I’ve been working 7+ years exploring XR use cases with eye tracking, creating many prototypes along the way. Many of the prototypes I’ve created are not public and has been used for customer demos. Below you can see some of the ones made public that I have worked on.
Social Collaboration
The Social Collaboration prototype is a multiplayer scenario where users meet up in a space room where they can create notes by speech-to-text, move notes around with telekinesis and gaze, as well as dispose of notes. The avatar’s eye movements mimics the user’s to get a sense of attention.
Me and two colleagues created this demo over a span of a few weeks. My focus was mainly on the multiplayer code & telekinesis behavior but I was part of a little bit of everything as we worked closely together.
Gaze UI
The Gaze UI prototype is a VR menu, mimicking the Pico 2 OS menu but with the addition of eye tracking. It has an Input Coexistence behavior for switching between gaze and controller input.
This prototype was made entirely by me and as part of this I also patented the Input Coexistence behavior in the patent Method and device for switching input modalities of a displaying device.
Shoozies
The Shoozies prototype is a simulation of a physical store in a multi-user scenario. It contains user gaze analytics to showcase how one could use these tools to guide product placement and store layout design.
I created this together with two other colleagues. My main focus was the analytics part, multiplayer functionality and the UI design.
Tools used: Unity, C#, Affinity Designer, Blender