I have created several XR demos during my time at Tobii to show-off new interactions and to convince people of the value of eye tracking in XR experiences.
Mirrors
This was the first demo our team created back in 2016. The goal was to show all the cool use cases you could achieve with eye tracking in XR at GDC in 2017. This was definitely one of the most memorable projects I’ve been involved with and it was a huge success and was written about by many enthusiastic journalists. Sadly, many of these posts have since then been archived and are not available anymore.
As a fun marketing stunt, our team decided to post a teaser of this demo before GDC on the subreddit r/vive which generated a lot of hype and is still one of the top viewed posts on the 175 000 member subreddit. Road to VR snapped it up and wrote an article on it here.
We were a small team of 7 people working on this demo (our names carved into one of the stones in the background scene) from early exploration, to iterations (and many, maaany scrapped ideas and prototypes) to the realization of the demo.
I worked on all parts of this demo, from programming and designing the interactions to creating the level design or overall flow of the demo.
The Hub
The Hub is another demo we created later on to showcase eye tracking from an input perspective compared to a controller pointer. This was shown during GDC and CES conferences.
Similar to the Mirrors demo I worked on many parts of the demo, but focused mainly on the UI and the general flow of demo.
G2OM Demo
The G2OM demo was smaller in scope than previous demos and created as a means to showcase Tobii G2OM which is a machine-learned algorithm to detect what object the user is looking at. The flow teaches the user why this is so valuable when it comes to developing eye tracking solutions in XR.
This demo was created by me and two other colleagues, where again I worked on all facets of the demo, but focused mainly on the general flow to get the message across that we wanted to mediate.
Tool used: Unity, C#