 tired me too and I will go quickly through the slide and later we play some games okay my name is Fan Jie from New York Air Technology it's a local company representing the SMI eye tracking manufacturer from Germany and now we have quite a few solutions for VR if you know we just launched some prototype for the GRVR for Samsung but one year ago we already launched the integration solution for Oculus DK2 so today I will introduce this DK2 version maybe next month I will bring you to the GRVR solution okay so we will go quickly about the dry things okay why we need eye trackers and what is eye trackers and how we did that okay so the eye tracker for that okay that why we need eye trackings to solve some interaction interaction method requirements to smooth smooth your games smooth your presentations the participant can integrate and to interact with the content that's the purpose so that's the main purpose also we can measurement we can do some measurement to measure the eye positions and eye pupil diameters like that to detect attention that's one more and lastly we can use some so-called okay 4v8 rendering to reduce the computing burden for the mobile devices that's the third sorry okay okay now better because I'm so tired all right now mine okay this is the three I can introduce you quickly about the benefit from eye trackers there are more possibilities for the developer and from the user or from our talent and linear to think about the usage of these eye trackings so quickly what's eye tracking how we track your gaze the very simple okay we need one camera with with flash that's all so the flash here is a LED AR camera AR light source shed the light on your eyeballs and then you have this so-called you clean J point that's the cognac reflection point from your eyeballs okay like the green cross so how to check whether you are where you are looking at we just measure the center from your pupil to the white dot to the reflection okay that's vector has very good unique correlated relation with your gaze point in the in your base plane okay so that's a simple method to track your eyes so we have two method one is called that you go by Scott right people right people matter is just similar as you shoot in a day like in a night environment so so called the red eye okay so the that one is more popular use nowadays I trackers okay so what we did for the Oculus DK2 so we add each eye each lens six LED light source to shut on your lines shut the lines on your eyeballs and get reflections so we have six point vectors for accurately detection your gains so what we did is we have one hardware feature to fix on your Oculus replace your lens and integrate all the data into the USB without any additional wires okay so all the circuit and hardware is integrated so what we can offer is 60 curves by no killer means twice data and the accuracy is 0.5 to 1 degree what's that consider you raise your down and you look at your down so the width of your down is about 2 degree okay so one quarter of your down that's 0.5 so that's the accuracy for this solution we have better solution for some other okay so one very critical procedure is calibration so how we can accurately capture your gaze so normally we don't need to do that if you are okay with the tolerance so the tolerance is about 0.5 to 1 degree actually so if we need more accurate we can do either one point calibration using one point or we can do 13 point calibration to present 13 points in your screen then it will be much accurate then what the parameters we can provide for the developer so very might this solution is for the developer it's for not for the consumer so the pupil position the inter popular pupillary distance and inter ocular distance eyeball center position also your gaze vectors for single eye or both eyes okay and we also provide the pupil diameters so that's all oh and also the eye images so that's all the parameters data we provide for the developer to use in yeah in their content design and in their interactions so you can use all of these parameters to give the trigger or feedback or divert your scene to different storytelling like that okay so that's that's all so I think now I can quickly set up the system and show you how it works yeah so I think this I agree well we're actually running a little late so can you do you want to do the demo after yeah for everybody and you can all have a hands-on experience yeah maybe not for everyone but I can demo it first later and if you are interested you can try it it's over there yeah so thank you so much any we can get some questions first though any questions any questions on eye tracking technology seems maybe always question but the presence of six let's reach I would not be distracting or might blow out the image quality for what you're looking at through the lens actually you mean a sampling rate sorry I didn't yourself you have six let's track the eyes yes I'll be some of the points that you can see right so that means that you're introducing a lot of light into the eye so if you're looking at for example playing in a dark environment or experiencing a dark environment that would get in the way of the environment no actually in not related it's a IR light we cannot feel anything it's not the real flash yes okay depends on your design actually you you you have the games you have the so-called the fixation fixation is the time people spend on that point okay you can use it as the press button use it as the confirm use it as any anything you need yes you can you can give some instructions or some later I later you will try the demo you will have an idea okay oh because the headset it already fixed on your head right so the no difference so we have the relative fix eye tracker cameras and your eyes so if you turn around but look at somewhere else we will know because your head movement is has no no business with our eye tracks yes yes yes yes yes yes no no attack how accurate is this eye difference because from my understanding does this technology means that you know sensor your light turns into a great scale and then from the great scale it actually tracks the distance between the 2D practice okay the accuracy that have two domains one is special special is the degree okay we can up to one degree means how accurate your gaze projected on the screen right and the other one is the time so 60 hertz means for one second as the point so if your eye movement is very fast faster than this 60 hertz then definitely you you will lose the accuracy but okay now we have the latest solution for we are that's 250 hertz it's high enough to capture everything so that's very critical for the for me it's random how long is it recommended for you to use eye tracking technologies actually eye tracking is using a widely other domain okay before the virtual reality so when virtual reality comes we thought that okay to bring the user more natural experiences the most important so the eye movement can be used as a very good tool to to smooth the virtual reality experience yeah so actually from very beginning from the Oculus Rift one DK one we already have this prototype so nowadays the the VR gear is more and more popular so we have more and more solutions I think you may heard about the phone right fobe that companies integrate everything eye trackers with the VR that's the trend but my comment is that we already realized have realized that so it will be more it will be cheaper and more convenient for everyone we have the full health certificate for that so because eye tracking reached me in 1960s I think and that is that's quite concerned because it's an invasive method now it's all so-called the dark pupil is based on the image so the all the processing is non-invasive so no problem so this actually the the the power shut your eyes is much less than the screen's light power yes so actually your pupil size and your rotation movement all will be affected in the parameter so the some people if you like short-sighted okay they also have some limitations but we we have test 25 years using this technology so it should be no problem for for no more people oh sorry we're gonna wrap it up we're really running late okay so later