In order to provide customers with better service, the sales channels of aGlass DK Ⅱ will be optimized and upgraded, more news you can go to the official website of Qixin Yiwei to check. Then this is called the world's first VR eye tracking accessory in fact how much charm, attracted so many industry developers competing to buy, let's find out.
aGlass DK Ⅱ is the world's first VR eye-tracking accessory independently developed by Qixin Yiwei, which has the functions of gaze point rendering, eye-control interaction, eye movement analysis, etc., and has been perfectly adapted to the world's leading virtual reality headset HTC Vive.
Spot Rendering
Spot Rendering is a key feature of aGlass DK II, which is based on the principle of human eyesight, rendering full HD rendering for the central concave visual field area, and gradually decreasing the rendering resolution for the peripheral area. The application of the rendering technology can effectively reduce the load and power consumption of the GPU, reduce the latency and vertigo of the VR device, and at the same time can significantly improve the rendering quality. In the case of VR Funhouse, which is a collection of miniature amusement park scenes, the combination of point-of-view rendering technology can greatly reduce the cost of ownership and enhance the player's gaming experience.
For example, in a colorful HD game that requires a Geforce GTX 1080 SLI graphics card to run smoothly, a Geforce GTX 1070 graphics card will allow the scene to run perfectly, with little to no lag or stuttering.
Intel? Advanced Vector Extensions (AVX)
Increases the performance of GIGABYTE's exclusive 3D mode by adding an additional discrete GIGABYTE 3D mode to the system.
Eye Control Interaction, the world at your fingertips
In real life, people prioritize head movement to select the area of the field of view, and eye movement to select the target of gaze. The installation of aGlass DK Ⅱ allows Vive to realize the function of eye-control interaction, so that in the world of virtual reality, users can realize the eye movement to select the menu and other operations, which is in line with the human nature, and also more efficient than the traditional way of operation, the experience is more natural.
Eye movement analysis, reading the virtual world
The addition of eye tracking technology can analyze the user's eye movement data such as gaze path, gaze area, gaze duration, etc. in the virtual world, presenting the user's focus and interest in a hotspot map, trajectory map, etc., so we can understand the user's real needs and interests, and provide the user with a better understanding of the user's needs and interests, as well as a better understanding of the user's needs. interest points, and provide users with more high-quality content.
In terms of technological innovation, the tracking field of view of aGlass DK Ⅱ can reach 110°, perfectly adapting to the field of view of HTC Vive, the tracking speed reaches 100-380Hz, with a delay of less than 5ms, and the precision of eye tracking is less than 0.5°, which has already reached the international leading level. aGlass DK Ⅱ can also be manually disassembled and installed, and support for customized vision lenses and so on.
Wide range of applications
In addition to leading functionality and technological innovation, eye tracking technology has a wide range of applications, such as:
In the field of sports, eye tracking technology can quantitatively analyze the mapping relationship between different ocular motility metrics and locomotor activity fatigue to study the psychological and physiological state of athletes and establish a database to analyze the relationship between different ocular motility metrics and locomotor activity fatigue. and physiological state parameters to build a database and analyze.
In the field of education, eye tracking technology can be used to optimize the content design of teaching courses and enhance the sense of interaction among participants. At the same time, eye-tracking data can be used to visually detect student learning and areas of interest, which is conducive to the optimization of teaching content and enhancement of teaching results.
In the future, eye tracking technology will be widely used in intelligent medical care, smartphones, advertising and media, smart cars, robotics, aerospace and other fields.
Join Vive X, the future is promising
When talking about the feelings and gains of joining Vive X, Huang Tongbing, Founder & CEO of Qixin Yiwei, replied, "As a member of the excellent team of Vive X, our team has fully felt the advantages of VR The advantages of the ecological platform, where we complement each other's resources and help each other; through the cooperation with the industry's upstream and downstream manufacturers, we are more determined that the application of eye tracking technology in the VR prospect, we also believe that in the near future, eye tracking technology will bring more surprises to the developers, to the users, and to the world."?