Data Provider - DFKI-Interactive-Machine-Learning/ARETT GitHub Wiki

DataProvider

The data provider is a core component of the toolkit. It processes the raw gaze data from the device using the data access layer. Each processed gaze data then raises a new data event. By default, the data logger handles these events, but they can also be accessed by a custom script.

Configuration

Configuration

Contains settings regarding data access and processing:

  • Fetch Data Sleep Ms: Time in milliseconds in which rate the data access layer checks for new gaze data.
  • Eye Tracking AOI Layers: Unity layers that should be used when checking for an AOI hit. This can be customized if more complex definitions are needed (see layers).
  • Eye Tracking Vis Layers: Unity layers that contain visualizations of eye tracking data and should be ignored when processing gaze data (see layers).
  • Eye Tracking Check Layers: Unity layers that contain highlighting of AOIs and should be ignored for eye tracking processing. These layers can be shown/hidden via the control interface, e.g. to check the alignment of AOIs (see layers).
  • Gaze Point Vis: Game Object used to visualize the current gaze point.
  • Webcam Camera: The Unity camera used to approximate the gaze position on the image of the camera integrated into the HoloLens 2 device.

GameObjects to log

List of game objects whose positions should be logged for incoming gaze data, independent of whether they are looked at or not. This can be used e.g. for certain AOIs which are always of interest.

Note: Changes to this list are not updated at runtime, as items from this list are transferred to an internal list at start. However the internal list can be accessed from scripts outside ARETT which allows for dynamic configuration. Still, changes are only applied to new and not to currently active recordings.

Editor Options

ARETT offers simulation of eye gaze data while in the editor. For this, the current camera position and direction is interpreted as gaze input.

  • Simulate Availability: Enable gaze simulation in the editor.
  • Simulate Eye Position: Simulate actual gaze data using the main camera.
  • Sleep Multiplier: Multiplier to slow down the rate in which gaze data is checked. This is helpful as simulated data is always interpreted as new and valid while on the device not every check results in new valid gaze data.