Fove: Eye Movement Technology is designed to complement existing VR input interaction

Developers are still writing rulebooks for virtual reality, but several "self-taught" experts have already identified the most important elements of an immersive experience.

For some people, immersion depends on performance, and even the lowest frame rate drop can break immersion (and may cause motion sickness). For others, it is audio, or a unified visual style, that attracts players. But Yuka Kojima, executive director of VR technology company Fove, believes that everything comes down to control.

She said: "Input defines what you can and can't do, so it's crucial for virtual reality and its immersion. Excellent and active input can solve many things, make people feel natural and have control. To achieve a true presence, seamless input without stress is essential."

When the Oculus Rift set off a wave of virtual reality, input was generally limited to traditional devices such as gamepads. For most VR content, this already satisfies the interaction between the player and the game. Old players familiar with the controller are often able to follow the button prompts and perform complex actions, just like the stenographer plays the keyboard.

However, Kojima Yuka believes that although this will be an advantage for developers when making games, for heavy VR content this mode of operation is "limited use."

"The full potential of VR can only be realized when many different technologies work together. The VR in the best state is more like the movie "Avatar."

She explained: "Using the gamepad alone will have one or two things: either a slow user experience and parallax error; or you must rely heavily on head tracking. We think this is a slow, tedious experience, and May cause motion sickness."

Leaders in the VR industry have focused on motion controllers, most notably the HTC Vive controllers, PlayStation Move and Oculus Touch. These devices open up a new world for interactive use, allowing developers to translate real gestures into action: Players no longer need to use analogical rockers to wield swords. They can realistically wave their arms like the real world.

Although Yukio Kojima appreciates these devices, the former head of Sony’s Japanese video game business project believes this is only a step toward true immersive control.

She said: "The motion controller is a key part of VR. But this is not enough. For many games these devices perform very well, but for overly complex content, these devices can still be frustrating. ”

In the past few years, we have already seen companies testing more advanced input methods. Finger tracking devices and tactile gloves are one of the current innovations, and these companies are trying to introduce 1:1 motion control into virtual reality.

Kojima Koichi believes that these devices will become "key components" of virtual reality when they are complete and commercially available, but this is just another step toward the ultimate VR input solution. In fact, she thinks there is no one way to do this task alone.

Kojima Yuka pointed out: “The full potential of VR can only be realized when many different technologies work together. The current system provides a touch-based interpretation, but VR in the best state is more like a movie “Avatar.” There is still a long way to go for this technology, but it is closer than most people think."

Fove's contribution to the ultimate solution is eye tracking technology. Their headshot can not only track the user's eye movements, but also can recognize the eyes of the user's eyes. This will also allow the VR game to adapt to the player's attention, and even to only HD rendering of the gaze area, thus saving computing resources.

Its application not only increases the depth of field of view, but also has new and more natural mechanical mechanisms. For example, a complex user interface may activate options by simply staring at, and the delivery matrix may be based on the player's gaze rather than the user's pointing or virtual marker location. It can also make the avatar more attractive, allowing the player to make eye contact with the player.

"VR is undergoing rapid changes, the possibilities are almost endless. But now we are subject to the current input method."

She said: "In addition to communicating with other players in the chat box, we would also like to make eye contact with them and laugh together. Virtual reality is a wonderful tool that can inject life into our characters, and we want to go further."

But the executive director of Fove stressed that eye tracking is to improve the existing control methods, rather than replace them.

She said: "Eye tracking is an additional layer of input mode. It can make the gamepad operation faster and more accurate, liberate your hands to do other things, or let you slack in the navigation menu. Eye tracking is A leap in gaze input based on the neck has improved."

"Our biggest technical challenge is to satisfy everyone's needs, including different types of users, eyewear users and non-glasses users, children and elderly users. With advanced machine learning and analysis capabilities, we are close to achieving this."

Like motion control and finger tracking, eye tracking is not the ultimate goal of virtual reality input. Ultimately, Fove and other VR companies will expand the track beyond the eyes, even the user's emotions. Kojima Yuka pointed out that the future of VR needs to consider every reaction.

She concluded: "We want to combine our technology with facial tracking to fully integrate people into the virtual characters of their choice. This will make VR communications comparable to the real world, and for this already wonderful environment More possibilities."

“VR is undergoing rapid changes, and the possibilities are almost endless. But now we are subject to the current input methods. The mainstream input system will get an optimal feature set, and each additional function has its contribution. Of course, With the drop in cost, this feature set will continue to expand, but now we need to use resources to ensure the quality of content."

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