Why eye tracking will be standard on all VR headsets
In this post, we take a look at the impact of virtualization on remote collaboration and why application developers are building for eye tracking.
According to the 2019 XR Industry Survey, the top three components and functions that will drive XR adoption are 1) headset comfort and usability, 2) field of view, and 3) eye tracking. The design of HP’s latest VR headset, the HP Reverb G2 Omnicept Edition, delivers on all three. With 114-degree FoV, eye tracking, PPG sensor heart-rate monitoring, and a face camera to capture lip movements, I believe this headset is a clear representation of next-generation VR.
Delivered on an already fantastic headset — HP Reverb G2 — the Omnicept Edition is a commercial headset capable of capturing unbiased insights, enabling advanced VR applications in training, wellness, design, and collaboration.
As Tobii’s director of product management for XR OEM, the development project for this headset has been a great experience because it has allowed me to work closely with HP. My team’s objective was to integrate our Tobii VR4 Eye Tracking Platform, enhancing the headset with Tobii eye tracking technology and ensuring fusion with the other new sensors.
In this post, I share some of the thinking behind this exceptional new headset, why it’s relevant now, together with some of the thoughts and experiences from the people I collaborated with at HP — Henry Wang (product manager) and Lauren Domingo (software field engineer).
One of the essentials for digital transformation and operational optimization (Industry 4.0) is meaningful real-time data. To fulfill the need for data, almost all things are equipped with sensors — discreet devices that quietly generate trillions of unbiased data points. Spearheaded by HP Reverb G2 Omnicept Edition, the coming generation of VR headsets will include sensors that create new inputs for application development.
Lauren and Henry, how do you see the world of sensors evolving? HP Reverb G2 Omnicept Edition sets a new standard, but how will headsets develop from here?
One of the side effects of Industry 4.0, with its productivity optimization and automation, is a constant shift in skills requirements and a persistent need for re-education. A study conducted by the University of Maryland in the US concluded that information-retention rates are higher for virtualized education than traditional computer-based learning. I can relate to this because the immersion and realism of some VR experiences make learning exciting and memorable. VR immersion allows me to focus on the task, and its authenticity helps me to gain a practical understanding of new concepts. By adding physical movement and range of motion into the mix, VR can help me to, for example, develop the dexterity required for new tasks.
When it comes to specialized skills, like surgical procedures or managing stressful situations, it seems that people who train with VR make fewer mistakes than people educated through traditional means.
Lauren and Henry, training is one of four key areas identified for the development of this headset. Can you talk about the feedback provided by sensor data and why it is compelling for training in VR?
Sensor fusion sets the HP Reverb G2 Omnicept Edition apart from all other headsets. Aggregated sensor data will help application developers personalize the VR experience by harnessing the user’s natural responses, removing the barriers and apprehension that some people associate with virtual and mixed reality.
We may not always realize it, but we typically push ourselves beyond our capacity to process new information in unfamiliar situations. Through practice, we develop familiarity, and our cognitive load drops to manageable levels. VR provides a controlled space to practice in — a realistic and safe environment where we can repeat, learn, and minimize errors.
Lauren and Henry, can you give us some insight on why you chose to include eye tracking in this headset?
The sudden shift to working from home has helped mitigate the economic impact of COVID-19. The timing of the HP Reverb H2 Omincept Edition is a testament to the human ability to collaborate under new circumstances. And the past couple of months has highlighted the need to modernize and enhance virtual collaboration. Estimates vary, but up to 40% of US jobs could be home-based. Post-pandemic, it seems likely that about 20–30% (up from about 5% pre-pandemic) of workers will continue to work-from-home.
This shift has created an opportunity for XR to deliver an advanced set of digital collaboration tools that incorporate facial expressions, body language, and tone-of-voice. Enhanced with the data to interpret muscle movements and visual cues for natural interaction, HP Reverb H2 Omnicept Edition puts VR collaboration on a new trajectory.
To get eye tracking and other sensors to communicate and generate unbiased raw, it’s not unusual for engineers to implement workarounds by manually combining existing technologies. HP Reverb G2 Omnicept Edition means they no longer need to do this. This headset makes it possible to get insights with a commercial device without such workarounds.
Lauren and Henry, can you tell us about how easy it is to start developing applications that leverage HP Reverb G2 Omnicept Edition headset functionality?
Right now, we are benchmarking Tobii Spotlight Technology for Foveated Rendering on the HP Reverb G2 Omnicept Edition. The initial trials show remarkable results, with average savings on shading load approaching 66%¹. This level of savings presents developers with an opportunity to raise visual clarity and application performance where it is needed most.
This benchmark also underpins our assertion on the close coupling between the benefit of foveated rendering and rising screen resolution.
Lauren and Henry, what’s your take on our foveated rendering technology?
While this post is not a review of the HP Reverb G2 Omnicept Edition, I didn’t think it would be complete without a few facts. In terms of form, this headset is the same core components as the HP Reverb G2, with the same ultrasharp display and industry-leading lenses by Valve. What sets this headset apart is its sensor fusion, which aggregates raw data from the integrated Tobii VR4 Eye Tracking Platform, with PPG and face camera sensors to deliver cognitive load analysis.
Final comments from Lauren and Henry:
Find out more about Tobii eye tracking and the HP Reverb G2 Omnicept Edition.
In this post, we take a look at the impact of virtualization on remote collaboration and why application developers are building for eye tracking.
Since Tobii Ocumen launched in 2020, we have collaborated with a multitude of companies working to commercialize their VR innovations. Here are our top five.
In this XR developer focus post, Johan Bouvin summarizes the impact of our eye tracking in upcoming VR headsets.
Subscribe to our stories about how people are using eye tracking and attention computing.