the gaze vector in details: https://support.getfove.com/hc/en-us/articles/900005004803

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    Jeff commented,

    Correct, GetGazeVector() is good for your purposes.

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    Jeff commented,

    This article explains the position and the direction: https://support.getfove.com/hc/en-us/articles/900004261163-The-FOVE-Eye-Tracker-Every-Field-Explained The position you can mostly ignore. The o...

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    Jeff commented,

    As for 2D gaze angles, and more detail: I just wrote a FAQ article on this topic. https://support.getfove.com/hc/en-us/articles/900005004803

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    Jeff created an article,

    How do the gaze vectors work, and how can I convert to angles?

    FOVE's Eye Tracker returns the gaze direction (both the combined gaze and the individual gaze) as directional unit vectors. They are just vectors that point in the given direction of the gaze. As u...

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    Jeff commented,

    Official comment

    We expose a 3D unit vector for each eye representing the direction. If initially the eye is looking forward, you will get a value of V0=(x=0, y=0, z=1). Later, let's say the eye looks right, and yo...