Eye Tracking on the verge of the next wave
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Eye Tracking on the verge of the next wave

Published by: Tftmodule (54)
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Sometimes it is nice to reflect on our roots, and remember that we display in society is part of a broader Input / Output (I / O) devices category computing. Here electronic display date as far back as the early 60’s (1961 Burroughs CRT display console) and the groundbreaking (relatively low cost) Tektronix 4010 computer display terminal, which followed a decade later (1971). Monitors have always been at the forefront of the computer human interface. Actual credits Computer History Museum I / O devices as “... largely responsible for the transition of computers in the 1980s from ’number crunchers’ to platforms for entertainment, visualization and communication.“ Even before the screens when the computer output was simply printed on large format “line printers“ were engineers tinkering at the boundaries of the “display-output“ push the machine beyond its design limits. Remember those crazy “computer art images“ created from the line of code in BASIC, COBOL and FORTRAN? While they served as a sort of late night entertainment datacenter, (OK, mostly to the hard core geeks here ...) they also aimed to demonstrate the visual possibilities both within our reach, when low-cost electronic display made universally available. Now fast forward to 2011-with multi-touch driven “Retinal“ show offers pixel density that exceed human visual acuity and technology that can even fool our eyes to see a virtual 3D image on a 2D screen (see Chris Brand Rick article PCWorld). We are now seeing a trend in display technology to combine sensor inputs, advanced algorithms and fast processors to redefine the human interface. One example is to use forward-facing cameras for eye tracking combined with accelerometers to provide the interface between the Fire Rick’s article, as illustrated. Just type “eye tracking“ in Google and the breadth of devices (mouse substitutes), new applications (from medical applications to next-generation shooter games) and even the virtual 3D above can be found. This is just the tip of the iceberg of what technology can deliver, especially as a user object is better understood and accommodated by the system. Another interesting example is a virtual reality game setup created by students at the University of Texas at Austin. It is an eye-tracking system connected to a motorized pico-projector, moving image displayed when the user is looking. Julie Beck at popsci.com writes: “... as the camera tracks a player’s line of vision, the view gaming world turn to follow their gaze, it is not necessary for them to hold anything or have anything attached to them. “. She also speculates on the technology adopted to work with Microsoft Kinect’s IR-based, gesture-driven technology to improve play and covers the whole body gesture. Could it be that we are taking yet another transition in the computer I / O but this time driven by the convergence of low-cost technology that tracks and translates human input in more meaningful ways? And much like the early-day leap from “Line Printer arts“ for electronic displays, offers these improved sensors potential to make today’s technology as “archaic“ (and perhaps remembered) as the first line print cartoons of decades earlier.
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Source: https://www.articleswrap.com/article/eye-tracking-on-the-verge-of-the-next-wave.html
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