1 00:00:04,480 --> 00:00:12,800 Speaker 1: Technology with tech Stuff from stuff dot Com. Hey there, 2 00:00:12,840 --> 00:00:16,759 Speaker 1: and welcome to Tech Stuff. I'm your host, Jonathan Strickland, 3 00:00:16,880 --> 00:00:21,840 Speaker 1: podcaster extraordinaire with how stuff works. And as you guys know, 4 00:00:22,400 --> 00:00:25,520 Speaker 1: I loves me some technologies and that's what I'd like 5 00:00:25,640 --> 00:00:29,160 Speaker 1: to cover on this show. And in the past I've 6 00:00:29,200 --> 00:00:33,280 Speaker 1: covered concepts like Moore's law, and that can tend to 7 00:00:33,440 --> 00:00:37,440 Speaker 1: lead people into thinking that, because computer processing power effectively 8 00:00:37,600 --> 00:00:41,400 Speaker 1: doubles every two years or so, that the entire world 9 00:00:41,440 --> 00:00:44,440 Speaker 1: is going to be transformed into a crazy techno wizard 10 00:00:44,440 --> 00:00:47,760 Speaker 1: world that you'd see in an imaginative science fiction film. 11 00:00:47,800 --> 00:00:50,280 Speaker 1: It's gonna happen any day now, and we're all headed 12 00:00:50,320 --> 00:00:53,720 Speaker 1: that way. It's a foregone conclusion. However, from a day 13 00:00:53,720 --> 00:00:56,280 Speaker 1: to day perspective, it doesn't seem like we're going all 14 00:00:56,360 --> 00:01:00,560 Speaker 1: that quickly, despite that amazing progress and computer process using power. 15 00:01:00,880 --> 00:01:04,280 Speaker 1: And one of the reasons there are many, but one 16 00:01:04,280 --> 00:01:06,679 Speaker 1: of the reasons for this is that while computer processing 17 00:01:06,720 --> 00:01:09,880 Speaker 1: power tends to follow that pathway that Gordon Moore observed 18 00:01:09,920 --> 00:01:13,840 Speaker 1: several decades ago, other aspects of technology aren't on quite 19 00:01:13,880 --> 00:01:17,440 Speaker 1: as predictable a path, nor do they advance at such 20 00:01:17,560 --> 00:01:22,280 Speaker 1: a reliable accelerated rate. And because of that, because some 21 00:01:22,480 --> 00:01:27,199 Speaker 1: aspects of technology lag behind the development of processing power, 22 00:01:27,840 --> 00:01:31,560 Speaker 1: we don't get that crazy future that we've been promised 23 00:01:31,560 --> 00:01:35,360 Speaker 1: since say the nineteen fifties. Now, one of those aspects, 24 00:01:35,480 --> 00:01:38,480 Speaker 1: one of the things that does not evolve as quickly 25 00:01:38,520 --> 00:01:43,319 Speaker 1: as processing power, would be user interfaces. Now, these are 26 00:01:43,360 --> 00:01:46,600 Speaker 1: the ways that we interact with our devices, such as 27 00:01:46,600 --> 00:01:52,800 Speaker 1: our computers. So the typical computer user, they're usually relying 28 00:01:52,880 --> 00:01:57,880 Speaker 1: upon your basic keyboard and mouse combination. It's the same 29 00:01:57,920 --> 00:02:01,520 Speaker 1: thing that's been in place, say the nineteen eighties and 30 00:02:01,600 --> 00:02:05,120 Speaker 1: personal computers. Xerox Park was introducing things like the mouse 31 00:02:05,120 --> 00:02:08,360 Speaker 1: and the graphic user interface much earlier than that, but 32 00:02:08,400 --> 00:02:11,480 Speaker 1: it was really the Apple Macintosh that brought the graphic 33 00:02:11,520 --> 00:02:14,600 Speaker 1: user interface and the mouse along with the keyboard to 34 00:02:14,680 --> 00:02:19,040 Speaker 1: the personal computing space. The keyboard, of course, had already existed. Uh, 35 00:02:19,360 --> 00:02:22,120 Speaker 1: there's a problem with this type of interface. There's actually 36 00:02:22,120 --> 00:02:25,040 Speaker 1: a couple. But one is that it requires users to 37 00:02:25,080 --> 00:02:28,760 Speaker 1: be both able to manipulate the input devices, which would 38 00:02:28,760 --> 00:02:30,600 Speaker 1: be the keyboard and mouse. You have to actually be 39 00:02:30,639 --> 00:02:33,840 Speaker 1: able to move them in order to interact with your computer. 40 00:02:34,639 --> 00:02:37,440 Speaker 1: And the other problem is that there's a learning curve. 41 00:02:37,480 --> 00:02:40,960 Speaker 1: You actually have to learn how to use those devices 42 00:02:41,040 --> 00:02:44,240 Speaker 1: in order to interact with your computer properly. It's not 43 00:02:44,320 --> 00:02:47,840 Speaker 1: a natural way to interact with a machine, or with 44 00:02:47,919 --> 00:02:50,280 Speaker 1: anything else. It's not the way we tend to interact 45 00:02:50,320 --> 00:02:53,240 Speaker 1: with the stuff in our everyday world. We don't have 46 00:02:53,360 --> 00:02:57,880 Speaker 1: to type out codes or move a random part of 47 00:02:57,880 --> 00:03:01,240 Speaker 1: an object in order to make something else move. We 48 00:03:01,360 --> 00:03:05,200 Speaker 1: are much more direct with our input whenever we are 49 00:03:05,240 --> 00:03:09,040 Speaker 1: interacting with our environment. So in order to learn how 50 00:03:09,040 --> 00:03:11,040 Speaker 1: to use a computer, we actually have to go through 51 00:03:11,040 --> 00:03:17,200 Speaker 1: this process of learning how keyboards and computer mices work. 52 00:03:17,760 --> 00:03:22,519 Speaker 1: Otherwise nothing much gets done. Now that's not to say 53 00:03:22,560 --> 00:03:25,960 Speaker 1: that once the keyboard and mouse combo came out we 54 00:03:26,000 --> 00:03:28,840 Speaker 1: stopped trying to find ways to interact with technology, because 55 00:03:28,840 --> 00:03:32,079 Speaker 1: engineers have been working on everything from light pens to 56 00:03:32,280 --> 00:03:36,280 Speaker 1: touch screens, to gesture controls to voice commands all the 57 00:03:36,320 --> 00:03:38,400 Speaker 1: way back to when the keyboard and mouse started to 58 00:03:38,440 --> 00:03:40,960 Speaker 1: become a thing. And this is all in an effort 59 00:03:41,000 --> 00:03:44,760 Speaker 1: to broaden the way we control computers and electronics. And 60 00:03:44,800 --> 00:03:47,840 Speaker 1: I've covered some of those technologies in earlier episodes of 61 00:03:47,840 --> 00:03:50,720 Speaker 1: Tech Stuff, and I've explained that many of them, like 62 00:03:50,840 --> 00:03:54,880 Speaker 1: voice recognition do not follow a path that's nearly as 63 00:03:54,920 --> 00:03:59,160 Speaker 1: accelerated as processing power. We've gotten really good with voice 64 00:03:59,160 --> 00:04:02,760 Speaker 1: recognition over the last say, five or six years, but 65 00:04:02,880 --> 00:04:07,000 Speaker 1: for many years it was lagging behind other technologies. And 66 00:04:07,080 --> 00:04:10,160 Speaker 1: this is the problem with making those big promises about 67 00:04:10,200 --> 00:04:13,040 Speaker 1: what the future is going to be like. Often that 68 00:04:13,200 --> 00:04:16,600 Speaker 1: is based on an assumption that everything is moving forward 69 00:04:16,640 --> 00:04:20,320 Speaker 1: at the same speed, and that's just not true. Well, 70 00:04:20,360 --> 00:04:25,640 Speaker 1: today I wanted to cover a specific type of technology 71 00:04:25,720 --> 00:04:28,760 Speaker 1: that can be used in user interfaces, although that's only 72 00:04:28,839 --> 00:04:33,840 Speaker 1: one application of this technology, and that is eye tracking technology. 73 00:04:34,000 --> 00:04:36,799 Speaker 1: A bit later in this episode, I'm going to play 74 00:04:36,800 --> 00:04:40,160 Speaker 1: an interview I had with Oscar Werner of Toby Tech, 75 00:04:40,520 --> 00:04:43,680 Speaker 1: and Toby Tech is a business unit of a company, 76 00:04:43,760 --> 00:04:48,520 Speaker 1: Toby that is pioneering eye tracking technology for all sorts 77 00:04:48,560 --> 00:04:52,360 Speaker 1: of applications, both on the business to business side and 78 00:04:52,480 --> 00:04:55,760 Speaker 1: the business to consumer side. But before I get to 79 00:04:55,800 --> 00:04:58,000 Speaker 1: that interview, I thought it might be interesting to talk 80 00:04:58,040 --> 00:05:01,920 Speaker 1: about the evolution of eye tracking in general, because it's 81 00:05:01,920 --> 00:05:06,239 Speaker 1: actually a really cool story, and you I learned stuff 82 00:05:06,240 --> 00:05:09,080 Speaker 1: I just didn't know, including stuff that schemed me out 83 00:05:09,120 --> 00:05:13,080 Speaker 1: a little bit. So I want to share my skiviness 84 00:05:13,160 --> 00:05:15,320 Speaker 1: with you. Wait, no, that's not right. I want to 85 00:05:15,320 --> 00:05:18,159 Speaker 1: share the stuff that schemed me out with you. My 86 00:05:18,279 --> 00:05:22,520 Speaker 1: skiviness is a matter for my own personal life. Back 87 00:05:22,560 --> 00:05:26,360 Speaker 1: off alright, To begin with, eye tracking technology is the 88 00:05:26,400 --> 00:05:30,680 Speaker 1: product of a few different disciplines, and they originate from 89 00:05:31,120 --> 00:05:36,320 Speaker 1: different perspectives. You've got philosophical approaches, you have technical approaches, 90 00:05:36,440 --> 00:05:41,479 Speaker 1: you have biological approaches, and you also have human behavior 91 00:05:42,080 --> 00:05:46,480 Speaker 1: along with psychology and physiology. So in the eighteenth century, 92 00:05:46,560 --> 00:05:49,080 Speaker 1: which I feel I need to point out, was an 93 00:05:49,080 --> 00:05:52,520 Speaker 1: era that had very few personal computers in it because 94 00:05:52,520 --> 00:05:55,440 Speaker 1: they had not yet been invented. There was a guy 95 00:05:55,560 --> 00:06:00,760 Speaker 1: named William Porterfield, who should not be confused with professional 96 00:06:00,880 --> 00:06:06,000 Speaker 1: cricket player from Ireland, totally different person. This was William 97 00:06:06,040 --> 00:06:09,520 Speaker 1: Porterfield in the eighteenth century, an Englishman who made some 98 00:06:09,640 --> 00:06:14,119 Speaker 1: general notes about oculomotor behavior and reading, in other words, 99 00:06:14,279 --> 00:06:19,240 Speaker 1: how our eyes behave as we read text. Now, Porterfield's 100 00:06:19,279 --> 00:06:23,240 Speaker 1: work was not based off empirical evidence, but rather casual 101 00:06:23,400 --> 00:06:29,240 Speaker 1: observations and some hypotheses. But later scientists would study this 102 00:06:30,480 --> 00:06:35,560 Speaker 1: behavior in greater detail and with more rigorous scientific approaches. 103 00:06:36,640 --> 00:06:40,320 Speaker 1: So some of them looked at it from a physiological standpoint, 104 00:06:40,480 --> 00:06:43,000 Speaker 1: some looked at it from a philosophical standpoint. Some of 105 00:06:43,000 --> 00:06:47,080 Speaker 1: them combined the two, and a man named Louis Emil 106 00:06:47,440 --> 00:06:51,840 Speaker 1: Javal conducted a study of how our eyes behave when 107 00:06:51,880 --> 00:06:55,880 Speaker 1: we read text. He was working in the late nineteenth century, 108 00:06:55,920 --> 00:06:58,960 Speaker 1: around the eighteen sixties and eighteen seventies. He published his 109 00:06:59,040 --> 00:07:02,200 Speaker 1: work about the US in eighteen seventy eight, and he 110 00:07:02,320 --> 00:07:06,280 Speaker 1: made his observations by directly watching people's eyes as they 111 00:07:06,279 --> 00:07:09,960 Speaker 1: read lines of text. And he saw that when you 112 00:07:10,040 --> 00:07:14,680 Speaker 1: do that, your eyes don't just glide seamlessly across a page. Instead, 113 00:07:15,280 --> 00:07:19,120 Speaker 1: your eyes have lots of stops and starts. Those motions 114 00:07:19,160 --> 00:07:22,640 Speaker 1: he gave names, so he called every time you stopped, 115 00:07:22,840 --> 00:07:25,640 Speaker 1: when you would your eyes would pause as they went across, 116 00:07:25,720 --> 00:07:29,680 Speaker 1: he called those fixations. And he would call all the 117 00:07:29,680 --> 00:07:35,240 Speaker 1: bits where your eyes would move across rapidly Saccadays, those 118 00:07:35,280 --> 00:07:38,200 Speaker 1: would be the starts. Now, saccad comes from a French 119 00:07:38,280 --> 00:07:42,840 Speaker 1: word that was originally used to describe horse movements, and 120 00:07:42,880 --> 00:07:46,560 Speaker 1: a rough translation into English might be jerk, as in 121 00:07:46,600 --> 00:07:49,960 Speaker 1: the motion, not as in some jerk face who's giving 122 00:07:49,960 --> 00:07:53,960 Speaker 1: you a hard time. So Javal's work was interesting in that, 123 00:07:54,080 --> 00:07:56,880 Speaker 1: for the most part. The only studies in oculu motor 124 00:07:57,040 --> 00:08:00,400 Speaker 1: function up to that time were limited to diagnos sing 125 00:08:00,440 --> 00:08:05,960 Speaker 1: and perhaps treating dysfunction, so the work wasn't all about 126 00:08:06,200 --> 00:08:10,360 Speaker 1: learning more of what typical behavior is like. In other words, 127 00:08:10,400 --> 00:08:12,960 Speaker 1: doctors normally didn't think to look into the way our 128 00:08:13,040 --> 00:08:17,840 Speaker 1: eyes move unless something atypical was going on with the patient. 129 00:08:18,600 --> 00:08:22,360 Speaker 1: Javal started a movement in medicine and biology that, pardon 130 00:08:22,480 --> 00:08:27,800 Speaker 1: the pun, shifted the focus. Other scientists observed similar similar 131 00:08:27,840 --> 00:08:31,880 Speaker 1: oculomotor behavior, so this was all emerging around the same time. 132 00:08:32,200 --> 00:08:34,439 Speaker 1: There are actually quite a few people who were looking 133 00:08:34,480 --> 00:08:37,920 Speaker 1: into it, so to speak. Javal just became the most 134 00:08:37,960 --> 00:08:40,120 Speaker 1: famous of all those people. So I don't mean to 135 00:08:40,160 --> 00:08:43,240 Speaker 1: suggest he was the only one, but rather he's the 136 00:08:43,240 --> 00:08:45,199 Speaker 1: one that gets most of the credit, and that is 137 00:08:45,240 --> 00:08:48,320 Speaker 1: because of another person named Edmund Huey, who was a 138 00:08:48,360 --> 00:08:51,880 Speaker 1: clever fellow from the late nineteenth and early twenty centuries. 139 00:08:51,920 --> 00:08:55,280 Speaker 1: He made more progress in this study by creating an 140 00:08:55,280 --> 00:08:58,160 Speaker 1: invention that sounds like it came straight out of a 141 00:08:58,200 --> 00:09:02,840 Speaker 1: clockwork orange. It consisted of a plaster I cup that 142 00:09:02,880 --> 00:09:07,240 Speaker 1: would fit over a subject's I so it would go 143 00:09:07,440 --> 00:09:10,160 Speaker 1: right up against the person's eye, and the cup had 144 00:09:10,200 --> 00:09:12,880 Speaker 1: a lever attached to it that went off to the side. 145 00:09:13,240 --> 00:09:15,680 Speaker 1: At the other end of the lever there was a pen, 146 00:09:16,720 --> 00:09:21,000 Speaker 1: and the pen could move across a rotating smoked drum, 147 00:09:21,040 --> 00:09:23,960 Speaker 1: and thus the pen would make marks across the smoked 148 00:09:24,640 --> 00:09:28,840 Speaker 1: surface of this drum that rotated around. And the idea 149 00:09:28,920 --> 00:09:31,840 Speaker 1: was that this would allow you to look at those 150 00:09:31,880 --> 00:09:35,360 Speaker 1: marks and map that to I've movements that are happening 151 00:09:35,400 --> 00:09:38,120 Speaker 1: while you're actually giving the subject a test. So as 152 00:09:38,160 --> 00:09:42,240 Speaker 1: the subject's eyes would scan text, the movements of those 153 00:09:42,240 --> 00:09:45,559 Speaker 1: eyes would make the plaster cup move, which would transfer 154 00:09:45,600 --> 00:09:48,120 Speaker 1: that motion to the lever and ultimately to the pen 155 00:09:48,240 --> 00:09:51,840 Speaker 1: that was resting against the rotating drum. And this sounds 156 00:09:51,880 --> 00:09:56,520 Speaker 1: absolutely ghastly to me, but it gave valuable information to 157 00:09:56,600 --> 00:10:01,600 Speaker 1: Hueie about how people's eyes move when they're reading. Now, 158 00:10:01,640 --> 00:10:06,040 Speaker 1: in his papers on the subject, hue would refer back 159 00:10:06,080 --> 00:10:11,360 Speaker 1: to Javal's work and his research on the physiology of reading. 160 00:10:11,880 --> 00:10:14,199 Speaker 1: There were other scientists who are looking into this subject 161 00:10:14,200 --> 00:10:16,679 Speaker 1: as well, but Huey's work and the citation of Javel 162 00:10:16,800 --> 00:10:19,920 Speaker 1: have led many to simplify history and just say they're 163 00:10:19,920 --> 00:10:22,520 Speaker 1: the ones responsible for the research. On i've movements in 164 00:10:22,559 --> 00:10:27,080 Speaker 1: the early days. Later on, another scientist, George Malcolm Stratton, 165 00:10:27,400 --> 00:10:29,920 Speaker 1: would start to study how we move our eyes as 166 00:10:29,920 --> 00:10:34,439 Speaker 1: we perceive illusions. Now, this is really interesting. Optical illusions 167 00:10:34,480 --> 00:10:38,760 Speaker 1: depend upon our eyes perceiving something that is either not 168 00:10:39,000 --> 00:10:42,079 Speaker 1: there or is there in a way that is different 169 00:10:42,440 --> 00:10:48,000 Speaker 1: from the actual physical thing that we are perceiving, and 170 00:10:48,040 --> 00:10:51,080 Speaker 1: therefore the way our eyes behave is very important to 171 00:10:51,320 --> 00:10:53,600 Speaker 1: how those illusions work. What is it that's going on 172 00:10:53,720 --> 00:10:57,120 Speaker 1: physiologically with our eyes, how much of that is dependent 173 00:10:57,200 --> 00:11:01,760 Speaker 1: upon my behavior versus what's going on in our brains. 174 00:11:01,760 --> 00:11:06,520 Speaker 1: This would slowly lead scientists to the conclusion that our 175 00:11:06,600 --> 00:11:09,440 Speaker 1: eyes are really an extension of our brains, and that 176 00:11:09,559 --> 00:11:15,000 Speaker 1: the process of thinking is very closely, if not synonymously, 177 00:11:15,120 --> 00:11:19,040 Speaker 1: connected with the process of seeing. And I think that's 178 00:11:19,080 --> 00:11:22,720 Speaker 1: pretty cool too. Stratton's work would publish in the early 179 00:11:22,760 --> 00:11:28,520 Speaker 1: twentieth century and also help inform scientists and others about 180 00:11:28,600 --> 00:11:31,600 Speaker 1: the nature of our eyes. All of this is to say, 181 00:11:31,640 --> 00:11:34,520 Speaker 1: these early studies began to coalesce around that concept of 182 00:11:34,559 --> 00:11:37,720 Speaker 1: not just how our eyes move as we perceive, but 183 00:11:37,880 --> 00:11:41,839 Speaker 1: also where our focus tends to be directed. Knowing about 184 00:11:42,000 --> 00:11:45,880 Speaker 1: focus is important for lots of different fields, some of 185 00:11:45,920 --> 00:11:50,120 Speaker 1: which appear to be completely independent of technology and user interfaces. 186 00:11:50,360 --> 00:11:54,400 Speaker 1: For example, let's say that you are a graphics designer 187 00:11:55,000 --> 00:11:57,760 Speaker 1: and you have a job. You're given a contract, and 188 00:11:57,800 --> 00:12:01,360 Speaker 1: your job is to create a sign that will warn 189 00:12:01,440 --> 00:12:05,080 Speaker 1: people to potential danger. Maybe it's a warning sign for 190 00:12:05,280 --> 00:12:08,800 Speaker 1: let's say radioactive material, and you want to make sure 191 00:12:08,920 --> 00:12:12,480 Speaker 1: you get across to people that anything beyond that sign 192 00:12:12,800 --> 00:12:16,719 Speaker 1: could pose as a threat to that person's health. There 193 00:12:16,720 --> 00:12:19,200 Speaker 1: are many things you would have to consider before you 194 00:12:19,240 --> 00:12:23,640 Speaker 1: start making that sign. For example, which colors should you use. 195 00:12:24,080 --> 00:12:26,320 Speaker 1: You're gonna want something that's going to have a good 196 00:12:26,400 --> 00:12:29,520 Speaker 1: level of contrast, so that whatever the message is that 197 00:12:29,559 --> 00:12:33,199 Speaker 1: you're trying to convey will be easy for people to perceive, 198 00:12:33,320 --> 00:12:36,520 Speaker 1: even if people might have some form of color blindness. 199 00:12:37,280 --> 00:12:38,600 Speaker 1: Then you have to ask, all right, well, if there 200 00:12:38,600 --> 00:12:41,480 Speaker 1: are any words on there, what typeface should you use? 201 00:12:41,520 --> 00:12:45,000 Speaker 1: I mean, it needs to be easily legible, and where 202 00:12:45,000 --> 00:12:48,160 Speaker 1: do you draw the focus on this sign so that 203 00:12:48,240 --> 00:12:51,760 Speaker 1: the message you are sending gets to your audience and 204 00:12:51,760 --> 00:12:54,600 Speaker 1: they actually get the point. Being able to track eye 205 00:12:54,640 --> 00:12:58,040 Speaker 1: movement gives us more information about how we humans work, 206 00:12:58,120 --> 00:13:01,600 Speaker 1: not just how we can interact with stuff. As for 207 00:13:01,760 --> 00:13:06,160 Speaker 1: eye tracking technology, it thankfully evolved beyond the need for 208 00:13:06,240 --> 00:13:09,320 Speaker 1: eye cups and mechanical levers. Otherwise I would just be 209 00:13:09,440 --> 00:13:13,320 Speaker 1: running around screaming inside of the studio because I have 210 00:13:13,400 --> 00:13:17,600 Speaker 1: a thing about eyes. But one methodology still relied on 211 00:13:17,640 --> 00:13:21,000 Speaker 1: the subject wearing special equipment, and it was a system 212 00:13:21,000 --> 00:13:25,080 Speaker 1: consisting of a pair of contact lenses with a sort 213 00:13:25,080 --> 00:13:28,839 Speaker 1: of special feature, which is dependent upon the actual implementation 214 00:13:28,880 --> 00:13:32,320 Speaker 1: of the technology. Some versions would use contact lenses that 215 00:13:32,480 --> 00:13:36,840 Speaker 1: had a magnetic field sensor connected to them, or they 216 00:13:36,920 --> 00:13:39,680 Speaker 1: might have an embedded mirror that would reflect light, and 217 00:13:39,679 --> 00:13:42,960 Speaker 1: then you would have an external system that has partnered 218 00:13:43,000 --> 00:13:46,160 Speaker 1: with these contact lenses and that would help monitor the 219 00:13:46,200 --> 00:13:49,920 Speaker 1: movement of the special component of those contact lenses in 220 00:13:50,080 --> 00:13:53,600 Speaker 1: turn that would track eye motion. This typically would provide 221 00:13:53,600 --> 00:13:56,200 Speaker 1: a really accurate indication of what the eye is doing 222 00:13:56,240 --> 00:13:59,680 Speaker 1: at any given time, assuming that the contact lens fits 223 00:13:59,720 --> 00:14:03,600 Speaker 1: properly and doesn't itself slide a bit across the surface 224 00:14:03,640 --> 00:14:07,000 Speaker 1: of the eye. Obviously, if that happens, then it's messing 225 00:14:07,080 --> 00:14:10,280 Speaker 1: up your metrics because you're looking at the movement of 226 00:14:10,320 --> 00:14:13,800 Speaker 1: the contact lens, not necessarily the movement of the eye itself. 227 00:14:14,160 --> 00:14:17,440 Speaker 1: But for something like a computer or a mobile device 228 00:14:17,600 --> 00:14:21,200 Speaker 1: that a consumer might purchase and you want an interface 229 00:14:21,240 --> 00:14:24,040 Speaker 1: for that, you probably don't want to deal with putting 230 00:14:24,040 --> 00:14:28,080 Speaker 1: in special contacts. So the interfaces that we're finding with 231 00:14:28,200 --> 00:14:34,440 Speaker 1: personal electronics and computers typically rely upon optical tracking. And 232 00:14:34,520 --> 00:14:37,600 Speaker 1: that means exactly what you think. It means. You're using 233 00:14:37,680 --> 00:14:42,400 Speaker 1: some form of camera to monitor where you are looking. 234 00:14:42,480 --> 00:14:46,840 Speaker 1: The device uses cameras that can detect your eyes using 235 00:14:46,880 --> 00:14:51,280 Speaker 1: software that has image recognition algorithms running in it, So 236 00:14:51,320 --> 00:14:55,480 Speaker 1: it's looking for different aspects of eyes that are common 237 00:14:55,600 --> 00:14:59,600 Speaker 1: across many people. And once it identifies, all right, that's 238 00:14:59,600 --> 00:15:02,400 Speaker 1: an eye, then it starts to try and track where 239 00:15:02,440 --> 00:15:06,520 Speaker 1: the eye is looking. Typically, you have to end up 240 00:15:06,640 --> 00:15:11,760 Speaker 1: using a system to set a baseline for this. You 241 00:15:11,800 --> 00:15:14,160 Speaker 1: can't just turn it on and start looking. You have 242 00:15:14,240 --> 00:15:17,080 Speaker 1: to calibrate it. So you calibrate the system so it 243 00:15:17,120 --> 00:15:20,240 Speaker 1: knows where you're looking. It might guide you into looking 244 00:15:20,280 --> 00:15:23,240 Speaker 1: at specific regions of a screen, whether it's a mobile 245 00:15:23,240 --> 00:15:26,680 Speaker 1: device or a computer or whatever it might be. And 246 00:15:26,760 --> 00:15:29,560 Speaker 1: that way, once it knows quote unquote that you are 247 00:15:29,600 --> 00:15:34,200 Speaker 1: looking where you're supposed to, it can then uh interpret 248 00:15:34,640 --> 00:15:37,440 Speaker 1: where your eye is looking from that point forward, because 249 00:15:37,480 --> 00:15:43,440 Speaker 1: it's calibrated from a known set of standards. And from 250 00:15:43,480 --> 00:15:47,120 Speaker 1: that point forward, assuming that everything is working properly, every 251 00:15:47,120 --> 00:15:49,040 Speaker 1: time you look at some other part of the screen, 252 00:15:49,120 --> 00:15:52,040 Speaker 1: the eye tracking software can track your gaze and know 253 00:15:52,160 --> 00:15:57,800 Speaker 1: exactly where you are looking. That's the basic idea behind it. Now, 254 00:15:58,160 --> 00:16:00,520 Speaker 1: when we listen to in on an interview in just 255 00:16:00,560 --> 00:16:04,400 Speaker 1: a few minutes, Mr Werner will explain how Toby's technology 256 00:16:04,440 --> 00:16:08,520 Speaker 1: accomplishes this. In particular, they have a specific kind of 257 00:16:08,680 --> 00:16:12,360 Speaker 1: approach to using cameras to track eye movements. It's not 258 00:16:12,480 --> 00:16:15,600 Speaker 1: that different from the way motion sensors like the Microsoft 259 00:16:15,640 --> 00:16:20,359 Speaker 1: Connect work, only obviously, eye tracking technology is more precisely 260 00:16:20,400 --> 00:16:23,880 Speaker 1: tuned to look at the movement of your eyeballs, not 261 00:16:24,040 --> 00:16:29,280 Speaker 1: your overall body. Now, this technology allows for all sorts 262 00:16:29,280 --> 00:16:32,800 Speaker 1: of potential applications, and some of them are passive, which 263 00:16:32,840 --> 00:16:35,320 Speaker 1: means that people can use the eye tracking data to 264 00:16:35,360 --> 00:16:38,080 Speaker 1: get an idea of where people direct their focus for 265 00:16:38,160 --> 00:16:41,720 Speaker 1: any given situation. So that might be when someone is 266 00:16:41,760 --> 00:16:44,920 Speaker 1: looking at an advertisement, or looking at a web page, 267 00:16:45,000 --> 00:16:48,320 Speaker 1: or playing a game. It can be more active. It 268 00:16:48,360 --> 00:16:51,480 Speaker 1: doesn't have to be a passive implementation, it can allow 269 00:16:51,520 --> 00:16:55,400 Speaker 1: people the chance to send input into a computer by 270 00:16:55,440 --> 00:16:58,480 Speaker 1: staring at specific parts of a screen. This is useful 271 00:16:58,480 --> 00:17:01,640 Speaker 1: for those people who may otherwise be unable to move. 272 00:17:02,080 --> 00:17:04,959 Speaker 1: They can use these kind of interfaces in order to communicate. 273 00:17:05,160 --> 00:17:09,240 Speaker 1: And there are countless other applications that exist now and 274 00:17:09,280 --> 00:17:13,040 Speaker 1: even more that we haven't even thought of yet. To 275 00:17:13,080 --> 00:17:15,120 Speaker 1: get a better idea of what this tech is all 276 00:17:15,160 --> 00:17:18,119 Speaker 1: about and how it might be used in the future, 277 00:17:18,440 --> 00:17:21,480 Speaker 1: I talked with Oscar Warner. He's the business unit president 278 00:17:21,520 --> 00:17:24,320 Speaker 1: of Toby Tech, and we'll hear that interview right after 279 00:17:24,359 --> 00:17:34,000 Speaker 1: we take this quick break to thank our sponsor. Let's 280 00:17:34,040 --> 00:17:38,480 Speaker 1: serve by you introducing yourself and your title and the company. 281 00:17:39,680 --> 00:17:42,560 Speaker 1: So my name is Oscar Warner. I'm president of Toby Tech, 282 00:17:43,000 --> 00:17:46,919 Speaker 1: and Toby Tech is basically one of three business units 283 00:17:46,960 --> 00:17:52,159 Speaker 1: in Toby U in Toby Group, so um Toby there 284 00:17:52,160 --> 00:17:56,600 Speaker 1: are three business units. Toby Dinox is providing solutions for 285 00:17:56,640 --> 00:17:59,720 Speaker 1: people with disabilities. Someone with a S who cannot move, 286 00:18:00,800 --> 00:18:07,240 Speaker 1: any who cannot move at all can basically communicate via 287 00:18:07,320 --> 00:18:10,000 Speaker 1: looking at a computer or send emails via just looking 288 00:18:10,000 --> 00:18:13,120 Speaker 1: at the computer, or somebody with CP who is pastic 289 00:18:13,320 --> 00:18:17,000 Speaker 1: can type emails and write on a thesis or or 290 00:18:17,080 --> 00:18:19,439 Speaker 1: or or write on a computer and use a computer 291 00:18:19,520 --> 00:18:22,920 Speaker 1: just with the rice. And then it's Toby Toby Pro 292 00:18:23,440 --> 00:18:27,800 Speaker 1: which is focusing on selling research people's solutions to to 293 00:18:27,960 --> 00:18:32,359 Speaker 1: universities and to companies like Proper and gaming the U 294 00:18:32,400 --> 00:18:35,600 Speaker 1: in the level to understand human behavior. And then it's 295 00:18:35,640 --> 00:18:39,879 Speaker 1: Toby Tech who is the developer of all the core 296 00:18:39,920 --> 00:18:43,280 Speaker 1: eye tracking technology and is selling this to the consumer markets, 297 00:18:43,800 --> 00:18:47,920 Speaker 1: which may be PIEC, gaming, the PC industry, smartphone industry, 298 00:18:48,080 --> 00:18:50,200 Speaker 1: v R, a R industry, so selling to the big 299 00:18:50,359 --> 00:18:53,639 Speaker 1: big o emsum of which you know pretty much all 300 00:18:53,680 --> 00:18:58,240 Speaker 1: the names. Right, So let's start just by kind of 301 00:18:58,280 --> 00:19:02,760 Speaker 1: explaining what I track tracking technology does in general, so 302 00:19:03,000 --> 00:19:07,639 Speaker 1: without getting into the mechanics of it, what exactly is 303 00:19:07,800 --> 00:19:12,720 Speaker 1: its purpose as far as as a technology goes. So, 304 00:19:12,880 --> 00:19:18,960 Speaker 1: eye tracking does two things, um um. It basically makes 305 00:19:19,359 --> 00:19:25,000 Speaker 1: technology understand you as a human being, and it does 306 00:19:25,080 --> 00:19:27,640 Speaker 1: that in two different ways. You know. The first one 307 00:19:27,720 --> 00:19:32,200 Speaker 1: is what we in already call insight. It makes devices 308 00:19:32,560 --> 00:19:35,840 Speaker 1: know what you're paying attention to, and when you think 309 00:19:35,880 --> 00:19:39,400 Speaker 1: about it, what you're paying attention to is your interest 310 00:19:39,760 --> 00:19:42,879 Speaker 1: or your intent at that given point in time. So 311 00:19:43,080 --> 00:19:45,719 Speaker 1: a computer with eye tracking know what your intention is 312 00:19:47,080 --> 00:19:50,240 Speaker 1: and when you think about it is if you think 313 00:19:50,280 --> 00:19:52,600 Speaker 1: on your in front of computer, you're looking at an 314 00:19:52,800 --> 00:19:55,160 Speaker 1: icon that you want to click on. The first thing 315 00:19:55,160 --> 00:19:56,840 Speaker 1: you do is you look at it. The second thing 316 00:19:56,840 --> 00:19:59,560 Speaker 1: you do is you take your mouse and drag the 317 00:19:59,600 --> 00:20:01,679 Speaker 1: mouse and throw over it. And the third thing you 318 00:20:01,720 --> 00:20:04,040 Speaker 1: do is you click on your mouth or in your 319 00:20:04,040 --> 00:20:07,840 Speaker 1: touchpad or in your control or whatever. But a computer 320 00:20:07,840 --> 00:20:10,240 Speaker 1: with an eye tracker already know that you're looking at something, 321 00:20:10,440 --> 00:20:12,240 Speaker 1: so that it knows what you want to click on 322 00:20:12,320 --> 00:20:15,240 Speaker 1: before you touch your mouth. So that could come in 323 00:20:15,320 --> 00:20:19,359 Speaker 1: really handy for anyone who's designing something to have a 324 00:20:19,960 --> 00:20:23,480 Speaker 1: process where you run the test and you have eye 325 00:20:23,480 --> 00:20:26,840 Speaker 1: tracking technology, you can see what elements of your design 326 00:20:26,880 --> 00:20:30,879 Speaker 1: are actually working or maybe are distracting to your to 327 00:20:31,000 --> 00:20:35,359 Speaker 1: your potential user. Yes, that is exactly what to be 328 00:20:35,440 --> 00:20:38,320 Speaker 1: pro that their entire business models is centered around that. 329 00:20:38,840 --> 00:20:41,879 Speaker 1: For example, you know they're creating glasses eye tracking, a 330 00:20:42,080 --> 00:20:44,080 Speaker 1: set of glasses and they send a test group through 331 00:20:44,160 --> 00:20:47,679 Speaker 1: a store, a retail store, and then big retail companies 332 00:20:47,680 --> 00:20:49,800 Speaker 1: such as Propering annulal unit level that would test the 333 00:20:49,880 --> 00:20:52,280 Speaker 1: store layout and see what package did I look at? 334 00:20:52,400 --> 00:20:54,480 Speaker 1: What package did I not see? And how do I 335 00:20:54,560 --> 00:20:57,520 Speaker 1: reconfigure the store layout. It can also be done on 336 00:20:57,600 --> 00:21:01,320 Speaker 1: websites or pack research, etcetera. But US excellent and it 337 00:21:01,359 --> 00:21:04,640 Speaker 1: can also be used not just to see where our 338 00:21:05,560 --> 00:21:08,200 Speaker 1: attention is, but it can go a step further and 339 00:21:08,320 --> 00:21:13,639 Speaker 1: become a direct interface with some other technology. For example, 340 00:21:13,800 --> 00:21:17,359 Speaker 1: you can use it so that you are creating an action, 341 00:21:17,480 --> 00:21:21,880 Speaker 1: you're removing that need to move and click correct. Yes. 342 00:21:22,359 --> 00:21:24,520 Speaker 1: So the first thing, the first category is just it 343 00:21:24,680 --> 00:21:29,600 Speaker 1: gives computers or it gives devices insight of what you're 344 00:21:29,680 --> 00:21:32,960 Speaker 1: looking at. If you're in front of the computer, are 345 00:21:33,000 --> 00:21:35,520 Speaker 1: you're focusing on the screen, or you're leaving the screen, 346 00:21:36,160 --> 00:21:39,000 Speaker 1: what you saw, what you did not see. It can 347 00:21:39,040 --> 00:21:41,480 Speaker 1: be presence and identity in all these things. It gives 348 00:21:41,520 --> 00:21:44,200 Speaker 1: you that it gives you another knowledge about the human. 349 00:21:44,560 --> 00:21:46,840 Speaker 1: And the second thing is you can use it for 350 00:21:47,040 --> 00:21:51,680 Speaker 1: interaction like taking an example from VR. For example, if 351 00:21:51,760 --> 00:21:55,920 Speaker 1: you imagine you pick up something in something in your 352 00:21:56,000 --> 00:21:58,520 Speaker 1: hand and you want to throw it, and if you 353 00:21:58,600 --> 00:22:00,280 Speaker 1: do this, you throw it aim at the a's in 354 00:22:00,320 --> 00:22:02,760 Speaker 1: your room. You want to throw it. When you as 355 00:22:02,760 --> 00:22:05,120 Speaker 1: a human aim at that place, you are looking at 356 00:22:05,160 --> 00:22:08,359 Speaker 1: the place with your eyes and then you give the 357 00:22:08,480 --> 00:22:11,200 Speaker 1: command to your body to throw the thing with your hand. 358 00:22:12,359 --> 00:22:15,600 Speaker 1: But the VR headset in order to tell where you 359 00:22:15,720 --> 00:22:18,840 Speaker 1: want to throw the object, you either need to point 360 00:22:19,359 --> 00:22:21,520 Speaker 1: at the area you want to throw it it with 361 00:22:21,600 --> 00:22:25,960 Speaker 1: your forehead or you need to point at the area 362 00:22:26,040 --> 00:22:27,639 Speaker 1: you want to throw at it with your hand or 363 00:22:27,680 --> 00:22:30,640 Speaker 1: do a gesture, and that's very very hard to get 364 00:22:30,720 --> 00:22:34,560 Speaker 1: exact basically, So this is kind of replicating the human 365 00:22:34,640 --> 00:22:36,560 Speaker 1: behavior when you pick up pick up something and you 366 00:22:36,600 --> 00:22:39,400 Speaker 1: want to throw at something, you look at the point 367 00:22:39,480 --> 00:22:41,960 Speaker 1: you want to throw at and that's how you do 368 00:22:42,040 --> 00:22:46,399 Speaker 1: your aim. And headsets with eye tracking would suddenly understand 369 00:22:46,520 --> 00:22:49,240 Speaker 1: your intention. They would understand what you are trying to 370 00:22:49,359 --> 00:22:52,400 Speaker 1: hit because you're looking at that point. So those devices 371 00:22:52,440 --> 00:22:55,159 Speaker 1: are much smarter, and we give developers the freedom to 372 00:22:55,280 --> 00:22:59,520 Speaker 1: use that and it removes that barrier from a user 373 00:22:59,640 --> 00:23:03,520 Speaker 1: perspect active that any time you have any kind of 374 00:23:03,640 --> 00:23:08,920 Speaker 1: interface with a machine, the more levels of of abstraction 375 00:23:09,000 --> 00:23:12,200 Speaker 1: that there are between you and what you're trying to do, 376 00:23:12,680 --> 00:23:14,720 Speaker 1: the more there's a learning curve, right that you have 377 00:23:14,880 --> 00:23:19,040 Speaker 1: to actually train yourself how to use that device, so 378 00:23:19,200 --> 00:23:21,359 Speaker 1: that the device does what you wanted to do, whereas 379 00:23:21,400 --> 00:23:23,520 Speaker 1: this is kind of stripping that away quite a bit. 380 00:23:24,160 --> 00:23:27,200 Speaker 1: We're trying to make it. We're trying to make it natural. 381 00:23:27,560 --> 00:23:30,760 Speaker 1: That is exactly how you behave in the real world. 382 00:23:30,960 --> 00:23:32,720 Speaker 1: You want to throw an object at something, you pick 383 00:23:32,760 --> 00:23:34,479 Speaker 1: it up, you look, that's how you aim and then 384 00:23:34,520 --> 00:23:37,320 Speaker 1: you throw, while in VR you would have to do 385 00:23:37,440 --> 00:23:42,080 Speaker 1: something else. So so we're trying to make it as natural. Yeah, 386 00:23:42,160 --> 00:23:45,840 Speaker 1: So what we think when you think about what devices 387 00:23:46,000 --> 00:23:50,560 Speaker 1: are as of today, devices have and I'm talking about 388 00:23:50,560 --> 00:23:53,800 Speaker 1: devices a community or a or smartphones or computers. But 389 00:23:53,960 --> 00:23:57,840 Speaker 1: they they they know if you push the buttons or 390 00:23:57,960 --> 00:24:01,040 Speaker 1: push them right. They listened to you because they have 391 00:24:01,200 --> 00:24:05,760 Speaker 1: cortona or they have different types of voice input and microphones. 392 00:24:06,359 --> 00:24:10,280 Speaker 1: They know where you are because they may have a GPS. 393 00:24:10,560 --> 00:24:13,280 Speaker 1: They know if you turn them around because they have 394 00:24:13,320 --> 00:24:16,479 Speaker 1: a gyro, etcetera. They know all these things, but they 395 00:24:16,560 --> 00:24:20,920 Speaker 1: have no concept, no idea of of the human in 396 00:24:20,960 --> 00:24:23,879 Speaker 1: front of them. They don't know if there's there's anyone 397 00:24:23,960 --> 00:24:26,560 Speaker 1: in front of them. So we typically say that devices 398 00:24:26,600 --> 00:24:30,359 Speaker 1: as of today are blind. They can listen, they can feel, 399 00:24:30,720 --> 00:24:32,920 Speaker 1: they know where they are, they know in what direction 400 00:24:32,960 --> 00:24:35,720 Speaker 1: they are, but they are blind. They have no concept 401 00:24:35,840 --> 00:24:37,639 Speaker 1: of who is in front of them, and what is 402 00:24:37,680 --> 00:24:40,879 Speaker 1: that person doing, and and where is that person looking 403 00:24:40,960 --> 00:24:46,040 Speaker 1: what is that person's intention? We think that's in the 404 00:24:46,119 --> 00:24:48,680 Speaker 1: in the world of AI, you know, trying to create 405 00:24:48,800 --> 00:24:51,680 Speaker 1: machines that understands use humans. We think that's kind of 406 00:24:51,800 --> 00:24:56,200 Speaker 1: actually crazy. Um, it is I would I would probably 407 00:24:56,359 --> 00:25:00,520 Speaker 1: argue pretty strongly for that. It is it really or 408 00:25:00,640 --> 00:25:04,359 Speaker 1: more important to know what is your what is my 409 00:25:04,560 --> 00:25:07,600 Speaker 1: user's intention? What are they interested in at every given 410 00:25:07,680 --> 00:25:09,760 Speaker 1: point in time, and knowing if they are in front 411 00:25:09,800 --> 00:25:12,480 Speaker 1: of the computer, as knowing where they are or in 412 00:25:12,720 --> 00:25:19,600 Speaker 1: what direction the laptop or smartphone is turned interesting. So 413 00:25:20,240 --> 00:25:24,119 Speaker 1: with this, this philosophy, this and this general approach, this 414 00:25:24,320 --> 00:25:29,720 Speaker 1: idea of teaching machines how we humans pay attention, you know, 415 00:25:29,920 --> 00:25:32,480 Speaker 1: looking for the signs that show that we are in 416 00:25:32,640 --> 00:25:37,439 Speaker 1: fact focusing upon any given aspect. What is the actual 417 00:25:37,480 --> 00:25:40,639 Speaker 1: technological component that allows these machines to do that. I 418 00:25:40,760 --> 00:25:43,359 Speaker 1: imagine that we're talking about a hardware side with a 419 00:25:43,480 --> 00:25:46,399 Speaker 1: camera and then obviously a software side that's processing that 420 00:25:46,520 --> 00:25:50,040 Speaker 1: information and making meaning out of it. Yeah, I mean 421 00:25:50,119 --> 00:25:52,600 Speaker 1: the core components of a of an eye tracking system. 422 00:25:52,640 --> 00:25:55,440 Speaker 1: It's it's a it's a camera in near infrared camera 423 00:25:55,720 --> 00:25:59,280 Speaker 1: and it's a set of illuminators that can that protected 424 00:25:59,359 --> 00:26:02,680 Speaker 1: light pattern or your eyes, and then this camera takes 425 00:26:02,720 --> 00:26:06,240 Speaker 1: the pictures with this light pattern. Then you send these 426 00:26:06,359 --> 00:26:10,240 Speaker 1: pictures the picture stream onto sometimes formal processing units where 427 00:26:10,280 --> 00:26:14,639 Speaker 1: there is a set of algorithms that can calculate um 428 00:26:15,119 --> 00:26:18,520 Speaker 1: either where you're looking, or you can do face idea 429 00:26:18,720 --> 00:26:21,240 Speaker 1: on the same camera, so who you are, or it 430 00:26:21,320 --> 00:26:25,439 Speaker 1: can calculate what direction your head is. It can detect 431 00:26:25,480 --> 00:26:28,000 Speaker 1: your facial pictures. Are you happy, are you sad? It 432 00:26:28,080 --> 00:26:31,680 Speaker 1: can take the drowsiness, are you awake or sleeping, So 433 00:26:32,160 --> 00:26:35,520 Speaker 1: you can do a lot of different things with those pictures. 434 00:26:36,800 --> 00:26:39,760 Speaker 1: And then the third component, it's kind of the camera, 435 00:26:40,160 --> 00:26:42,720 Speaker 1: the algorithms, and then it's the use case. So what 436 00:26:42,840 --> 00:26:45,960 Speaker 1: do you do with the knowledge of that you're looking here? 437 00:26:46,119 --> 00:26:48,760 Speaker 1: That's kind of built into the use case, and what 438 00:26:48,840 --> 00:26:50,560 Speaker 1: do you do with the knowledge that you know the 439 00:26:50,640 --> 00:26:54,399 Speaker 1: identity of this person? So it might be something in 440 00:26:54,480 --> 00:26:58,000 Speaker 1: the case of authentication where you're looking at a person's idea, 441 00:26:58,040 --> 00:27:00,920 Speaker 1: their their facial structure. Similar to what we saw with 442 00:27:01,280 --> 00:27:05,239 Speaker 1: the the reveal of the new iPhone handsets that are 443 00:27:05,280 --> 00:27:08,480 Speaker 1: coming out, they're using a face i D technology for 444 00:27:08,640 --> 00:27:11,640 Speaker 1: that sort of thing authentication, but it could it could 445 00:27:11,640 --> 00:27:14,280 Speaker 1: also be control systems, whether it's in a game or 446 00:27:14,359 --> 00:27:19,080 Speaker 1: as you had mentioned earlier, for people who have mobility 447 00:27:19,200 --> 00:27:21,840 Speaker 1: disabilities that they aren't able to move, they're able to 448 00:27:22,160 --> 00:27:25,200 Speaker 1: perhaps use their eyes to focus on specific icons and 449 00:27:25,320 --> 00:27:29,360 Speaker 1: thus communicate using eye tracking software to indicate what they're 450 00:27:29,400 --> 00:27:33,840 Speaker 1: intent is. Yeah, so you see big trend in consumer 451 00:27:33,880 --> 00:27:37,159 Speaker 1: actronics right now. If I mean the iPhone is is 452 00:27:37,440 --> 00:27:41,720 Speaker 1: just one of them. They're entering because they want to 453 00:27:41,920 --> 00:27:46,760 Speaker 1: make their devices smarter and understand the users better. They 454 00:27:47,040 --> 00:27:51,800 Speaker 1: enter special use of facing cameras, nearing for red cameras 455 00:27:51,960 --> 00:27:56,000 Speaker 1: which can understand their users more. And that is exactly 456 00:27:56,080 --> 00:27:58,840 Speaker 1: what iPhone did, I mean iPhones quote in one of 457 00:27:58,920 --> 00:28:02,000 Speaker 1: the newspapers or articles I read was what can be 458 00:28:02,119 --> 00:28:06,440 Speaker 1: more natural than touch? Well just a look. So iPhone 459 00:28:06,520 --> 00:28:09,720 Speaker 1: Is or Apple is recognizing that, hey, yeah, we're using 460 00:28:09,760 --> 00:28:12,320 Speaker 1: the touch interface today. But if I really won't understand 461 00:28:12,359 --> 00:28:15,000 Speaker 1: my user, I need to understand what the user is, 462 00:28:15,560 --> 00:28:18,360 Speaker 1: what the user is doing in front of advice. That's 463 00:28:18,400 --> 00:28:22,959 Speaker 1: why they implemented face i D sure in the phone um, 464 00:28:23,440 --> 00:28:26,120 Speaker 1: And that's why I mean Huawei. We did the phone 465 00:28:26,160 --> 00:28:28,440 Speaker 1: with Huawei Run about a year ago which had a 466 00:28:28,520 --> 00:28:31,520 Speaker 1: similar type of similar type of camera which could do 467 00:28:32,000 --> 00:28:34,399 Speaker 1: various features as well and understand you as a user. 468 00:28:34,720 --> 00:28:37,960 Speaker 1: Are you in front of it? Then the screen didn't live, etcetera, etcetera. 469 00:28:38,760 --> 00:28:40,960 Speaker 1: It's the same thing that is happening with eye tracking. 470 00:28:41,720 --> 00:28:43,440 Speaker 1: It is the same thing which is happening in the 471 00:28:43,440 --> 00:28:45,920 Speaker 1: automotive industry where you have used of facing cameras to 472 00:28:46,200 --> 00:28:49,680 Speaker 1: detected drowsiness. Except it's the same thing that is happening 473 00:28:49,720 --> 00:28:51,440 Speaker 1: in in v R where a lot of people are 474 00:28:51,440 --> 00:28:54,840 Speaker 1: are looking into eye tracking cameras or user facing cameras 475 00:28:54,880 --> 00:28:56,959 Speaker 1: in in in, in the in the in the headset. 476 00:28:57,000 --> 00:29:00,480 Speaker 1: So it's a it's a general trend basically. And I 477 00:29:00,560 --> 00:29:04,120 Speaker 1: had a chance to experience this and many years ago. 478 00:29:04,400 --> 00:29:06,200 Speaker 1: In fact, I think it was a booth at c 479 00:29:06,400 --> 00:29:08,760 Speaker 1: E S and I think it was a Toby booth 480 00:29:08,800 --> 00:29:12,160 Speaker 1: if I'm not mistaken, where I sat down and got 481 00:29:12,240 --> 00:29:16,240 Speaker 1: a general demo of the eye tracking technology. At the time, 482 00:29:16,360 --> 00:29:19,200 Speaker 1: there was an application. It was a game essentially sort 483 00:29:19,200 --> 00:29:22,280 Speaker 1: of like the old game of Asteroids, where you would 484 00:29:22,320 --> 00:29:26,400 Speaker 1: focus on items on the screen, and wherever your focus was, 485 00:29:26,520 --> 00:29:32,400 Speaker 1: that's where the quote unquote firing of the the asteroid 486 00:29:32,520 --> 00:29:35,920 Speaker 1: destroying laser or whatever it was would focus. And it 487 00:29:36,080 --> 00:29:38,800 Speaker 1: was a great little demo showing the promise of it. 488 00:29:38,960 --> 00:29:43,880 Speaker 1: I imagine that as all technologies do, this has evolved 489 00:29:43,920 --> 00:29:48,200 Speaker 1: to become much more accurate and precise over time. Yes, 490 00:29:48,720 --> 00:29:53,360 Speaker 1: so that's obviously and one of our core challenges and 491 00:29:53,440 --> 00:29:57,239 Speaker 1: tusks is to improve the accuracy and precision. But it's 492 00:29:57,280 --> 00:30:01,440 Speaker 1: also to make it work consistent live for the entire 493 00:30:01,520 --> 00:30:04,760 Speaker 1: population in all different conditions. That is what it is hard. 494 00:30:04,840 --> 00:30:06,800 Speaker 1: With an eye track there, making an eye track of 495 00:30:06,840 --> 00:30:08,520 Speaker 1: the work for one person is prettycy, but making it 496 00:30:08,680 --> 00:30:11,520 Speaker 1: one an eye tracker the works the same way for 497 00:30:11,720 --> 00:30:16,800 Speaker 1: everyone is pretty hard. You can compare that with voice recognition. 498 00:30:16,920 --> 00:30:20,720 Speaker 1: I mean, making a voice recognition system that that recognizes 499 00:30:20,760 --> 00:30:24,400 Speaker 1: your voice is pretty okay, pretty easy, But making to 500 00:30:24,520 --> 00:30:27,239 Speaker 1: do with it for the entire human race in all 501 00:30:27,240 --> 00:30:30,920 Speaker 1: different conditions, with all different background sounds, that's pretty hard. Um. 502 00:30:31,680 --> 00:30:34,880 Speaker 1: So that's that's the challenge, and that's that's what we 503 00:30:35,040 --> 00:30:39,440 Speaker 1: are ultimately they're leading the world on. So you're you're 504 00:30:39,560 --> 00:30:43,479 Speaker 1: looking at the separating all the signal from the noise 505 00:30:44,120 --> 00:30:47,840 Speaker 1: making sure that on any I mean, I sit there 506 00:30:47,840 --> 00:30:49,640 Speaker 1: and I just think about all the different cases where 507 00:30:49,680 --> 00:30:52,160 Speaker 1: I'm using my computer. I mean, even if it were 508 00:30:52,240 --> 00:30:57,360 Speaker 1: just a laptop implementation, keeping all the others aside just 509 00:30:57,640 --> 00:31:00,520 Speaker 1: the laptop alone. There are times where I'm at my desk, 510 00:31:00,640 --> 00:31:02,920 Speaker 1: there are times where I'm sitting at a couch or 511 00:31:03,120 --> 00:31:07,480 Speaker 1: in another environment. They're different lighting conditions, they're different angles. Um. 512 00:31:07,640 --> 00:31:10,480 Speaker 1: I imagine that that for most of these there's probably 513 00:31:10,640 --> 00:31:16,240 Speaker 1: some sort of UH training or orientation UH segment where 514 00:31:16,320 --> 00:31:19,440 Speaker 1: it allows you to to at least set that baseline 515 00:31:19,680 --> 00:31:22,440 Speaker 1: for eye tracking, for to make sure that you know 516 00:31:22,520 --> 00:31:26,000 Speaker 1: you're getting a good response early on. But yes, as 517 00:31:26,040 --> 00:31:29,280 Speaker 1: you point out, if you're rolling out of technology that's 518 00:31:29,280 --> 00:31:33,240 Speaker 1: going to go to a wide consumer market, then that 519 00:31:33,440 --> 00:31:37,520 Speaker 1: challenges is non trivial. You have something that needs to 520 00:31:37,640 --> 00:31:42,400 Speaker 1: work out of the box for UH an enormous really 521 00:31:42,440 --> 00:31:45,800 Speaker 1: an endless variety of people in and an almost equally 522 00:31:46,000 --> 00:31:51,680 Speaker 1: endless variety of situations. So um, these days you've mentioned 523 00:31:51,760 --> 00:31:53,920 Speaker 1: some of the tools. One of the things I was 524 00:31:54,000 --> 00:31:58,560 Speaker 1: really interested in was this user interface with computers specifically. 525 00:31:58,640 --> 00:32:01,400 Speaker 1: But I mean, obviously all the differ friend. Uses of 526 00:32:01,560 --> 00:32:05,160 Speaker 1: eye tracking are are fascinating to me. Um. One of 527 00:32:05,200 --> 00:32:08,600 Speaker 1: the things I was really kind of interested in is 528 00:32:08,800 --> 00:32:13,960 Speaker 1: the implementation in the sense of how it works for 529 00:32:14,560 --> 00:32:18,880 Speaker 1: uh in the pro gaming industry. We've been looking at 530 00:32:19,000 --> 00:32:23,160 Speaker 1: that recently, and UM, I think it's really cool to 531 00:32:23,280 --> 00:32:27,800 Speaker 1: have a new tool to analyze the way people who 532 00:32:27,880 --> 00:32:31,080 Speaker 1: can play at a professional level. How you know where 533 00:32:31,120 --> 00:32:33,760 Speaker 1: their attention is and is it different from people who 534 00:32:33,880 --> 00:32:38,560 Speaker 1: play at a regular gaming level, like someone like me. 535 00:32:39,680 --> 00:32:43,760 Speaker 1: I consider myself a bullet sponge when it comes to games. 536 00:32:43,840 --> 00:32:48,280 Speaker 1: I'm I'm the one that people practice on. Yeah, no, 537 00:32:48,400 --> 00:32:50,600 Speaker 1: I'm great at doing that. I'm I'm if you have 538 00:32:51,000 --> 00:32:53,720 Speaker 1: if you have a healer on your team who needs practice, 539 00:32:54,440 --> 00:32:56,960 Speaker 1: I'm the guy who's gonna be giving that guy lots 540 00:32:57,000 --> 00:33:01,600 Speaker 1: of work. But uh, I'm sarious. How have you seen 541 00:33:01,680 --> 00:33:04,280 Speaker 1: this rolled out and implemented? Have Have there been any 542 00:33:05,400 --> 00:33:08,800 Speaker 1: things in that implementation that have surprised you or any 543 00:33:08,920 --> 00:33:14,360 Speaker 1: interesting stories through that process? I mean this, this entire 544 00:33:14,440 --> 00:33:16,560 Speaker 1: story is based on what we do in in in 545 00:33:17,320 --> 00:33:20,000 Speaker 1: what we have done many many years in various business units, 546 00:33:20,080 --> 00:33:22,840 Speaker 1: and it's based on the notion that what you look 547 00:33:22,920 --> 00:33:25,640 Speaker 1: at is a good approximation of what you think because 548 00:33:25,680 --> 00:33:31,160 Speaker 1: that is your intention. So the entire concept is pretty 549 00:33:31,200 --> 00:33:33,520 Speaker 1: straightforward in that. And when you when you think about that, 550 00:33:33,720 --> 00:33:38,720 Speaker 1: you can if I mean a pro gamer, where that 551 00:33:38,960 --> 00:33:44,240 Speaker 1: person spends his or her attention is extremely precious. I mean, 552 00:33:44,480 --> 00:33:47,479 Speaker 1: they have so many different impressions coming at them at 553 00:33:47,520 --> 00:33:49,400 Speaker 1: the same time, and they need to select and need 554 00:33:49,440 --> 00:33:53,840 Speaker 1: to be very good at making sure they perceived the 555 00:33:54,000 --> 00:33:56,520 Speaker 1: right things, making sure they spend their time on the 556 00:33:56,600 --> 00:33:59,840 Speaker 1: right things, otherwise they they will get killed. Um so, 557 00:34:01,040 --> 00:34:03,560 Speaker 1: and the concept is pretty much going to link to that. So, 558 00:34:03,720 --> 00:34:07,719 Speaker 1: for example, a pro gamer may know that they need 559 00:34:07,800 --> 00:34:11,040 Speaker 1: to regularly check check the minima. You know, how many 560 00:34:11,080 --> 00:34:13,239 Speaker 1: how many times a minute does a pro game or 561 00:34:13,320 --> 00:34:15,640 Speaker 1: check the minimap. You're going to see them continuously going 562 00:34:15,680 --> 00:34:19,080 Speaker 1: down there and checking what's happening, while a less you know, 563 00:34:19,400 --> 00:34:21,640 Speaker 1: a less good gamer may focus too much on the game. 564 00:34:22,400 --> 00:34:26,200 Speaker 1: You can you can you can check that out and 565 00:34:26,320 --> 00:34:29,360 Speaker 1: see how many times are you're actually checking minima or 566 00:34:29,480 --> 00:34:32,400 Speaker 1: you can see pro gamers are also before he's attacking, 567 00:34:32,760 --> 00:34:35,120 Speaker 1: checking the enemy items. You know, you know, what type 568 00:34:35,160 --> 00:34:36,959 Speaker 1: of skills or what type of weapons or what type 569 00:34:36,960 --> 00:34:40,160 Speaker 1: of skills does does the opponent have right now, you 570 00:34:40,239 --> 00:34:42,719 Speaker 1: can see that a less less good game it may 571 00:34:42,800 --> 00:34:46,520 Speaker 1: not do that. Yeah, you can also go into different 572 00:34:46,560 --> 00:34:49,360 Speaker 1: players player styles. You know, when you are a certain 573 00:34:49,400 --> 00:34:51,920 Speaker 1: player style, you may have a different games pattern than 574 00:34:52,040 --> 00:34:56,120 Speaker 1: you are another player style because you need you need 575 00:34:56,280 --> 00:34:59,080 Speaker 1: to do that differently. Or you can see things like 576 00:35:00,200 --> 00:35:02,480 Speaker 1: keyboard combination. I mean, you know, as as a really 577 00:35:02,520 --> 00:35:04,359 Speaker 1: good game and you know you need to learn all 578 00:35:04,440 --> 00:35:08,319 Speaker 1: your keyboard combinations by heart. You need to do that, um, 579 00:35:09,040 --> 00:35:12,520 Speaker 1: and that's gonna be and by doing that, you can 580 00:35:12,560 --> 00:35:15,520 Speaker 1: spend all your time focusing on the focusing on the screen. Well, 581 00:35:15,600 --> 00:35:17,759 Speaker 1: less good gamers they will not be they will not 582 00:35:17,920 --> 00:35:20,200 Speaker 1: know all the keyboard combinations. They will be focusing off 583 00:35:20,280 --> 00:35:22,839 Speaker 1: screen for a certain percentage of the time. You can 584 00:35:22,920 --> 00:35:25,880 Speaker 1: notice that. So you can kind of say, hey, you 585 00:35:25,960 --> 00:35:28,120 Speaker 1: need to practice your keyboard combinations because your off screen 586 00:35:28,239 --> 00:35:30,040 Speaker 1: thirty example of time or trying to perstand the temperation 587 00:35:30,040 --> 00:35:32,839 Speaker 1: on whatever it is you know. Um, so it's it's 588 00:35:33,280 --> 00:35:38,120 Speaker 1: it's things like that that you can notice that can 589 00:35:38,239 --> 00:35:41,239 Speaker 1: make you become a better gamer. If you study this 590 00:35:41,400 --> 00:35:44,239 Speaker 1: is my favorite gamer, this is how they behave I 591 00:35:44,440 --> 00:35:48,040 Speaker 1: see how they are playing and what they're intent is, 592 00:35:48,800 --> 00:35:51,520 Speaker 1: then you can learn from that. You may not have 593 00:35:51,600 --> 00:35:53,040 Speaker 1: the same players toty hole, but you can learn from 594 00:35:53,120 --> 00:35:55,920 Speaker 1: that and practice on certain certain events. Yeah, it might 595 00:35:56,000 --> 00:35:58,719 Speaker 1: even just teach you what parts of the game you 596 00:35:58,800 --> 00:36:03,279 Speaker 1: don't need to worry about because those are purely environmental 597 00:36:03,440 --> 00:36:07,400 Speaker 1: and have no no direct impact on whether or not 598 00:36:07,680 --> 00:36:11,640 Speaker 1: there's an opponent, and therefore you don't waste time looking 599 00:36:11,719 --> 00:36:16,320 Speaker 1: at something that is not a threat exactly. And you 600 00:36:16,400 --> 00:36:18,799 Speaker 1: can see that just in the in the game where 601 00:36:18,880 --> 00:36:20,960 Speaker 1: somebody is playing without tracking, they can turn on what 602 00:36:21,080 --> 00:36:24,000 Speaker 1: we call a gaze overlay, and then where they're looking 603 00:36:24,080 --> 00:36:28,200 Speaker 1: you will get the kind of transparent blob. If the 604 00:36:28,280 --> 00:36:30,839 Speaker 1: streamer wants you to see that, so they can turn 605 00:36:30,920 --> 00:36:34,000 Speaker 1: it on, and then you, as as a viewer, get 606 00:36:34,080 --> 00:36:37,480 Speaker 1: the much richer experience because you can suddenly understand that, 607 00:36:37,600 --> 00:36:41,120 Speaker 1: all right, I know not only where the party, where 608 00:36:41,320 --> 00:36:43,080 Speaker 1: the where the pro is clicking, but I also know 609 00:36:43,160 --> 00:36:45,719 Speaker 1: where he's spending his attention, so I kind of can 610 00:36:45,800 --> 00:36:49,120 Speaker 1: anticipate his next move because I can see a little 611 00:36:49,160 --> 00:36:53,200 Speaker 1: bit how he thinks interested that, and that will make 612 00:36:53,320 --> 00:36:57,400 Speaker 1: you anticipate his next move and make you understand his 613 00:36:57,560 --> 00:37:01,000 Speaker 1: gameplay better and therefore you can always game and therefore 614 00:37:01,080 --> 00:37:04,680 Speaker 1: learn more. So just by looking how they scan off 615 00:37:04,719 --> 00:37:07,320 Speaker 1: the environment, you can kind of follow how the pro is, 616 00:37:07,400 --> 00:37:10,000 Speaker 1: how the pro is perceiving and playing the game, which 617 00:37:10,080 --> 00:37:12,719 Speaker 1: is incredibly useful for us as a as a as 618 00:37:12,800 --> 00:37:15,759 Speaker 1: a as a game that want improved. Yeah, this kind 619 00:37:15,800 --> 00:37:19,440 Speaker 1: of as a parallel. This reminds me a lot actually 620 00:37:19,920 --> 00:37:22,880 Speaker 1: of poker tournaments that are televised, where you get a 621 00:37:23,000 --> 00:37:26,360 Speaker 1: chance to see what the cards are of any particular player, 622 00:37:26,880 --> 00:37:30,640 Speaker 1: which then lets you understand more about the decisions the 623 00:37:30,760 --> 00:37:34,000 Speaker 1: players are making as the game unfolds. This is kind 624 00:37:34,040 --> 00:37:36,719 Speaker 1: of the equivalent to that you're not just watching the 625 00:37:36,840 --> 00:37:40,719 Speaker 1: game happen. You're actually seeing how the person playing it is. 626 00:37:41,239 --> 00:37:43,279 Speaker 1: You know what what they are perceiving and what is 627 00:37:43,680 --> 00:37:46,800 Speaker 1: important to them, and that's why they make the decisions 628 00:37:46,840 --> 00:37:49,000 Speaker 1: they make. So now you're not just seeing their decisions, 629 00:37:49,080 --> 00:37:52,440 Speaker 1: but you see why those decisions are happening exactly. I mean, 630 00:37:52,480 --> 00:37:54,640 Speaker 1: you you can take it to the to the you know, 631 00:37:55,040 --> 00:37:57,680 Speaker 1: real world poker world. If you're sitting around the you know, 632 00:37:57,719 --> 00:38:01,879 Speaker 1: really fiscal table, then you really good poker players well 633 00:38:02,040 --> 00:38:03,840 Speaker 1: will of course be looking at their cards, but they 634 00:38:03,880 --> 00:38:06,399 Speaker 1: would probably spend a very large portion of the time 635 00:38:06,520 --> 00:38:09,640 Speaker 1: watching their opponents. If you had eye tracking on them, 636 00:38:09,680 --> 00:38:13,640 Speaker 1: you could actually see what are they focusing on, what 637 00:38:13,960 --> 00:38:16,719 Speaker 1: parts of the player are they focusing on, and when 638 00:38:17,400 --> 00:38:20,359 Speaker 1: you know and how do they know? So you can 639 00:38:20,440 --> 00:38:22,440 Speaker 1: see what is it that they're focusing on, and what 640 00:38:22,520 --> 00:38:25,200 Speaker 1: are the interesting areas. As a non pro gamer, you 641 00:38:25,200 --> 00:38:28,359 Speaker 1: would probably learn immensely by knowing, all right, I should 642 00:38:28,400 --> 00:38:30,880 Speaker 1: not focus so much on my own cards, I should 643 00:38:30,880 --> 00:38:33,920 Speaker 1: focus on new opponents x percent at the time. And 644 00:38:34,040 --> 00:38:36,400 Speaker 1: then this is what the pros are actually looking at. 645 00:38:36,880 --> 00:38:40,920 Speaker 1: He look, he's lick, he's looking at if player he 646 00:38:41,160 --> 00:38:43,439 Speaker 1: is looking at player B and seeing if plays these 647 00:38:43,520 --> 00:38:48,279 Speaker 1: blinking and if he's blinking, he's kind of folding or doubling. Yeah, 648 00:38:48,520 --> 00:38:52,319 Speaker 1: so because because because that is the queue. Yeah, that's 649 00:38:52,440 --> 00:38:56,520 Speaker 1: and it's you know, that's incredible. It's it's blowing my 650 00:38:56,640 --> 00:38:59,000 Speaker 1: mind to even think about that possibility. Because we know 651 00:38:59,360 --> 00:39:03,560 Speaker 1: that people who or form at that at that professional level, 652 00:39:03,600 --> 00:39:07,480 Speaker 1: at that level that is above like sometimes a huge 653 00:39:07,640 --> 00:39:11,040 Speaker 1: leap above what we would consider a good player. There 654 00:39:11,080 --> 00:39:13,760 Speaker 1: are these these components and people always talk about tells 655 00:39:13,920 --> 00:39:16,160 Speaker 1: and they talk about the psychology of the game. But 656 00:39:16,280 --> 00:39:18,680 Speaker 1: that's stuff that is really difficult to learn unless you 657 00:39:18,760 --> 00:39:22,320 Speaker 1: are pouring hundreds of hours of experience in to be 658 00:39:22,440 --> 00:39:26,480 Speaker 1: able to see something like this, where you can get 659 00:39:26,560 --> 00:39:32,360 Speaker 1: that direct feedback of oh, well, I understand conceptually what 660 00:39:32,480 --> 00:39:35,000 Speaker 1: they're doing. Now I can actually see how they are 661 00:39:35,120 --> 00:39:37,839 Speaker 1: doing it. Even though I would argue it would still 662 00:39:37,880 --> 00:39:40,680 Speaker 1: take you many hours to to get a level of 663 00:39:40,719 --> 00:39:45,560 Speaker 1: proficiency there, you would at least have a place to start. Yeah, exactly. 664 00:39:47,480 --> 00:39:48,880 Speaker 1: But you can take this also too, I mean, can 665 00:39:48,920 --> 00:39:51,719 Speaker 1: take this to the real sports world. We have race 666 00:39:51,920 --> 00:39:55,719 Speaker 1: Formula one race car drivers were NASCAR drivers who are 667 00:39:55,800 --> 00:39:59,200 Speaker 1: using eye tracking in their helmets in order to see 668 00:39:59,760 --> 00:40:02,440 Speaker 1: rick chord where they are in practice now, where they 669 00:40:02,520 --> 00:40:04,799 Speaker 1: are looking and when they take the turns, because one 670 00:40:04,840 --> 00:40:06,520 Speaker 1: of the most important things going to take a turn 671 00:40:06,640 --> 00:40:09,719 Speaker 1: is to have the right kind of direction of your right, 672 00:40:09,840 --> 00:40:12,440 Speaker 1: right kind of focus points. And they're kind of learning 673 00:40:12,960 --> 00:40:15,680 Speaker 1: from the really good drivers to the less good drivers. 674 00:40:16,000 --> 00:40:19,360 Speaker 1: Where is the focused point in the term. So because 675 00:40:19,440 --> 00:40:21,560 Speaker 1: they can see right the good drivers are behaving like this, 676 00:40:21,920 --> 00:40:24,879 Speaker 1: this is their focused point. You know you should change. 677 00:40:24,920 --> 00:40:27,279 Speaker 1: You're focusing on their own directions. So it's kind of 678 00:40:27,680 --> 00:40:31,279 Speaker 1: it's it's in the physical world as well. Two. I 679 00:40:31,320 --> 00:40:33,279 Speaker 1: mean you can see the poker examples very easy, and 680 00:40:33,360 --> 00:40:35,759 Speaker 1: then you can obviously see the the the the the 681 00:40:36,320 --> 00:40:39,279 Speaker 1: the the computer game example as well. So this is 682 00:40:39,320 --> 00:40:41,960 Speaker 1: a two way street, right, We're talking about in one 683 00:40:42,320 --> 00:40:47,480 Speaker 1: side of things having a new approach, relatively new, I mean, 684 00:40:47,640 --> 00:40:49,400 Speaker 1: eye tracking has been around for a while, but to 685 00:40:49,480 --> 00:40:52,600 Speaker 1: see the technology mature to a point where it's rolling 686 00:40:52,640 --> 00:40:59,160 Speaker 1: out more more consistently. In consumer market stuff, we see 687 00:40:59,560 --> 00:41:03,279 Speaker 1: a new user interface approach. But on the other side, 688 00:41:03,360 --> 00:41:06,719 Speaker 1: we're seeing a way of learning more about ourselves. And 689 00:41:06,920 --> 00:41:10,440 Speaker 1: so it's really cool. It's technology that you can take 690 00:41:10,480 --> 00:41:13,080 Speaker 1: advantage of as a developer to create a new way 691 00:41:13,160 --> 00:41:16,920 Speaker 1: to interact with a product or whether it's hardware or software. 692 00:41:17,239 --> 00:41:21,520 Speaker 1: And then on the flip side, from a psychology standpoint, 693 00:41:21,640 --> 00:41:24,440 Speaker 1: you can learn more about human behavior. You can learn 694 00:41:24,440 --> 00:41:27,560 Speaker 1: more about human behavior and extremes such as the extreme 695 00:41:27,680 --> 00:41:31,440 Speaker 1: level of performance with professional gamers and that kind of thing. Um. So, 696 00:41:31,600 --> 00:41:34,840 Speaker 1: to me, this is an amazing technology, not just for 697 00:41:34,920 --> 00:41:36,880 Speaker 1: the potential of what I can do with it, but 698 00:41:37,080 --> 00:41:41,480 Speaker 1: what ultimately we can learn about ourselves and thus design 699 00:41:41,680 --> 00:41:46,919 Speaker 1: even better stuff another generation or two generations down the line, Yeah, 700 00:41:46,920 --> 00:41:49,439 Speaker 1: I'm out in just a computer developer, if they could see, 701 00:41:49,840 --> 00:41:52,400 Speaker 1: if they take a sample of a thousand gamers and 702 00:41:52,560 --> 00:41:56,240 Speaker 1: users of the game, and they would know on what objects, 703 00:41:56,760 --> 00:41:59,840 Speaker 1: what what are these guys are in girls seeing in 704 00:42:00,000 --> 00:42:03,080 Speaker 1: the user interface? And what are they not seeing? Alright, 705 00:42:03,120 --> 00:42:05,239 Speaker 1: they're not noticing I mean, they're not clicking on this thing. 706 00:42:05,320 --> 00:42:07,799 Speaker 1: They see it, but they turn away because because they're 707 00:42:07,800 --> 00:42:10,759 Speaker 1: not interested in it, or they're just missing this thing. 708 00:42:11,320 --> 00:42:14,160 Speaker 1: You know, how what what cues can you give it 709 00:42:14,200 --> 00:42:16,440 Speaker 1: to you? So if you know what they have, what 710 00:42:16,560 --> 00:42:19,680 Speaker 1: they have seen, you don't need to have a second 711 00:42:19,719 --> 00:42:22,399 Speaker 1: reminder of some of something that somebody has seen, seen, 712 00:42:22,480 --> 00:42:26,640 Speaker 1: seen already. So you can improve the user interface immensely 713 00:42:26,760 --> 00:42:29,800 Speaker 1: obviously by the stuff of right. And of course today 714 00:42:30,200 --> 00:42:32,640 Speaker 1: now that we're in a world where people have persistent 715 00:42:32,719 --> 00:42:37,680 Speaker 1: Internet connections, it allows you to roll out uh tweaks. 716 00:42:37,760 --> 00:42:40,640 Speaker 1: You can roll out versions and patches on a very 717 00:42:40,719 --> 00:42:45,319 Speaker 1: frequent basis. This allows for incredible flexibility if you are 718 00:42:46,040 --> 00:42:49,840 Speaker 1: trying to create something that is software based and you 719 00:42:50,120 --> 00:42:53,040 Speaker 1: are getting real time feedback due to the eye tracking 720 00:42:53,160 --> 00:42:56,719 Speaker 1: data about what is and isn't working, or what is 721 00:42:56,920 --> 00:43:02,320 Speaker 1: or isn't necessarily considered were the a focus and either 722 00:43:03,080 --> 00:43:05,920 Speaker 1: redesign it so that something that you think is important 723 00:43:06,040 --> 00:43:09,439 Speaker 1: can have a better sense of prominence in the eyes 724 00:43:09,520 --> 00:43:12,040 Speaker 1: of the people using it, or you just eliminate it. 725 00:43:12,160 --> 00:43:16,280 Speaker 1: If no one's looking there and it's taking up landscape, 726 00:43:16,320 --> 00:43:18,480 Speaker 1: you might just get rid of that entirely, if no 727 00:43:18,560 --> 00:43:22,279 Speaker 1: one really is using it. It's to me, it's like 728 00:43:22,719 --> 00:43:29,000 Speaker 1: another leap forward where we saw advertising go once the 729 00:43:29,120 --> 00:43:32,640 Speaker 1: Internet became a real entity. Because of course, in the 730 00:43:32,719 --> 00:43:38,160 Speaker 1: old days, advertising was limited to print and radio and 731 00:43:38,239 --> 00:43:43,359 Speaker 1: television uh campaigns, and you had a sense of how 732 00:43:43,480 --> 00:43:46,600 Speaker 1: well your ad campaign was going based upon sales, but 733 00:43:46,680 --> 00:43:51,080 Speaker 1: it was really hard to nail down whether or not 734 00:43:51,280 --> 00:43:55,520 Speaker 1: that was actual causation, right, because maybe it was because 735 00:43:55,600 --> 00:43:59,600 Speaker 1: the ad campaign, or maybe there was some incredible sale 736 00:43:59,760 --> 00:44:03,680 Speaker 1: that really help boost sales. But then the Internet comes 737 00:44:03,719 --> 00:44:07,160 Speaker 1: along and that gives a much more direct feedback loop 738 00:44:07,400 --> 00:44:11,439 Speaker 1: of what ads are are encouraging people to click through 739 00:44:11,680 --> 00:44:14,600 Speaker 1: and therefore experience it on a deeper level. This is 740 00:44:14,719 --> 00:44:18,879 Speaker 1: like that, except it can apply to everything, not just advertising, 741 00:44:18,960 --> 00:44:23,960 Speaker 1: but everything. So that's that's what I mean when when 742 00:44:24,000 --> 00:44:28,279 Speaker 1: I say eye tracking gives understanding of your intent and 743 00:44:28,520 --> 00:44:33,520 Speaker 1: how important is attempt to any any any computing device. 744 00:44:33,800 --> 00:44:37,360 Speaker 1: Intent is is probably the most important courage in that 745 00:44:37,440 --> 00:44:41,680 Speaker 1: you have. You know, you're you're you're kind of intent 746 00:44:41,840 --> 00:44:44,320 Speaker 1: and you're interesting. Your attention, I mean that is the 747 00:44:44,440 --> 00:44:48,839 Speaker 1: most the attention of the of humans is the most 748 00:44:48,920 --> 00:44:52,400 Speaker 1: pressured pressure pressures, pressure resource you have. Right, but then 749 00:44:52,440 --> 00:44:55,040 Speaker 1: it jumps down that, right, you can never share eye 750 00:44:55,080 --> 00:44:57,239 Speaker 1: tracking data the user doesn't want it show. I mean, 751 00:44:57,400 --> 00:45:01,600 Speaker 1: it's it's the user that controls it, so so there's 752 00:45:01,640 --> 00:45:05,279 Speaker 1: no kind of possibilities to spy. It's like you as 753 00:45:05,320 --> 00:45:07,520 Speaker 1: a user, you control if you want to give this 754 00:45:07,600 --> 00:45:10,080 Speaker 1: to a corporation or if you don't basically like anything else. 755 00:45:10,560 --> 00:45:15,000 Speaker 1: That's super super important. Obviously, absolutely yes you wouldn't if 756 00:45:15,040 --> 00:45:17,880 Speaker 1: you're volunteering it, that's one thing. But if you just 757 00:45:18,080 --> 00:45:22,319 Speaker 1: found out, oh gosh, Facebook implemented this technology and now 758 00:45:22,880 --> 00:45:26,040 Speaker 1: they know everywhere I look, and now my feed is 759 00:45:26,080 --> 00:45:28,480 Speaker 1: being filled with puppies, and I like puppies, but I 760 00:45:28,560 --> 00:45:31,440 Speaker 1: really would like other things besides puppies. Uh. I mean, 761 00:45:31,520 --> 00:45:35,480 Speaker 1: obviously we see that sort of analysis in all areas 762 00:45:35,760 --> 00:45:38,839 Speaker 1: of technology that are going on, just based upon our 763 00:45:38,920 --> 00:45:42,440 Speaker 1: actual physical behaviors. Are choices made, like whether we're following 764 00:45:42,560 --> 00:45:45,480 Speaker 1: one link versus another link. But I think a lot 765 00:45:45,560 --> 00:45:48,800 Speaker 1: of people would really uh, if it weren't something that 766 00:45:48,880 --> 00:45:51,680 Speaker 1: they were volunteering, they would really have a negative reaction 767 00:45:51,760 --> 00:45:53,680 Speaker 1: to that, to think, oh, well, now it's gone beyond 768 00:45:53,800 --> 00:45:56,200 Speaker 1: what I'm choosing to do. Now it's going to what 769 00:45:56,400 --> 00:45:59,000 Speaker 1: I'm I'm actually looking at. And uh, I think a 770 00:45:59,080 --> 00:46:01,760 Speaker 1: lot of people would find that creepy if it weren't 771 00:46:01,800 --> 00:46:04,720 Speaker 1: a volunteer, voluntary thing. So I agree with you entirely 772 00:46:04,840 --> 00:46:08,160 Speaker 1: that that that's an important step for this to be 773 00:46:08,360 --> 00:46:13,839 Speaker 1: a technology that people embrace as opposed to reject. Yeah, 774 00:46:14,280 --> 00:46:16,600 Speaker 1: and that's going we put hard viruses with the guardians 775 00:46:16,600 --> 00:46:18,640 Speaker 1: of the end users privacy or when you can only 776 00:46:18,680 --> 00:46:21,600 Speaker 1: read it if you're if you're loving right. So what 777 00:46:21,960 --> 00:46:26,240 Speaker 1: I want to ask you what your personal favorite implementation 778 00:46:26,640 --> 00:46:30,080 Speaker 1: of eye tracking technology has been up to this point. 779 00:46:33,440 --> 00:46:36,520 Speaker 1: It's it's a very good question. It's also very hard 780 00:46:36,640 --> 00:46:40,160 Speaker 1: question because as we have discussed, his knowing the intent 781 00:46:40,560 --> 00:46:44,120 Speaker 1: of humans is so powerful, So you can you can 782 00:46:44,200 --> 00:46:51,800 Speaker 1: drew up so many different example and implementations. But if I, 783 00:46:51,800 --> 00:46:55,680 Speaker 1: if I, if I take a few, um we have 784 00:46:55,800 --> 00:46:58,480 Speaker 1: in our business unit Tobo Dona woks. We have so 785 00:46:58,680 --> 00:47:01,839 Speaker 1: many users. So when their mothers and fathers who come 786 00:47:01,920 --> 00:47:05,759 Speaker 1: to us and say, hey, my my son or my 787 00:47:05,880 --> 00:47:09,960 Speaker 1: daughter has for the first time ever communicated to me, mom, 788 00:47:10,040 --> 00:47:13,360 Speaker 1: I love you, or has for the first time drawn 789 00:47:13,640 --> 00:47:16,400 Speaker 1: a drawing on on on anything, but this time on 790 00:47:16,480 --> 00:47:19,759 Speaker 1: the computer with with his or her eyes, I mean 791 00:47:19,880 --> 00:47:24,360 Speaker 1: that that goes beyond anything when you get that type 792 00:47:24,400 --> 00:47:29,520 Speaker 1: of really really kind of strong value, because because a 793 00:47:29,640 --> 00:47:32,640 Speaker 1: person who has previously not been able to communicate can 794 00:47:32,760 --> 00:47:37,000 Speaker 1: now communicate, I mean that that's kind of that's outside anything. Yeah, 795 00:47:37,040 --> 00:47:40,160 Speaker 1: that's transformative. I mean that's that's the sort of story 796 00:47:40,320 --> 00:47:44,040 Speaker 1: that is incredibly inspiring, and it does show that this 797 00:47:44,200 --> 00:47:51,640 Speaker 1: technology has an incredible power, and it can not only 798 00:47:51,680 --> 00:47:56,040 Speaker 1: does have incredible power, it has incredible power to empower 799 00:47:56,600 --> 00:48:01,640 Speaker 1: people who previously had very little chance of having that 800 00:48:01,719 --> 00:48:05,680 Speaker 1: sort of human connection. And until you hear those stories, 801 00:48:06,080 --> 00:48:10,560 Speaker 1: you don't even realize how incredibly valuable that can be 802 00:48:10,840 --> 00:48:13,640 Speaker 1: and how much those of us who haven't had to 803 00:48:14,239 --> 00:48:17,279 Speaker 1: experience that take it for granted. But then you start 804 00:48:17,360 --> 00:48:20,160 Speaker 1: thinking about it and you realize this sort of connection 805 00:48:20,440 --> 00:48:24,800 Speaker 1: that is possible due to technology like this and you really, 806 00:48:25,360 --> 00:48:28,120 Speaker 1: I mean, it really does open up your eyes on 807 00:48:29,239 --> 00:48:31,440 Speaker 1: didn't mean to go with that particular metaphor, but that 808 00:48:31,840 --> 00:48:36,440 Speaker 1: it really it really does does hammer home how how 809 00:48:36,880 --> 00:48:41,719 Speaker 1: incredibly impactful this sort of technology can be. The other 810 00:48:41,960 --> 00:48:43,960 Speaker 1: the other if I take one more example, more from 811 00:48:44,000 --> 00:48:46,480 Speaker 1: the consumer world. You know, I don't think it's hard 812 00:48:46,520 --> 00:48:49,279 Speaker 1: to tromp that type of but take it from the 813 00:48:49,320 --> 00:48:53,160 Speaker 1: consumer world. If I think about a VR headset or 814 00:48:53,360 --> 00:48:55,520 Speaker 1: or an a R or a R air headset, it's 815 00:48:56,239 --> 00:48:59,200 Speaker 1: what what is happening is we are actually seeing that 816 00:48:59,360 --> 00:49:03,640 Speaker 1: we can take a three step interaction and make it 817 00:49:03,719 --> 00:49:06,960 Speaker 1: into two step interaction and take away one entire step 818 00:49:07,080 --> 00:49:10,759 Speaker 1: into every single interaction. So interview had set us of 819 00:49:10,840 --> 00:49:15,200 Speaker 1: today the method to interact with something is one, you 820 00:49:15,320 --> 00:49:17,640 Speaker 1: look at it too, you turn your head or you 821 00:49:17,719 --> 00:49:20,800 Speaker 1: point your hand controller to it. Three, you push a 822 00:49:20,880 --> 00:49:22,800 Speaker 1: button to pick it up or you know, whatever you 823 00:49:22,840 --> 00:49:25,080 Speaker 1: want to do with it. So it's kind of one 824 00:49:25,200 --> 00:49:28,240 Speaker 1: look to turn your head or move your hand control 825 00:49:28,280 --> 00:49:31,080 Speaker 1: to the point, three press a button. You know. Their 826 00:49:31,160 --> 00:49:33,719 Speaker 1: variations could be my voice as well, but there so 827 00:49:33,960 --> 00:49:36,840 Speaker 1: that's a three step process. With eye tracking, you reduced 828 00:49:36,880 --> 00:49:39,920 Speaker 1: that to two step process, which is basically one you 829 00:49:40,080 --> 00:49:44,759 Speaker 1: look and an object to your press. That's fantastic, and 830 00:49:44,880 --> 00:49:47,840 Speaker 1: it creates a deeper sense of immersion because you're no 831 00:49:48,000 --> 00:49:51,680 Speaker 1: longer again you're removing another one of those layers that 832 00:49:51,840 --> 00:49:55,640 Speaker 1: the person using it had to go through previously. Every 833 00:49:55,680 --> 00:49:58,080 Speaker 1: time one of those layers gets removed, then you have 834 00:49:58,280 --> 00:50:02,120 Speaker 1: this this deeper immersing of the sense that creates a 835 00:50:02,200 --> 00:50:06,759 Speaker 1: more convincing experience overall. Yeah, and when you think about that, 836 00:50:07,040 --> 00:50:10,000 Speaker 1: what when you think about what the entire touch revolution, 837 00:50:10,080 --> 00:50:12,200 Speaker 1: what that really is? You know, you know I when 838 00:50:12,200 --> 00:50:13,799 Speaker 1: you've given a touch phone to you, you know, your 839 00:50:13,800 --> 00:50:17,400 Speaker 1: first experience with a touch phone with and and and 840 00:50:17,600 --> 00:50:22,160 Speaker 1: the you know the and the what that revolution is 841 00:50:22,360 --> 00:50:26,160 Speaker 1: is like one you look to your touch. That is 842 00:50:26,200 --> 00:50:27,560 Speaker 1: what you do on the touch phone. It's a two 843 00:50:27,560 --> 00:50:30,520 Speaker 1: step in the direction one too, just like it is 844 00:50:30,560 --> 00:50:33,200 Speaker 1: in the order with eye tracking, one to press about 845 00:50:33,239 --> 00:50:37,200 Speaker 1: them while it's coming from the PC world, where the 846 00:50:37,239 --> 00:50:39,920 Speaker 1: interaction is one look to drag with your mouth or 847 00:50:40,000 --> 00:50:44,399 Speaker 1: your touch pad three click. So the revolution you're going 848 00:50:44,520 --> 00:50:47,040 Speaker 1: through with eye tracking is is exactly the same in 849 00:50:47,200 --> 00:50:49,600 Speaker 1: terms of taking one step away and just having it 850 00:50:49,800 --> 00:50:53,279 Speaker 1: one look to action, one look to action. So it's 851 00:50:53,960 --> 00:50:57,600 Speaker 1: I would argue, it's just as powerful as that touch revolution. 852 00:50:58,640 --> 00:51:00,359 Speaker 1: And when you think, when you think about it further, 853 00:51:01,400 --> 00:51:06,920 Speaker 1: why is this so much more intuitive? It is because 854 00:51:07,000 --> 00:51:10,120 Speaker 1: that is how we have learned to interact, interact even 855 00:51:10,160 --> 00:51:13,000 Speaker 1: since we were a kid. You know, when you, as 856 00:51:13,040 --> 00:51:15,440 Speaker 1: a kid wanted to learn we can interact, to interact 857 00:51:15,480 --> 00:51:17,399 Speaker 1: with something. You have something on the table in front 858 00:51:17,480 --> 00:51:20,680 Speaker 1: of you, it's one look to pick up to explore. 859 00:51:21,520 --> 00:51:24,120 Speaker 1: You know, when you want to turn you on your dishwasher, 860 00:51:24,239 --> 00:51:27,040 Speaker 1: I mean one look at the knob to turn. When 861 00:51:27,080 --> 00:51:28,960 Speaker 1: you want to shake somebody hand, look at the one 862 00:51:29,040 --> 00:51:31,600 Speaker 1: look at the hand to shake the hand. You know, 863 00:51:32,160 --> 00:51:34,560 Speaker 1: it's it's a two step interaction. That is what you 864 00:51:34,760 --> 00:51:37,400 Speaker 1: have learned as a kid to explore, one look to 865 00:51:37,560 --> 00:51:42,759 Speaker 1: pick up and and we're replicating that. And that's why 866 00:51:42,840 --> 00:51:46,280 Speaker 1: it feels so intuitive. And I can tell you anybody 867 00:51:46,400 --> 00:51:49,560 Speaker 1: that we demo a VR or or are application to 868 00:51:49,680 --> 00:51:52,839 Speaker 1: they kind of they get it instantly, like, oh yeah, 869 00:51:53,040 --> 00:51:56,200 Speaker 1: this is more intuitive because it's simple as that we're 870 00:51:56,200 --> 00:51:58,399 Speaker 1: just replicating what you do in the red world, which 871 00:51:58,520 --> 00:52:00,759 Speaker 1: is which is kind of actually, if you wanted to 872 00:52:00,920 --> 00:52:05,759 Speaker 1: virtual reality, it's it's supposedly pretty important to replicate your 873 00:52:05,840 --> 00:52:09,080 Speaker 1: actress in the real world, right, yes, I mean if 874 00:52:09,120 --> 00:52:11,400 Speaker 1: it If it doesn't, then it takes you out of that. 875 00:52:11,600 --> 00:52:15,160 Speaker 1: You're aware that you are in an artificial experience. And 876 00:52:15,520 --> 00:52:19,040 Speaker 1: uh And obviously the goal is to reduce that awareness 877 00:52:19,080 --> 00:52:22,239 Speaker 1: as much as possible so that you can really have 878 00:52:22,520 --> 00:52:25,600 Speaker 1: that the experience of the developer intended when he or 879 00:52:25,680 --> 00:52:30,239 Speaker 1: she started to design it. Uh And and ideally, at 880 00:52:30,280 --> 00:52:34,440 Speaker 1: least for most VR experiences, that's to strip away all 881 00:52:34,560 --> 00:52:38,399 Speaker 1: the rest of the awareness in augmented reality. Obviously it's 882 00:52:38,400 --> 00:52:41,680 Speaker 1: meant to augment and experience in the real world, but 883 00:52:41,760 --> 00:52:45,560 Speaker 1: even then, you want to you want to reduce the 884 00:52:45,800 --> 00:52:49,120 Speaker 1: load on the user of having to think, oh, well, 885 00:52:49,239 --> 00:52:52,279 Speaker 1: if I want to accomplish goal X, I have to 886 00:52:52,360 --> 00:52:55,360 Speaker 1: go through these steps in order to actually do that. 887 00:52:55,680 --> 00:52:57,600 Speaker 1: Whereas in the real world, if you were looking at 888 00:52:57,640 --> 00:53:01,440 Speaker 1: an actual physical rep of what you were seeing in 889 00:53:01,480 --> 00:53:03,840 Speaker 1: the argumented world, you wouldn't have to go through that 890 00:53:03,960 --> 00:53:06,280 Speaker 1: because that's just not the way the real world world works. 891 00:53:07,320 --> 00:53:11,080 Speaker 1: Imagine imagine, imagine a fast paced VR game or a 892 00:53:11,239 --> 00:53:13,279 Speaker 1: R game, it doesn't matter. I mean, you would be 893 00:53:13,480 --> 00:53:15,960 Speaker 1: running down a pitch in a in a football match, 894 00:53:16,400 --> 00:53:18,280 Speaker 1: and you want to pass the ball to somebody who's 895 00:53:18,360 --> 00:53:22,400 Speaker 1: running full speed in the other direction, and then you 896 00:53:22,880 --> 00:53:25,640 Speaker 1: how do you do that with the current controls in 897 00:53:25,719 --> 00:53:28,600 Speaker 1: the R I mean you're running full speed your yourself, 898 00:53:28,719 --> 00:53:32,319 Speaker 1: and then you should either point your head to kind 899 00:53:32,320 --> 00:53:35,080 Speaker 1: of to to point to the other, to the other, 900 00:53:35,239 --> 00:53:37,719 Speaker 1: to your teammates running in the other direction, and do 901 00:53:37,840 --> 00:53:39,960 Speaker 1: that continuously to tell the computer where you want to 902 00:53:40,000 --> 00:53:41,759 Speaker 1: tell your head that way you want to pass the ball, 903 00:53:42,840 --> 00:53:46,000 Speaker 1: or you should running full speed one direction. You should 904 00:53:46,000 --> 00:53:48,080 Speaker 1: point your hand to tell the via heads that I 905 00:53:48,120 --> 00:53:51,640 Speaker 1: want to pass the ball to this guy. That's super hard. 906 00:53:51,920 --> 00:53:54,120 Speaker 1: I mean, that's just gonna It's just impossible. You can 907 00:53:54,160 --> 00:53:56,000 Speaker 1: try to do it yourself in your any room if 908 00:53:56,040 --> 00:53:59,600 Speaker 1: you want. But or you imagine the interaction. You're running down, 909 00:54:00,120 --> 00:54:01,920 Speaker 1: you know, in one direction, you look at the guy 910 00:54:02,080 --> 00:54:03,680 Speaker 1: running in the other direction. You can do that. You 911 00:54:03,719 --> 00:54:07,040 Speaker 1: can follow that person extremely easily with the rice and 912 00:54:07,120 --> 00:54:08,960 Speaker 1: then you just press a button then post that a guy. 913 00:54:10,000 --> 00:54:13,799 Speaker 1: That's that's just so much easier, and it takes down 914 00:54:14,040 --> 00:54:16,640 Speaker 1: this barrier. It takes away one step and it will 915 00:54:17,040 --> 00:54:20,120 Speaker 1: enable game developers to make Vio games more immersive and 916 00:54:20,160 --> 00:54:22,839 Speaker 1: also more frost pace, because otherwise you need to kind 917 00:54:22,880 --> 00:54:25,200 Speaker 1: of slow down the pace in order to make people 918 00:54:25,680 --> 00:54:27,799 Speaker 1: hit the right person. And not only that, I would 919 00:54:27,840 --> 00:54:30,919 Speaker 1: add that it adds in an element that you see 920 00:54:30,960 --> 00:54:33,440 Speaker 1: in the real world all the time, which is misdirection, 921 00:54:33,640 --> 00:54:36,600 Speaker 1: purposeful misdirection. If you're playing on a team and you 922 00:54:36,719 --> 00:54:39,800 Speaker 1: want to pass to a teammate, you don't want to 923 00:54:39,920 --> 00:54:44,160 Speaker 1: telegraph that to the other team. So so being able 924 00:54:44,200 --> 00:54:47,719 Speaker 1: to use your attention to direct the ball in the 925 00:54:47,920 --> 00:54:50,200 Speaker 1: in the right direction without having to turn your head 926 00:54:50,239 --> 00:54:52,800 Speaker 1: and make it obvious, oh well, he's about to pass 927 00:54:52,920 --> 00:54:55,680 Speaker 1: to his teammate on his left, then it makes it 928 00:54:55,760 --> 00:54:58,879 Speaker 1: more challenging for the opposing team to anticipate what your 929 00:54:58,920 --> 00:55:03,120 Speaker 1: move is. Yeah, or more I mean more like personal 930 00:55:03,280 --> 00:55:06,480 Speaker 1: connecting interaction. I mean you're sitting around the table, you're 931 00:55:06,520 --> 00:55:10,000 Speaker 1: talking to set up people. Imagine you have two people 932 00:55:10,040 --> 00:55:12,200 Speaker 1: in front of you now, and then you start talking 933 00:55:12,280 --> 00:55:15,719 Speaker 1: to one of them. You would be looking at that person, um, 934 00:55:16,360 --> 00:55:18,399 Speaker 1: but you would be looking at that person with your eyes. 935 00:55:18,680 --> 00:55:21,719 Speaker 1: You would not turn your forehead to that person. So 936 00:55:21,840 --> 00:55:23,560 Speaker 1: the v R A R head said would not know 937 00:55:24,320 --> 00:55:27,719 Speaker 1: that you're you weren't talking to person A. It may 938 00:55:28,120 --> 00:55:29,839 Speaker 1: you may have your head the point still the point 939 00:55:29,880 --> 00:55:32,719 Speaker 1: that that person be. So then the via head said, 940 00:55:32,719 --> 00:55:36,440 Speaker 1: would it would the wrong person would not or blink 941 00:55:36,680 --> 00:55:38,759 Speaker 1: or or or or smile at you when you when 942 00:55:38,800 --> 00:55:41,520 Speaker 1: you smile back at them, because they you don't know 943 00:55:42,560 --> 00:55:46,600 Speaker 1: what you're what, what you're interesting. You only know what 944 00:55:46,760 --> 00:55:49,320 Speaker 1: you're interested in, what you're interested in if you know 945 00:55:49,360 --> 00:55:52,440 Speaker 1: where you're looking, because your forehead is just an approximation 946 00:55:52,520 --> 00:55:54,520 Speaker 1: of your interest, and it's always it's going to be 947 00:55:54,840 --> 00:55:57,319 Speaker 1: wrong in in certain number of cases. Oh sure. Yeah. 948 00:55:57,560 --> 00:56:00,880 Speaker 1: So if you were in a game that wire's interaction 949 00:56:01,000 --> 00:56:06,719 Speaker 1: with uh PC controlled characters, and you're trying desperately to 950 00:56:07,400 --> 00:56:10,759 Speaker 1: uh to align yourself with one character, and there's a 951 00:56:10,880 --> 00:56:13,680 Speaker 1: secondary character there, and you accidentally swear fealty to the 952 00:56:13,760 --> 00:56:18,800 Speaker 1: bad guy, Suddenly the whole game has changed, yeah, or 953 00:56:18,960 --> 00:56:22,640 Speaker 1: just feels less immersive because the people you look at 954 00:56:22,680 --> 00:56:25,120 Speaker 1: their stone face, they don't want to spot at them 955 00:56:25,200 --> 00:56:28,160 Speaker 1: because they don't understand they're looking at them because you didn't. 956 00:56:28,600 --> 00:56:31,239 Speaker 1: You didn't do you didn't turn your forehead to them 957 00:56:31,280 --> 00:56:33,640 Speaker 1: to indicate that you actually want to speak to them, 958 00:56:33,880 --> 00:56:35,560 Speaker 1: which is I'm not sure you don't do that really 959 00:56:35,600 --> 00:56:38,000 Speaker 1: well and I could see this also just being useful 960 00:56:38,280 --> 00:56:41,600 Speaker 1: in a virtual meeting space where you're just having a 961 00:56:41,880 --> 00:56:44,200 Speaker 1: like just a not a game element at all, just 962 00:56:44,320 --> 00:56:48,480 Speaker 1: a literally a meeting where you have multiple people logging 963 00:56:48,560 --> 00:56:51,839 Speaker 1: in through various devices. Being able to see where anyone's 964 00:56:52,360 --> 00:56:56,640 Speaker 1: gaze is is incredibly useful because if you're addressing questions 965 00:56:56,719 --> 00:56:59,480 Speaker 1: to somebody, you don't have to It's it's kind of 966 00:56:59,520 --> 00:57:02,719 Speaker 1: like inter acting with a personal digital assistant that's voice 967 00:57:02,719 --> 00:57:06,520 Speaker 1: activated today where uh, you know you. You use a 968 00:57:06,840 --> 00:57:10,759 Speaker 1: typically a name that indicates this is the alert to 969 00:57:11,200 --> 00:57:13,920 Speaker 1: listen in and then to respond. But it's not the 970 00:57:13,960 --> 00:57:16,040 Speaker 1: way we humans tend to talk to one another. If 971 00:57:16,080 --> 00:57:18,280 Speaker 1: I were having a conversation with you, and I started 972 00:57:18,320 --> 00:57:21,960 Speaker 1: every sense with Oscar, what do you think about after 973 00:57:22,000 --> 00:57:24,720 Speaker 1: about after about five or six sentences, it feels weird. 974 00:57:26,280 --> 00:57:30,560 Speaker 1: So you've got it. You've got it. Can I hire you? No? 975 00:57:31,040 --> 00:57:33,320 Speaker 1: But that's that's it. You can I take one more 976 00:57:33,440 --> 00:57:37,320 Speaker 1: use case, just absolutely please do or another I mean 977 00:57:37,440 --> 00:57:40,080 Speaker 1: just to take it in a different direction or tangent. 978 00:57:40,640 --> 00:57:45,520 Speaker 1: It's it also can also affect the actual core rendering 979 00:57:45,680 --> 00:57:49,560 Speaker 1: of the graphics. So I mean today in VR or 980 00:57:49,600 --> 00:57:53,200 Speaker 1: in PC, I mean, we're all creating to create beautiful 981 00:57:53,240 --> 00:57:56,840 Speaker 1: games with with as high resolution as possible, but that 982 00:57:57,040 --> 00:57:58,960 Speaker 1: takes a high toll on on the on the GPU 983 00:57:59,600 --> 00:58:04,960 Speaker 1: mhm um. But actually the human eyes only perceiving what 984 00:58:05,120 --> 00:58:07,720 Speaker 1: you look at in high resolution where you look at it, 985 00:58:08,040 --> 00:58:11,720 Speaker 1: the rest is kind of blurring. So that means you 986 00:58:11,800 --> 00:58:14,000 Speaker 1: can do something called phobid rendering, that is that you 987 00:58:14,160 --> 00:58:18,040 Speaker 1: only render in high resolution in the area you look 988 00:58:18,920 --> 00:58:22,160 Speaker 1: and in low resolution in the prefery, and then you 989 00:58:22,280 --> 00:58:25,360 Speaker 1: look at a different point, and then it switches very 990 00:58:25,440 --> 00:58:27,600 Speaker 1: fast to render in high resolution where you look at 991 00:58:27,680 --> 00:58:31,760 Speaker 1: that point and in lower resolution and periphery. As a user, 992 00:58:31,960 --> 00:58:35,160 Speaker 1: you cannot notice because this is all happening too fast. 993 00:58:35,280 --> 00:58:39,200 Speaker 1: You you're not noticing that the entire world is rendered 994 00:58:39,240 --> 00:58:43,320 Speaker 1: in lower resolution in the prefery. But you save thirty 995 00:58:43,400 --> 00:58:46,880 Speaker 1: or two on the GP capacity excellent. So then that 996 00:58:47,000 --> 00:58:50,840 Speaker 1: also means that you're not overheating your machine. It means 997 00:58:50,920 --> 00:58:55,160 Speaker 1: that devices that have say the latest and greatest in 998 00:58:55,360 --> 00:59:00,120 Speaker 1: in graphics hardware, that's going to remain relevant longer that 999 00:59:00,200 --> 00:59:02,439 Speaker 1: it would be like the life cycle of these things 1000 00:59:02,560 --> 00:59:05,000 Speaker 1: is notoriously fairly short. If you want to be on 1001 00:59:05,160 --> 00:59:08,680 Speaker 1: the cutting edge of capability. But if you're using a 1002 00:59:08,760 --> 00:59:14,080 Speaker 1: strategy such as this that reduces that load, then you've 1003 00:59:14,160 --> 00:59:18,919 Speaker 1: extended the life, the useful lifespan of those uh, those 1004 00:59:19,080 --> 00:59:22,560 Speaker 1: those components by quite a bit because you don't you're 1005 00:59:22,600 --> 00:59:25,760 Speaker 1: not maxing out as quickly as you would in the 1006 00:59:26,960 --> 00:59:28,600 Speaker 1: in the real world. I mean I that was one 1007 00:59:28,640 --> 00:59:32,360 Speaker 1: of the reasons why back in the nineties gaming computers 1008 00:59:33,200 --> 00:59:35,680 Speaker 1: got to the first they became a thing, and then 1009 00:59:35,760 --> 00:59:37,800 Speaker 1: they became a thing that I just could not keep 1010 00:59:37,880 --> 00:59:40,320 Speaker 1: up with. And it was very frustrating for me to 1011 00:59:40,400 --> 00:59:43,520 Speaker 1: think that every six months my machine was out of 1012 00:59:43,600 --> 00:59:46,360 Speaker 1: date enough where if I went out and purchased a 1013 00:59:46,440 --> 00:59:48,920 Speaker 1: new game six months after I bought a machine, or 1014 00:59:49,000 --> 00:59:52,040 Speaker 1: I bought a graphics card, I could not run it 1015 00:59:52,640 --> 00:59:55,120 Speaker 1: at the settings I wanted to because it would be 1016 00:59:55,280 --> 00:59:58,520 Speaker 1: too strong, to too big a strain on my components. 1017 00:59:58,560 --> 01:00:01,720 Speaker 1: I would have to actually upgrade my hardware. So if 1018 01:00:01,720 --> 01:00:04,360 Speaker 1: you're able to solve that through software where you're you're 1019 01:00:04,360 --> 01:00:08,600 Speaker 1: able to reduce that load, to me, that's phenomenal because 1020 01:00:09,440 --> 01:00:13,800 Speaker 1: it takes me out of that massochistic relationship I had have. 1021 01:00:14,880 --> 01:00:16,880 Speaker 1: You can be also be a little bit less of 1022 01:00:16,880 --> 01:00:19,120 Speaker 1: a bullet sponsor. Right, Oh, yes, that would also, that 1023 01:00:19,120 --> 01:00:22,200 Speaker 1: would be lovely. I mean, let's not dream too big here, Oscar. 1024 01:00:22,360 --> 01:00:26,840 Speaker 1: Let's let's keep our expectations realistic. No, but you can. 1025 01:00:26,880 --> 01:00:29,920 Speaker 1: You can use it obviously to keep your hardware longer 1026 01:00:30,160 --> 01:00:32,760 Speaker 1: or to reduce your cost of your hardwork. Or you 1027 01:00:32,880 --> 01:00:35,800 Speaker 1: can use it to get a better immersion by being 1028 01:00:35,840 --> 01:00:40,080 Speaker 1: able to get your computer to handle high resolution graphics. 1029 01:00:41,240 --> 01:00:44,720 Speaker 1: Or you can get your computer to um to run 1030 01:00:44,760 --> 01:00:49,120 Speaker 1: at the higher refresh rate or higher FPS. So you 1031 01:00:49,200 --> 01:00:52,960 Speaker 1: can use it, you know, however you want either to 1032 01:00:53,000 --> 01:00:55,560 Speaker 1: save cost or prolong your prolong your lifetime, or or 1033 01:00:55,680 --> 01:00:58,800 Speaker 1: two to to to run the game in a in 1034 01:00:59,400 --> 01:01:04,240 Speaker 1: in higher solution and get more Marcy, that's fantastic, Oscar. 1035 01:01:04,480 --> 01:01:08,000 Speaker 1: Thank you so much for joining me on this podcast. 1036 01:01:08,120 --> 01:01:11,000 Speaker 1: This has been a fascinating conversation. I very much appreciate 1037 01:01:11,080 --> 01:01:15,360 Speaker 1: your time. Alright, when we come back, we'll talk a 1038 01:01:15,480 --> 01:01:18,320 Speaker 1: bit more about eye tracking technology and where it's going. 1039 01:01:18,480 --> 01:01:22,400 Speaker 1: But first let's take another quick break to thank our sponsor. 1040 01:01:29,200 --> 01:01:32,240 Speaker 1: As Mr Werner pointed out, the data we generate through 1041 01:01:32,440 --> 01:01:36,560 Speaker 1: our attention is valuable, and it also poses a clear 1042 01:01:36,680 --> 01:01:40,160 Speaker 1: threat to our privacy if it is handled poorly. Now, 1043 01:01:40,240 --> 01:01:44,320 Speaker 1: I appreciate that Toby's policy is to only use data 1044 01:01:44,440 --> 01:01:47,640 Speaker 1: with the permission of the user, because you can easily 1045 01:01:47,720 --> 01:01:51,120 Speaker 1: imagine scenarios which could be compromising if you did not 1046 01:01:51,400 --> 01:01:54,320 Speaker 1: realize your eye movements were being tracked. So, for example, 1047 01:01:55,480 --> 01:01:59,080 Speaker 1: let's say they're going in for a job interview for 1048 01:01:59,400 --> 01:02:02,760 Speaker 1: a big tech company, and you're qualified, and you are 1049 01:02:02,880 --> 01:02:06,840 Speaker 1: knowledgeable in your field. You are a hard worker and 1050 01:02:07,160 --> 01:02:11,840 Speaker 1: you really really want this job, but you're also a 1051 01:02:11,920 --> 01:02:16,120 Speaker 1: bit nervous about going in and interviewing. That's to be expected, 1052 01:02:16,400 --> 01:02:19,560 Speaker 1: and because you're nervous, you know, you're looking around a lot. 1053 01:02:19,680 --> 01:02:22,160 Speaker 1: You don't really want to hold anyone's eye contact for 1054 01:02:22,280 --> 01:02:24,600 Speaker 1: too long because you don't want to come across as 1055 01:02:24,840 --> 01:02:27,440 Speaker 1: too intense or anything. So you know, you're you're just 1056 01:02:27,560 --> 01:02:30,160 Speaker 1: trying to feel your way through this experience as best 1057 01:02:30,240 --> 01:02:34,000 Speaker 1: you can. And unbeknownst to you, but beknownst to us, 1058 01:02:34,720 --> 01:02:37,440 Speaker 1: the people meaning with you are also using a system 1059 01:02:37,560 --> 01:02:41,600 Speaker 1: with eye tracking technology to observe you throughout the interview process, 1060 01:02:42,160 --> 01:02:45,320 Speaker 1: and the system is analyzing you as you respond to 1061 01:02:45,440 --> 01:02:48,680 Speaker 1: questions and converse with others. It's watching your eye movements 1062 01:02:48,760 --> 01:02:53,240 Speaker 1: and tracking that against various behavior patterns and drawing some conclusions, 1063 01:02:53,760 --> 01:02:57,920 Speaker 1: and maybe some software is generating a report that assigns 1064 01:02:58,120 --> 01:03:03,360 Speaker 1: metrics to fuzzy categories just assertiveness or honesty, and maybe 1065 01:03:03,520 --> 01:03:06,680 Speaker 1: even though you really are the best candidate for the job, 1066 01:03:06,840 --> 01:03:09,360 Speaker 1: the system tells the hiring manager that you're nothing more 1067 01:03:09,440 --> 01:03:13,400 Speaker 1: than a shifty peat and they shouldn't hire you. Now 1068 01:03:13,480 --> 01:03:15,120 Speaker 1: that kind of sounds silly the way I'm putting it, 1069 01:03:15,240 --> 01:03:19,560 Speaker 1: but it's certainly something that could potentially happen, and the 1070 01:03:19,640 --> 01:03:23,400 Speaker 1: technology already exists. Really, it just means that you have 1071 01:03:23,520 --> 01:03:26,680 Speaker 1: to create the software, which largely would mean making sure 1072 01:03:26,760 --> 01:03:30,920 Speaker 1: that your software is at least on the surface, dependent 1073 01:03:31,120 --> 01:03:35,480 Speaker 1: upon reasonable psychology. Right. You can't just say I think 1074 01:03:35,600 --> 01:03:38,360 Speaker 1: that if you look up, you are lying. That's one 1075 01:03:38,440 --> 01:03:42,320 Speaker 1: of those little bits of folk wisdom that actually isn't true. 1076 01:03:43,000 --> 01:03:45,120 Speaker 1: So you would want to make sure that your software 1077 01:03:45,600 --> 01:03:47,960 Speaker 1: is based off of science, or at least appears to 1078 01:03:48,000 --> 01:03:49,600 Speaker 1: be based off of science. I mean, if you're not 1079 01:03:49,720 --> 01:03:52,480 Speaker 1: being very ethical, you could sell your software package no 1080 01:03:52,600 --> 01:03:55,880 Speaker 1: matter what. But it's easy to imagine that sort of 1081 01:03:55,960 --> 01:04:01,920 Speaker 1: scenario actually happening. That a company be that assertive or 1082 01:04:02,000 --> 01:04:06,400 Speaker 1: aggressive and its hiring strategies to incorporate that level of 1083 01:04:06,560 --> 01:04:09,880 Speaker 1: screening when they're looking at potential employees. But it's not 1084 01:04:10,080 --> 01:04:15,120 Speaker 1: really fair and it certainly seems invasive. Now that's the hypothetical. 1085 01:04:15,480 --> 01:04:18,240 Speaker 1: It's not something that I'm actually referring to that's happened 1086 01:04:18,240 --> 01:04:21,320 Speaker 1: in the real world to my knowledge, but it's the 1087 01:04:21,400 --> 01:04:23,520 Speaker 1: sort of stuff we don't want to see. It places 1088 01:04:23,560 --> 01:04:26,680 Speaker 1: people at a disadvantage, and it could also be used 1089 01:04:26,720 --> 01:04:30,439 Speaker 1: to create opportunities for abuse in many ways, which again 1090 01:04:30,600 --> 01:04:33,280 Speaker 1: is why that policy of only collecting information with the 1091 01:04:33,360 --> 01:04:37,080 Speaker 1: express permission of the user is important. You wouldn't want 1092 01:04:37,200 --> 01:04:41,640 Speaker 1: to come back at somebody and say, hey, I noticed 1093 01:04:41,720 --> 01:04:44,120 Speaker 1: that you were spending an awful lot of time looking 1094 01:04:44,240 --> 01:04:47,360 Speaker 1: at this one person in the room. Uh. It makes 1095 01:04:47,440 --> 01:04:50,880 Speaker 1: us uncomfortable because it appears that you have some sort 1096 01:04:51,200 --> 01:04:55,920 Speaker 1: of attraction to or maybe animosity towards this person. All 1097 01:04:56,000 --> 01:04:58,920 Speaker 1: of that seems like it could go south in a hurry, 1098 01:04:59,480 --> 01:05:03,919 Speaker 1: and it be reflective of something that is not actually real. 1099 01:05:04,560 --> 01:05:08,240 Speaker 1: Because while our eyes are an indicator of where our 1100 01:05:08,280 --> 01:05:11,920 Speaker 1: attention happens to be, it's not always the case that 1101 01:05:12,080 --> 01:05:14,960 Speaker 1: what our eyes are pointing at is what we're actually 1102 01:05:15,080 --> 01:05:18,480 Speaker 1: focusing on. It's most of the time that's the case, 1103 01:05:18,840 --> 01:05:22,280 Speaker 1: especially when we're being very active with our attention, but 1104 01:05:22,400 --> 01:05:25,640 Speaker 1: it's not always the case. So this is a complicated issue. 1105 01:05:26,920 --> 01:05:30,160 Speaker 1: I think eye tracking tech has far too much potential 1106 01:05:30,240 --> 01:05:33,560 Speaker 1: to do great things for us to be too wary 1107 01:05:33,640 --> 01:05:35,320 Speaker 1: of it. I don't think we need to back off 1108 01:05:35,400 --> 01:05:38,040 Speaker 1: of it. I don't think we need to abandon it. 1109 01:05:38,200 --> 01:05:41,360 Speaker 1: I don't think we need to label it as irresponsible 1110 01:05:41,480 --> 01:05:45,120 Speaker 1: or dangerous technology. We just have to make sure we 1111 01:05:45,320 --> 01:05:52,959 Speaker 1: hold organizations, companies, researchers accountable for responsible implementations of the tech. 1112 01:05:53,880 --> 01:05:57,840 Speaker 1: But these applications really could transform our world, particularly for 1113 01:05:57,960 --> 01:06:01,520 Speaker 1: people who have difficulty interacting with others or with their 1114 01:06:01,680 --> 01:06:04,960 Speaker 1: environment if they don't have that kind of technology at 1115 01:06:05,000 --> 01:06:08,200 Speaker 1: their disposal. So, like Mr Werner said, a technology that 1116 01:06:08,280 --> 01:06:12,320 Speaker 1: helps someone communicate after it appeared that all such ability 1117 01:06:12,440 --> 01:06:16,240 Speaker 1: had been lost is an incredibly powerful story, and it's 1118 01:06:16,280 --> 01:06:20,320 Speaker 1: hard to think of something more impactful than that. On 1119 01:06:20,440 --> 01:06:24,080 Speaker 1: the research side, scientists are using eye tracking to learn 1120 01:06:24,120 --> 01:06:28,480 Speaker 1: more about cognitive development. There's a researcher named Alex Willard 1121 01:06:28,760 --> 01:06:32,040 Speaker 1: who is working on her PhD and Maternal infant directed 1122 01:06:32,160 --> 01:06:36,000 Speaker 1: speech at the University of Newcastle and Hunter Medical Research 1123 01:06:36,080 --> 01:06:39,640 Speaker 1: Institute in New South Wales, and she's using eye tracking 1124 01:06:39,680 --> 01:06:44,040 Speaker 1: technology to study how babies develop cognitive skills. She's learning 1125 01:06:44,360 --> 01:06:48,919 Speaker 1: how babies recognize and solve problems. And I didn't even 1126 01:06:49,000 --> 01:06:53,919 Speaker 1: know babies could do that. I haven't seen Baby Boss though, 1127 01:06:53,960 --> 01:06:57,200 Speaker 1: so maybe it's all explained in that movie. Anyway. The 1128 01:06:57,240 --> 01:07:01,920 Speaker 1: study involves babies watching animations on greens and it tracks 1129 01:07:02,040 --> 01:07:05,240 Speaker 1: where their eyes go. So, for example, let's say you've 1130 01:07:05,240 --> 01:07:08,080 Speaker 1: got a cute cartoon bunny hopping around on the screen, 1131 01:07:08,160 --> 01:07:10,840 Speaker 1: and the baby notices the bunny and the baby's eyes 1132 01:07:10,840 --> 01:07:13,040 Speaker 1: are tracking where the bunny is going on the screen, 1133 01:07:13,480 --> 01:07:16,480 Speaker 1: and then the cartoon bunny hops behind a cartoon bush. 1134 01:07:17,040 --> 01:07:20,720 Speaker 1: Now at that point does the baby's focus continue along 1135 01:07:20,800 --> 01:07:23,120 Speaker 1: the bunny's pathway to the other side of the bush, 1136 01:07:23,400 --> 01:07:29,800 Speaker 1: anticipating the bunny's reappearance, And if not, why not? Now? 1137 01:07:29,880 --> 01:07:33,240 Speaker 1: Early results in the research project, and this project is 1138 01:07:33,280 --> 01:07:36,200 Speaker 1: scheduled to last for five years. It's a long term 1139 01:07:36,360 --> 01:07:40,480 Speaker 1: project to make sure that any findings are things that 1140 01:07:40,640 --> 01:07:45,400 Speaker 1: that can be backed up with replication. Some of the 1141 01:07:45,480 --> 01:07:48,960 Speaker 1: early research has suggested that babies who are less distractable 1142 01:07:49,360 --> 01:07:51,880 Speaker 1: when focusing on a subject tend to be better at 1143 01:07:51,960 --> 01:07:56,080 Speaker 1: problems solving later on, which makes sense intuitively, you would 1144 01:07:56,160 --> 01:07:58,600 Speaker 1: imagine that to be the case. But this approach could 1145 01:07:58,640 --> 01:08:02,480 Speaker 1: help parents detect potential challenges early on and address them 1146 01:08:02,800 --> 01:08:05,439 Speaker 1: and give their children the best chance of overcoming those 1147 01:08:05,520 --> 01:08:08,960 Speaker 1: challenges as they grow older. So you might see that 1148 01:08:09,080 --> 01:08:12,760 Speaker 1: certain cognitive development might be running a little bit behind 1149 01:08:12,960 --> 01:08:17,000 Speaker 1: average from you know, the mean, and you might say, well, 1150 01:08:17,439 --> 01:08:19,400 Speaker 1: what can we do to address that? Are there things 1151 01:08:19,479 --> 01:08:22,559 Speaker 1: we can do as parents to help encourage our child's 1152 01:08:22,640 --> 01:08:26,479 Speaker 1: cognitive development in these areas and thus give your kid 1153 01:08:26,640 --> 01:08:30,160 Speaker 1: the best chance for success. It's kind of cool, I think, 1154 01:08:30,479 --> 01:08:33,000 Speaker 1: and it gives a lot more information and power to parents, 1155 01:08:33,280 --> 01:08:37,240 Speaker 1: stuff that people didn't have at their disposal without tools 1156 01:08:37,320 --> 01:08:41,640 Speaker 1: like this eye tracking tech that can back up those observations. Now, 1157 01:08:41,720 --> 01:08:45,599 Speaker 1: another study sounds ominous upon first glance. I was reading 1158 01:08:45,640 --> 01:08:47,920 Speaker 1: headlines and this one jumped out at me and it 1159 01:08:48,080 --> 01:08:51,240 Speaker 1: made me pause. It was the National Institute of Health 1160 01:08:51,560 --> 01:08:55,920 Speaker 1: spending four thousand, two hundred twenty dollars on eye tracking 1161 01:08:55,960 --> 01:09:00,120 Speaker 1: technology to analyze the eye movements of Latino customers at 1162 01:09:00,160 --> 01:09:05,080 Speaker 1: grocery stores. That was essentially the headline which made me say, 1163 01:09:05,320 --> 01:09:11,000 Speaker 1: what is going on here that sounds minority report esque, 1164 01:09:11,680 --> 01:09:19,000 Speaker 1: but upon further observation further investigation, it's not nearly that scary. 1165 01:09:19,280 --> 01:09:23,000 Speaker 1: It's actually kind of interesting. In this case. This is 1166 01:09:23,080 --> 01:09:26,000 Speaker 1: a study at San Diego State University that has the 1167 01:09:26,080 --> 01:09:29,960 Speaker 1: goal of finding ways to fight obesity, and the system 1168 01:09:30,080 --> 01:09:33,439 Speaker 1: is meant to provide data about the decisions that overweight 1169 01:09:33,680 --> 01:09:36,840 Speaker 1: or obese people are making as they shop for groceries, 1170 01:09:37,360 --> 01:09:40,439 Speaker 1: and it's in an effort to get insight into what 1171 01:09:40,880 --> 01:09:44,639 Speaker 1: is causing them to make those decisions. Are there specific 1172 01:09:44,760 --> 01:09:48,560 Speaker 1: things in the grocery store environment that are triggering those decisions. 1173 01:09:49,400 --> 01:09:52,800 Speaker 1: Can adjustments to the environment help guide customers into making 1174 01:09:52,880 --> 01:09:56,080 Speaker 1: more healthy choices? And the reason the study is looking 1175 01:09:56,160 --> 01:09:59,760 Speaker 1: at the Latino population in particular is that, according to 1176 01:09:59,800 --> 01:10:05,280 Speaker 1: the researchers, as a demographic, Latinos are disproportionately affected by obesity. 1177 01:10:05,680 --> 01:10:09,479 Speaker 1: They also shop more frequently than other populations do, and 1178 01:10:09,600 --> 01:10:12,920 Speaker 1: they tend to go shopping with children more frequently than 1179 01:10:13,000 --> 01:10:17,439 Speaker 1: other demographics do. So the hope is that by using 1180 01:10:17,479 --> 01:10:20,680 Speaker 1: the information from this study, we can come up with 1181 01:10:20,920 --> 01:10:24,160 Speaker 1: strategies that help people make better choices and have a 1182 01:10:24,280 --> 01:10:27,960 Speaker 1: healthier life, and also provide a healthier life for their children. 1183 01:10:29,000 --> 01:10:32,360 Speaker 1: In the consumer world, companies like Toyota are using eye 1184 01:10:32,400 --> 01:10:35,479 Speaker 1: tracking technology to measure how effective their show rooms are 1185 01:10:35,680 --> 01:10:38,560 Speaker 1: drawing attention to the features that they want to communicate 1186 01:10:38,600 --> 01:10:42,000 Speaker 1: to potential buyers. There might be something on a new 1187 01:10:42,080 --> 01:10:45,519 Speaker 1: Toyota model that the company really wants people to pay 1188 01:10:45,560 --> 01:10:48,479 Speaker 1: attention to, and they use the eye tracking technology to 1189 01:10:48,520 --> 01:10:50,680 Speaker 1: see if it's working, and if it's not working, can 1190 01:10:50,760 --> 01:10:56,160 Speaker 1: they adjust their approach to make it more attractive. And 1191 01:10:56,400 --> 01:11:00,160 Speaker 1: inside vehicles, we're seeing more eye tracking technology, both as 1192 01:11:00,200 --> 01:11:03,080 Speaker 1: a safety measure in the case of systems that monitor 1193 01:11:03,160 --> 01:11:07,040 Speaker 1: a driver's wakefulness or attention, and as a user interface. 1194 01:11:07,320 --> 01:11:11,040 Speaker 1: There's a Canadian research team that's using eye tracking technology 1195 01:11:11,120 --> 01:11:15,040 Speaker 1: to look at the potential for driver distractions. So it's 1196 01:11:15,120 --> 01:11:19,360 Speaker 1: monitoring a driver so that if the driver takes his 1197 01:11:19,560 --> 01:11:21,760 Speaker 1: or her attention away from the road, Let's say they 1198 01:11:21,800 --> 01:11:26,599 Speaker 1: are checking the various instrumentation panels, or maybe they're looking 1199 01:11:26,680 --> 01:11:30,080 Speaker 1: at their phone trying to read a respond to a text. 1200 01:11:31,080 --> 01:11:34,960 Speaker 1: The system the car would actually become aware of this. 1201 01:11:35,760 --> 01:11:39,759 Speaker 1: Maybe it would start to engage some driver assist features, 1202 01:11:40,160 --> 01:11:43,360 Speaker 1: maybe even taking over control of the car briefly, or 1203 01:11:43,479 --> 01:11:45,960 Speaker 1: it might send an alert to the driver saying, Hey, 1204 01:11:46,240 --> 01:11:48,720 Speaker 1: your attention is wandering away from the road. You really 1205 01:11:48,800 --> 01:11:52,040 Speaker 1: need to pay more mind to the task at hand. 1206 01:11:53,040 --> 01:11:57,559 Speaker 1: On the user interface side, Porsche recently revealed an electric 1207 01:11:57,640 --> 01:12:01,240 Speaker 1: car concept called the Mission E. I should really get 1208 01:12:01,360 --> 01:12:04,040 Speaker 1: Scott Benjamin in here to talk about this concept car. 1209 01:12:04,040 --> 01:12:06,400 Speaker 1: It's kind of neat. It's an electronic card. It's supposed 1210 01:12:06,439 --> 01:12:09,640 Speaker 1: to be a sports car that could compete with the 1211 01:12:09,880 --> 01:12:15,679 Speaker 1: Tesla sports Car electronic sports car, and these would include 1212 01:12:17,000 --> 01:12:20,879 Speaker 1: eye tracking type control systems for the in dashboard systems 1213 01:12:20,920 --> 01:12:24,920 Speaker 1: as well as the the entertainment systems, the various instrumentation panels. 1214 01:12:25,000 --> 01:12:27,040 Speaker 1: It would be able to detect what you're looking at 1215 01:12:27,120 --> 01:12:30,360 Speaker 1: and give you information based upon that. And I imagine 1216 01:12:30,400 --> 01:12:33,040 Speaker 1: we'll see even more of this technology built into self 1217 01:12:33,160 --> 01:12:35,920 Speaker 1: driving vehicles in the future, when the cars we get 1218 01:12:35,960 --> 01:12:39,000 Speaker 1: into become interactive environments that allow us to do all 1219 01:12:39,040 --> 01:12:42,519 Speaker 1: sorts of things we couldn't do as human drivers. And again, 1220 01:12:43,360 --> 01:12:46,760 Speaker 1: this is just scratching the surface. There are so many 1221 01:12:46,920 --> 01:12:49,599 Speaker 1: more potential applications and I'm sure I'm going to visit 1222 01:12:49,680 --> 01:12:52,559 Speaker 1: this topic again in future episodes to explore some of them. 1223 01:12:52,920 --> 01:12:55,879 Speaker 1: If you can't tell I'm really interested in this subject 1224 01:12:55,920 --> 01:12:59,120 Speaker 1: because it opens up new possibilities to interact with technology, 1225 01:12:59,360 --> 01:13:02,959 Speaker 1: will similtaneously giving us the chance to learn more about ourselves, 1226 01:13:03,000 --> 01:13:05,800 Speaker 1: and I kind of dig that. Before I sign off, 1227 01:13:06,120 --> 01:13:08,640 Speaker 1: I have an exciting announcement to make. I have a 1228 01:13:08,800 --> 01:13:13,080 Speaker 1: new podcast launching. It's called tech Stuff Daily, and as 1229 01:13:13,200 --> 01:13:17,360 Speaker 1: the name applies, it will be all about technology and 1230 01:13:17,520 --> 01:13:19,680 Speaker 1: it's also going to publish every day. That's that's what 1231 01:13:19,800 --> 01:13:22,680 Speaker 1: the daily part means every day Monday through Friday, and 1232 01:13:22,760 --> 01:13:25,639 Speaker 1: each episode will be between four and six minutes long, 1233 01:13:26,320 --> 01:13:29,360 Speaker 1: give or take, and we'll explore a tech topic that's 1234 01:13:29,400 --> 01:13:32,519 Speaker 1: been rambling around in the news cycle. This is not 1235 01:13:32,760 --> 01:13:36,160 Speaker 1: replacing Text Stuff. That show is still going to be 1236 01:13:36,240 --> 01:13:39,240 Speaker 1: publishing twice a week as always. It's going to exist 1237 01:13:39,320 --> 01:13:41,760 Speaker 1: side by side, but now you'll get even more tech 1238 01:13:41,920 --> 01:13:45,760 Speaker 1: goodness by subscribing to tech Stuff Daily. Now, in my 1239 01:13:45,880 --> 01:13:48,720 Speaker 1: next episode, i'll chat a bit more about using eye 1240 01:13:48,800 --> 01:13:52,800 Speaker 1: tracking technology specifically in the realm of e sports, as 1241 01:13:52,880 --> 01:13:55,680 Speaker 1: well as a discussion about the sports in general. I 1242 01:13:55,800 --> 01:13:57,880 Speaker 1: look forward to chatting with you guys about it, and 1243 01:13:57,960 --> 01:14:00,519 Speaker 1: if you have suggestions for future episodes of Text Stuff, 1244 01:14:00,720 --> 01:14:03,240 Speaker 1: please let me know you can write me at tech 1245 01:14:03,320 --> 01:14:06,519 Speaker 1: Stuff at how stuff works dot com, or drop me 1246 01:14:06,600 --> 01:14:09,400 Speaker 1: a line on Facebook or Twitter. The show's handle is 1247 01:14:09,479 --> 01:14:13,719 Speaker 1: tech Stuff h SW. Remember I record new episodes every 1248 01:14:13,800 --> 01:14:16,559 Speaker 1: Wednesday and Friday, and you can watch me record them 1249 01:14:16,720 --> 01:14:20,719 Speaker 1: live at twitch dot tv slash tech Stuff. Just visit 1250 01:14:20,800 --> 01:14:23,200 Speaker 1: that you r L. You'll find the schedule there and 1251 01:14:23,280 --> 01:14:32,479 Speaker 1: I'll talk to you again really soon for more on 1252 01:14:32,560 --> 01:14:35,320 Speaker 1: this and thousands of other topics because it staff works 1253 01:14:35,360 --> 01:14:35,720 Speaker 1: dot com.