 All right, so now I will control this character with my eyes, so I'm just... And you're wearing glasses? I'm wearing glasses, yeah. And there's no problem with that, right? No problem. It sees through the glasses. It sees through the glasses. And so basically there's a little bubble on the game based on where you're looking. That's only for show. You wouldn't have that in the only game. So I know where I'm looking. That's only to show you where I'm looking. And how do you shoot? I just press... I just look at the target and I press a button. You just press B based on where you look? Yeah. So there's eye tracking technology going on here with IR and what's going on? Yeah, so this is an eye tracker. It's a camera with three illuminators and it takes a picture stream on your eyes. And then it's a set of algorithms in there that calculates the vector between my eyes and the screen. So suddenly this computer knows where you're looking on the screen. And you can use that as a way to interact in computer games like I'm doing here. Or you can use to interact with a normal computer. So can you stand up? So who are you? So I'm Oscar Warner. I'm president of Tobii Tech. That is the business unit that makes the eye tracking technology and brings it to the consumer market. So you are the world leader of high-tech, right? Yes. But you've been selling this for companies like Google and advertising agencies? Yeah, we've been selling it for 15 years, one about. We've been doing it for people with disabilities. And those guys, they use it for communications or for controlling computer devices, even if they're completely paralyzed, like the ALS or CP or something like that. And if people have object technology, who has this condition? Yeah, 30,000, something like that over the years. So it's really big. It's a lot of disabled people that you've been able to access here. And also it's been used for research and advertising. So a lot of researchers are using it for understanding human behavior. So how many are doing that? I don't know, but I think out of the top 50 universities, we have 49 or out... So the university is by itself? Yes. And the advertising agency is such a huge lever in Procter & Gamble. Isn't that the biggest market for you, the advertisers, so far? No, it's hard to say. No, well, the biggest market is the assistant technology market, so far. Going forward, it's the consumer market. So we start now with gaming. You start now, today? No, we started a year ago with the first consumer gaming device, which was Steve's series. So that's this one? Yes, it's a version of this. Which is $129. It's been available for a year? For a year. You plug it into a USB computer and you can control any Windows computer with your eyes. That's really awesome, but so 129 that means everybody has access. And how successful has it been so far? We have been very, very successful in the market, so it's going very well. What has happened in the gaming industry now is we have 130 games that have incremental eye tracking that you can play. The new two new games now that we're announcing is Assassin's Creed Syndicate from Ubisoft, which we're showing here, and also Tom Clance's derivation, which are going to be integrated with eye tracking. So when they integrate eye tracking, what do they consider the game design? So what they consider is suddenly they get another pointer. So normally you have just the controller or a mouse and a keyboard. You get another way to point at the screen. So you can suddenly drive in one direction and shoot in another at the same time because you have two pointers. Because you and me, we can move forward and we can throw something in this direction, but the game character can't really do that. So therefore you get another pointer and you get more degrees of freedom between the higher matter of communication bandwidth between the player and the game. It's not optimized for eye tracking, is it? The Grand Theft Auto V here, it's only... Well, we have a mod which is... So this is not Grand Theft Auto doing it. It's a mod that we paste, that we've done outside, outside, outside. But in Assassin's Creed Syndicate, which we're showing here, there Ubisoft can implement eye tracking into the core of the game. It's fantastic. So in the future maybe video games... People complain that your kids spending all time with remote control might not even have the remote control they want. No, I don't think that's the way it's going to go. You're still going to have the remote control. You're just going to complement it with an additional layer of control. So the nice thing about eye tracking is you can play the game just as you did. You don't let go of normal controls, you just add another layer of control. So what I'd like to see is every laptop with this built-in. And right here you are launching the launchers. It's a laptop with integrated eye tracking. So you're working with MSI? MSI. So it's a 7.2. This is their high-end gaming laptop? High-end gaming laptop. And I have an integrated eye tracking. And is it fixed? It goes right there? It's fixed to the screen. But what would be awesome is to have this in every laptop. It's kind of like customizing information from the web, from any app, based on where people live. The 100% degree view. What eye tracking gives you is two things. It makes the computer understand what you're interested in. And it gives you another pointer. So it's very, very powerful for any computing device to know what you're interested in. It's like just browsing the web. It can display content based on where you're looking. It redesigns the websites in real time. Yes. If you look at the link, it can fetch the link quicker. So that the link loads quicker where you're looking. It's closing immediately what people are interested in. That's awesome. Yes. It's really important that everybody gets access to this. Yes. Maybe at the XCES, you'll be like XR and YR. Of course. Of course. And like basketball, how are people trying to achieve this? There are other eye tracking vendors. We are by far the largest in the world. But yes, there are a few. And they just have different ways of doing it? It's a different technology. I'd say, you know, that we stand out by our technology working best for most people. Which is super important when you go for the consumer market. It needs to work for everybody. And that's where we truly stand out. The technology, there's nothing stopping the technology from going into phone, or into VR, or into console, or into a car. So we work on the technology. Yes, we invest a lot in R&D. And we start with PC gaming and we start with VR. And then we gradually roll out into other form factors. Alright.