WEBVTT - How Eye Tracking Tech Works

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<v Speaker 1>Technology with tech Stuff from stuff dot Com. Hey there,

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<v Speaker 1>and welcome to Tech Stuff. I'm your host, Jonathan Strickland,

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<v Speaker 1>podcaster extraordinaire with how stuff works. And as you guys know,

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<v Speaker 1>I loves me some technologies and that's what I'd like

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<v Speaker 1>to cover on this show. And in the past I've

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<v Speaker 1>covered concepts like Moore's law, and that can tend to

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<v Speaker 1>lead people into thinking that, because computer processing power effectively

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<v Speaker 1>doubles every two years or so, that the entire world

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<v Speaker 1>is going to be transformed into a crazy techno wizard

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<v Speaker 1>world that you'd see in an imaginative science fiction film.

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<v Speaker 1>It's gonna happen any day now, and we're all headed

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<v Speaker 1>that way. It's a foregone conclusion. However, from a day

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<v Speaker 1>to day perspective, it doesn't seem like we're going all

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<v Speaker 1>that quickly, despite that amazing progress and computer process using power.

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<v Speaker 1>And one of the reasons there are many, but one

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<v Speaker 1>of the reasons for this is that while computer processing

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<v Speaker 1>power tends to follow that pathway that Gordon Moore observed

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<v Speaker 1>several decades ago, other aspects of technology aren't on quite

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<v Speaker 1>as predictable a path, nor do they advance at such

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<v Speaker 1>a reliable accelerated rate. And because of that, because some

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<v Speaker 1>aspects of technology lag behind the development of processing power,

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<v Speaker 1>we don't get that crazy future that we've been promised

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<v Speaker 1>since say the nineteen fifties. Now, one of those aspects,

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<v Speaker 1>one of the things that does not evolve as quickly

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<v Speaker 1>as processing power, would be user interfaces. Now, these are

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<v Speaker 1>the ways that we interact with our devices, such as

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<v Speaker 1>our computers. So the typical computer user, they're usually relying

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<v Speaker 1>upon your basic keyboard and mouse combination. It's the same

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<v Speaker 1>thing that's been in place, say the nineteen eighties and

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<v Speaker 1>personal computers. Xerox Park was introducing things like the mouse

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<v Speaker 1>and the graphic user interface much earlier than that, but

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<v Speaker 1>it was really the Apple Macintosh that brought the graphic

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<v Speaker 1>user interface and the mouse along with the keyboard to

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<v Speaker 1>the personal computing space. The keyboard, of course, had already existed. Uh,

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<v Speaker 1>there's a problem with this type of interface. There's actually

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<v Speaker 1>a couple. But one is that it requires users to

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<v Speaker 1>be both able to manipulate the input devices, which would

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<v Speaker 1>be the keyboard and mouse. You have to actually be

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<v Speaker 1>able to move them in order to interact with your computer.

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<v Speaker 1>And the other problem is that there's a learning curve.

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<v Speaker 1>You actually have to learn how to use those devices

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<v Speaker 1>in order to interact with your computer properly. It's not

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<v Speaker 1>a natural way to interact with a machine, or with

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<v Speaker 1>anything else. It's not the way we tend to interact

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<v Speaker 1>with the stuff in our everyday world. We don't have

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<v Speaker 1>to type out codes or move a random part of

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<v Speaker 1>an object in order to make something else move. We

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<v Speaker 1>are much more direct with our input whenever we are

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<v Speaker 1>interacting with our environment. So in order to learn how

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<v Speaker 1>to use a computer, we actually have to go through

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<v Speaker 1>this process of learning how keyboards and computer mices work.

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<v Speaker 1>Otherwise nothing much gets done. Now that's not to say

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<v Speaker 1>that once the keyboard and mouse combo came out we

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<v Speaker 1>stopped trying to find ways to interact with technology, because

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<v Speaker 1>engineers have been working on everything from light pens to

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<v Speaker 1>touch screens, to gesture controls to voice commands all the

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<v Speaker 1>way back to when the keyboard and mouse started to

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<v Speaker 1>become a thing. And this is all in an effort

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<v Speaker 1>to broaden the way we control computers and electronics. And

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<v Speaker 1>I've covered some of those technologies in earlier episodes of

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<v Speaker 1>Tech Stuff, and I've explained that many of them, like

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<v Speaker 1>voice recognition do not follow a path that's nearly as

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<v Speaker 1>accelerated as processing power. We've gotten really good with voice

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<v Speaker 1>recognition over the last say, five or six years, but

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<v Speaker 1>for many years it was lagging behind other technologies. And

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<v Speaker 1>this is the problem with making those big promises about

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<v Speaker 1>what the future is going to be like. Often that

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<v Speaker 1>is based on an assumption that everything is moving forward

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<v Speaker 1>at the same speed, and that's just not true. Well,

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<v Speaker 1>today I wanted to cover a specific type of technology

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<v Speaker 1>that can be used in user interfaces, although that's only

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<v Speaker 1>one application of this technology, and that is eye tracking technology.

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<v Speaker 1>A bit later in this episode, I'm going to play

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<v Speaker 1>an interview I had with Oscar Werner of Toby Tech,

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<v Speaker 1>and Toby Tech is a business unit of a company,

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<v Speaker 1>Toby that is pioneering eye tracking technology for all sorts

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<v Speaker 1>of applications, both on the business to business side and

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<v Speaker 1>the business to consumer side. But before I get to

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<v Speaker 1>that interview, I thought it might be interesting to talk

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<v Speaker 1>about the evolution of eye tracking in general, because it's

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<v Speaker 1>actually a really cool story, and you I learned stuff

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<v Speaker 1>I just didn't know, including stuff that schemed me out

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<v Speaker 1>a little bit. So I want to share my skiviness

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<v Speaker 1>with you. Wait, no, that's not right. I want to

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<v Speaker 1>share the stuff that schemed me out with you. My

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<v Speaker 1>skiviness is a matter for my own personal life. Back

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<v Speaker 1>off alright, To begin with, eye tracking technology is the

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<v Speaker 1>product of a few different disciplines, and they originate from

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<v Speaker 1>different perspectives. You've got philosophical approaches, you have technical approaches,

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<v Speaker 1>you have biological approaches, and you also have human behavior

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<v Speaker 1>along with psychology and physiology. So in the eighteenth century,

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<v Speaker 1>which I feel I need to point out, was an

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<v Speaker 1>era that had very few personal computers in it because

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<v Speaker 1>they had not yet been invented. There was a guy

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<v Speaker 1>named William Porterfield, who should not be confused with professional

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<v Speaker 1>cricket player from Ireland, totally different person. This was William

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<v Speaker 1>Porterfield in the eighteenth century, an Englishman who made some

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<v Speaker 1>general notes about oculomotor behavior and reading, in other words,

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<v Speaker 1>how our eyes behave as we read text. Now, Porterfield's

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<v Speaker 1>work was not based off empirical evidence, but rather casual

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<v Speaker 1>observations and some hypotheses. But later scientists would study this

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<v Speaker 1>behavior in greater detail and with more rigorous scientific approaches.

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<v Speaker 1>So some of them looked at it from a physiological standpoint,

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<v Speaker 1>some looked at it from a philosophical standpoint. Some of

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<v Speaker 1>them combined the two, and a man named Louis Emil

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<v Speaker 1>Javal conducted a study of how our eyes behave when

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<v Speaker 1>we read text. He was working in the late nineteenth century,

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<v Speaker 1>around the eighteen sixties and eighteen seventies. He published his

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<v Speaker 1>work about the US in eighteen seventy eight, and he

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<v Speaker 1>made his observations by directly watching people's eyes as they

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<v Speaker 1>read lines of text. And he saw that when you

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<v Speaker 1>do that, your eyes don't just glide seamlessly across a page. Instead,

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<v Speaker 1>your eyes have lots of stops and starts. Those motions

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<v Speaker 1>he gave names, so he called every time you stopped,

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<v Speaker 1>when you would your eyes would pause as they went across,

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<v Speaker 1>he called those fixations. And he would call all the

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<v Speaker 1>bits where your eyes would move across rapidly Saccadays, those

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<v Speaker 1>would be the starts. Now, saccad comes from a French

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<v Speaker 1>word that was originally used to describe horse movements, and

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<v Speaker 1>a rough translation into English might be jerk, as in

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<v Speaker 1>the motion, not as in some jerk face who's giving

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<v Speaker 1>you a hard time. So Javal's work was interesting in that,

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<v Speaker 1>for the most part. The only studies in oculu motor

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<v Speaker 1>function up to that time were limited to diagnos sing

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<v Speaker 1>and perhaps treating dysfunction, so the work wasn't all about

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<v Speaker 1>learning more of what typical behavior is like. In other words,

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<v Speaker 1>doctors normally didn't think to look into the way our

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<v Speaker 1>eyes move unless something atypical was going on with the patient.

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<v Speaker 1>Javal started a movement in medicine and biology that, pardon

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<v Speaker 1>the pun, shifted the focus. Other scientists observed similar similar

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<v Speaker 1>oculomotor behavior, so this was all emerging around the same time.

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<v Speaker 1>There are actually quite a few people who were looking

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<v Speaker 1>into it, so to speak. Javal just became the most

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<v Speaker 1>famous of all those people. So I don't mean to

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<v Speaker 1>suggest he was the only one, but rather he's the

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<v Speaker 1>one that gets most of the credit, and that is

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<v Speaker 1>because of another person named Edmund Huey, who was a

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<v Speaker 1>clever fellow from the late nineteenth and early twenty centuries.

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<v Speaker 1>He made more progress in this study by creating an

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<v Speaker 1>invention that sounds like it came straight out of a

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<v Speaker 1>clockwork orange. It consisted of a plaster I cup that

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<v Speaker 1>would fit over a subject's I so it would go

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<v Speaker 1>right up against the person's eye, and the cup had

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<v Speaker 1>a lever attached to it that went off to the side.

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<v Speaker 1>At the other end of the lever there was a pen,

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<v Speaker 1>and the pen could move across a rotating smoked drum,

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<v Speaker 1>and thus the pen would make marks across the smoked

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<v Speaker 1>surface of this drum that rotated around. And the idea

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<v Speaker 1>was that this would allow you to look at those

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<v Speaker 1>marks and map that to I've movements that are happening

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<v Speaker 1>while you're actually giving the subject a test. So as

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<v Speaker 1>the subject's eyes would scan text, the movements of those

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<v Speaker 1>eyes would make the plaster cup move, which would transfer

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<v Speaker 1>that motion to the lever and ultimately to the pen

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<v Speaker 1>that was resting against the rotating drum. And this sounds

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<v Speaker 1>absolutely ghastly to me, but it gave valuable information to

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<v Speaker 1>Hueie about how people's eyes move when they're reading. Now,

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<v Speaker 1>in his papers on the subject, hue would refer back

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<v Speaker 1>to Javal's work and his research on the physiology of reading.

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<v Speaker 1>There were other scientists who are looking into this subject

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<v Speaker 1>as well, but Huey's work and the citation of Javel

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<v Speaker 1>have led many to simplify history and just say they're

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<v Speaker 1>the ones responsible for the research. On i've movements in

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<v Speaker 1>the early days. Later on, another scientist, George Malcolm Stratton,

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<v Speaker 1>would start to study how we move our eyes as

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<v Speaker 1>we perceive illusions. Now, this is really interesting. Optical illusions

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<v Speaker 1>depend upon our eyes perceiving something that is either not

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<v Speaker 1>there or is there in a way that is different

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<v Speaker 1>from the actual physical thing that we are perceiving, and

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<v Speaker 1>therefore the way our eyes behave is very important to

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<v Speaker 1>how those illusions work. What is it that's going on

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<v Speaker 1>physiologically with our eyes, how much of that is dependent

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<v Speaker 1>upon my behavior versus what's going on in our brains.

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<v Speaker 1>This would slowly lead scientists to the conclusion that our

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<v Speaker 1>eyes are really an extension of our brains, and that

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<v Speaker 1>the process of thinking is very closely, if not synonymously,

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<v Speaker 1>connected with the process of seeing. And I think that's

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<v Speaker 1>pretty cool too. Stratton's work would publish in the early

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<v Speaker 1>twentieth century and also help inform scientists and others about

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<v Speaker 1>the nature of our eyes. All of this is to say,

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<v Speaker 1>these early studies began to coalesce around that concept of

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<v Speaker 1>not just how our eyes move as we perceive, but

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<v Speaker 1>also where our focus tends to be directed. Knowing about

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<v Speaker 1>focus is important for lots of different fields, some of

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<v Speaker 1>which appear to be completely independent of technology and user interfaces.

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<v Speaker 1>For example, let's say that you are a graphics designer

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<v Speaker 1>and you have a job. You're given a contract, and

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<v Speaker 1>your job is to create a sign that will warn

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<v Speaker 1>people to potential danger. Maybe it's a warning sign for

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<v Speaker 1>let's say radioactive material, and you want to make sure

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<v Speaker 1>you get across to people that anything beyond that sign

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<v Speaker 1>could pose as a threat to that person's health. There

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<v Speaker 1>are many things you would have to consider before you

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<v Speaker 1>start making that sign. For example, which colors should you use.

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<v Speaker 1>You're gonna want something that's going to have a good

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<v Speaker 1>level of contrast, so that whatever the message is that

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<v Speaker 1>you're trying to convey will be easy for people to perceive,

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<v Speaker 1>even if people might have some form of color blindness.

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<v Speaker 1>Then you have to ask, all right, well, if there

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<v Speaker 1>are any words on there, what typeface should you use?

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<v Speaker 1>I mean, it needs to be easily legible, and where

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<v Speaker 1>do you draw the focus on this sign so that

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<v Speaker 1>the message you are sending gets to your audience and

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<v Speaker 1>they actually get the point. Being able to track eye

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<v Speaker 1>movement gives us more information about how we humans work,

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<v Speaker 1>not just how we can interact with stuff. As for

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<v Speaker 1>eye tracking technology, it thankfully evolved beyond the need for

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<v Speaker 1>eye cups and mechanical levers. Otherwise I would just be

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<v Speaker 1>running around screaming inside of the studio because I have

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<v Speaker 1>a thing about eyes. But one methodology still relied on

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<v Speaker 1>the subject wearing special equipment, and it was a system

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<v Speaker 1>consisting of a pair of contact lenses with a sort

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<v Speaker 1>of special feature, which is dependent upon the actual implementation

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<v Speaker 1>of the technology. Some versions would use contact lenses that

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<v Speaker 1>had a magnetic field sensor connected to them, or they

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<v Speaker 1>might have an embedded mirror that would reflect light, and

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<v Speaker 1>then you would have an external system that has partnered

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<v Speaker 1>with these contact lenses and that would help monitor the

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<v Speaker 1>movement of the special component of those contact lenses in

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<v Speaker 1>turn that would track eye motion. This typically would provide

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<v Speaker 1>a really accurate indication of what the eye is doing

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<v Speaker 1>at any given time, assuming that the contact lens fits

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<v Speaker 1>properly and doesn't itself slide a bit across the surface

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<v Speaker 1>of the eye. Obviously, if that happens, then it's messing

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<v Speaker 1>up your metrics because you're looking at the movement of

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<v Speaker 1>the contact lens, not necessarily the movement of the eye itself.

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<v Speaker 1>But for something like a computer or a mobile device

0:14:17.600 --> 0:14:21.200
<v Speaker 1>that a consumer might purchase and you want an interface

0:14:21.240 --> 0:14:24.040
<v Speaker 1>for that, you probably don't want to deal with putting

0:14:24.040 --> 0:14:28.080
<v Speaker 1>in special contacts. So the interfaces that we're finding with

0:14:28.200 --> 0:14:34.440
<v Speaker 1>personal electronics and computers typically rely upon optical tracking. And

0:14:34.520 --> 0:14:37.600
<v Speaker 1>that means exactly what you think. It means. You're using

0:14:37.680 --> 0:14:42.400
<v Speaker 1>some form of camera to monitor where you are looking.

0:14:42.480 --> 0:14:46.840
<v Speaker 1>The device uses cameras that can detect your eyes using

0:14:46.880 --> 0:14:51.280
<v Speaker 1>software that has image recognition algorithms running in it, So

0:14:51.320 --> 0:14:55.480
<v Speaker 1>it's looking for different aspects of eyes that are common

0:14:55.600 --> 0:14:59.600
<v Speaker 1>across many people. And once it identifies, all right, that's

0:14:59.600 --> 0:15:02.400
<v Speaker 1>an eye, then it starts to try and track where

0:15:02.440 --> 0:15:06.520
<v Speaker 1>the eye is looking. Typically, you have to end up

0:15:06.640 --> 0:15:11.760
<v Speaker 1>using a system to set a baseline for this. You

0:15:11.800 --> 0:15:14.160
<v Speaker 1>can't just turn it on and start looking. You have

0:15:14.240 --> 0:15:17.080
<v Speaker 1>to calibrate it. So you calibrate the system so it

0:15:17.120 --> 0:15:20.240
<v Speaker 1>knows where you're looking. It might guide you into looking

0:15:20.280 --> 0:15:23.240
<v Speaker 1>at specific regions of a screen, whether it's a mobile

0:15:23.240 --> 0:15:26.680
<v Speaker 1>device or a computer or whatever it might be. And

0:15:26.760 --> 0:15:29.560
<v Speaker 1>that way, once it knows quote unquote that you are

0:15:29.600 --> 0:15:34.200
<v Speaker 1>looking where you're supposed to, it can then uh interpret

0:15:34.640 --> 0:15:37.440
<v Speaker 1>where your eye is looking from that point forward, because

0:15:37.480 --> 0:15:43.440
<v Speaker 1>it's calibrated from a known set of standards. And from

0:15:43.480 --> 0:15:47.120
<v Speaker 1>that point forward, assuming that everything is working properly, every

0:15:47.120 --> 0:15:49.040
<v Speaker 1>time you look at some other part of the screen,

0:15:49.120 --> 0:15:52.040
<v Speaker 1>the eye tracking software can track your gaze and know

0:15:52.160 --> 0:15:57.800
<v Speaker 1>exactly where you are looking. That's the basic idea behind it. Now,

0:15:58.160 --> 0:16:00.520
<v Speaker 1>when we listen to in on an interview in just

0:16:00.560 --> 0:16:04.400
<v Speaker 1>a few minutes, Mr Werner will explain how Toby's technology

0:16:04.440 --> 0:16:08.520
<v Speaker 1>accomplishes this. In particular, they have a specific kind of

0:16:08.680 --> 0:16:12.360
<v Speaker 1>approach to using cameras to track eye movements. It's not

0:16:12.480 --> 0:16:15.600
<v Speaker 1>that different from the way motion sensors like the Microsoft

0:16:15.640 --> 0:16:20.359
<v Speaker 1>Connect work, only obviously, eye tracking technology is more precisely

0:16:20.400 --> 0:16:23.880
<v Speaker 1>tuned to look at the movement of your eyeballs, not

0:16:24.040 --> 0:16:29.280
<v Speaker 1>your overall body. Now, this technology allows for all sorts

0:16:29.280 --> 0:16:32.800
<v Speaker 1>of potential applications, and some of them are passive, which

0:16:32.840 --> 0:16:35.320
<v Speaker 1>means that people can use the eye tracking data to

0:16:35.360 --> 0:16:38.080
<v Speaker 1>get an idea of where people direct their focus for

0:16:38.160 --> 0:16:41.720
<v Speaker 1>any given situation. So that might be when someone is

0:16:41.760 --> 0:16:44.920
<v Speaker 1>looking at an advertisement, or looking at a web page,

0:16:45.000 --> 0:16:48.320
<v Speaker 1>or playing a game. It can be more active. It

0:16:48.360 --> 0:16:51.480
<v Speaker 1>doesn't have to be a passive implementation, it can allow

0:16:51.520 --> 0:16:55.400
<v Speaker 1>people the chance to send input into a computer by

0:16:55.440 --> 0:16:58.480
<v Speaker 1>staring at specific parts of a screen. This is useful

0:16:58.480 --> 0:17:01.640
<v Speaker 1>for those people who may otherwise be unable to move.

0:17:02.080 --> 0:17:04.959
<v Speaker 1>They can use these kind of interfaces in order to communicate.

0:17:05.160 --> 0:17:09.240
<v Speaker 1>And there are countless other applications that exist now and

0:17:09.280 --> 0:17:13.040
<v Speaker 1>even more that we haven't even thought of yet. To

0:17:13.080 --> 0:17:15.120
<v Speaker 1>get a better idea of what this tech is all

0:17:15.160 --> 0:17:18.119
<v Speaker 1>about and how it might be used in the future,

0:17:18.440 --> 0:17:21.480
<v Speaker 1>I talked with Oscar Warner. He's the business unit president

0:17:21.520 --> 0:17:24.320
<v Speaker 1>of Toby Tech, and we'll hear that interview right after

0:17:24.359 --> 0:17:34.000
<v Speaker 1>we take this quick break to thank our sponsor. Let's

0:17:34.040 --> 0:17:38.480
<v Speaker 1>serve by you introducing yourself and your title and the company.

0:17:39.680 --> 0:17:42.560
<v Speaker 1>So my name is Oscar Warner. I'm president of Toby Tech,

0:17:43.000 --> 0:17:46.919
<v Speaker 1>and Toby Tech is basically one of three business units

0:17:46.960 --> 0:17:52.159
<v Speaker 1>in Toby U in Toby Group, so um Toby there

0:17:52.160 --> 0:17:56.600
<v Speaker 1>are three business units. Toby Dinox is providing solutions for

0:17:56.640 --> 0:17:59.720
<v Speaker 1>people with disabilities. Someone with a S who cannot move,

0:18:00.800 --> 0:18:07.240
<v Speaker 1>any who cannot move at all can basically communicate via

0:18:07.320 --> 0:18:10.000
<v Speaker 1>looking at a computer or send emails via just looking

0:18:10.000 --> 0:18:13.120
<v Speaker 1>at the computer, or somebody with CP who is pastic

0:18:13.320 --> 0:18:17.000
<v Speaker 1>can type emails and write on a thesis or or

0:18:17.080 --> 0:18:19.439
<v Speaker 1>or or write on a computer and use a computer

0:18:19.520 --> 0:18:22.920
<v Speaker 1>just with the rice. And then it's Toby Toby Pro

0:18:23.440 --> 0:18:27.800
<v Speaker 1>which is focusing on selling research people's solutions to to

0:18:27.960 --> 0:18:32.359
<v Speaker 1>universities and to companies like Proper and gaming the U

0:18:32.400 --> 0:18:35.600
<v Speaker 1>in the level to understand human behavior. And then it's

0:18:35.640 --> 0:18:39.879
<v Speaker 1>Toby Tech who is the developer of all the core

0:18:39.920 --> 0:18:43.280
<v Speaker 1>eye tracking technology and is selling this to the consumer markets,

0:18:43.800 --> 0:18:47.920
<v Speaker 1>which may be PIEC, gaming, the PC industry, smartphone industry,

0:18:48.080 --> 0:18:50.200
<v Speaker 1>v R, a R industry, so selling to the big

0:18:50.359 --> 0:18:53.639
<v Speaker 1>big o emsum of which you know pretty much all

0:18:53.680 --> 0:18:58.240
<v Speaker 1>the names. Right, So let's start just by kind of

0:18:58.280 --> 0:19:02.760
<v Speaker 1>explaining what I track tracking technology does in general, so

0:19:03.000 --> 0:19:07.639
<v Speaker 1>without getting into the mechanics of it, what exactly is

0:19:07.800 --> 0:19:12.720
<v Speaker 1>its purpose as far as as a technology goes. So,

0:19:12.880 --> 0:19:18.960
<v Speaker 1>eye tracking does two things, um um. It basically makes

0:19:19.359 --> 0:19:25.000
<v Speaker 1>technology understand you as a human being, and it does

0:19:25.080 --> 0:19:27.640
<v Speaker 1>that in two different ways. You know. The first one

0:19:27.720 --> 0:19:32.200
<v Speaker 1>is what we in already call insight. It makes devices

0:19:32.560 --> 0:19:35.840
<v Speaker 1>know what you're paying attention to, and when you think

0:19:35.880 --> 0:19:39.400
<v Speaker 1>about it, what you're paying attention to is your interest

0:19:39.760 --> 0:19:42.879
<v Speaker 1>or your intent at that given point in time. So

0:19:43.080 --> 0:19:45.719
<v Speaker 1>a computer with eye tracking know what your intention is

0:19:47.080 --> 0:19:50.240
<v Speaker 1>and when you think about it is if you think

0:19:50.280 --> 0:19:52.600
<v Speaker 1>on your in front of computer, you're looking at an

0:19:52.800 --> 0:19:55.160
<v Speaker 1>icon that you want to click on. The first thing

0:19:55.160 --> 0:19:56.840
<v Speaker 1>you do is you look at it. The second thing

0:19:56.840 --> 0:19:59.560
<v Speaker 1>you do is you take your mouse and drag the

0:19:59.600 --> 0:20:01.679
<v Speaker 1>mouse and throw over it. And the third thing you

0:20:01.720 --> 0:20:04.040
<v Speaker 1>do is you click on your mouth or in your

0:20:04.040 --> 0:20:07.840
<v Speaker 1>touchpad or in your control or whatever. But a computer

0:20:07.840 --> 0:20:10.240
<v Speaker 1>with an eye tracker already know that you're looking at something,

0:20:10.440 --> 0:20:12.240
<v Speaker 1>so that it knows what you want to click on

0:20:12.320 --> 0:20:15.240
<v Speaker 1>before you touch your mouth. So that could come in

0:20:15.320 --> 0:20:19.359
<v Speaker 1>really handy for anyone who's designing something to have a

0:20:19.960 --> 0:20:23.480
<v Speaker 1>process where you run the test and you have eye

0:20:23.480 --> 0:20:26.840
<v Speaker 1>tracking technology, you can see what elements of your design

0:20:26.880 --> 0:20:30.879
<v Speaker 1>are actually working or maybe are distracting to your to

0:20:31.000 --> 0:20:35.359
<v Speaker 1>your potential user. Yes, that is exactly what to be

0:20:35.440 --> 0:20:38.320
<v Speaker 1>pro that their entire business models is centered around that.

0:20:38.840 --> 0:20:41.879
<v Speaker 1>For example, you know they're creating glasses eye tracking, a

0:20:42.080 --> 0:20:44.080
<v Speaker 1>set of glasses and they send a test group through

0:20:44.160 --> 0:20:47.679
<v Speaker 1>a store, a retail store, and then big retail companies

0:20:47.680 --> 0:20:49.800
<v Speaker 1>such as Propering annulal unit level that would test the

0:20:49.880 --> 0:20:52.280
<v Speaker 1>store layout and see what package did I look at?

0:20:52.400 --> 0:20:54.480
<v Speaker 1>What package did I not see? And how do I

0:20:54.560 --> 0:20:57.520
<v Speaker 1>reconfigure the store layout. It can also be done on

0:20:57.600 --> 0:21:01.320
<v Speaker 1>websites or pack research, etcetera. But US excellent and it

0:21:01.359 --> 0:21:04.640
<v Speaker 1>can also be used not just to see where our

0:21:05.560 --> 0:21:08.200
<v Speaker 1>attention is, but it can go a step further and

0:21:08.320 --> 0:21:13.639
<v Speaker 1>become a direct interface with some other technology. For example,

0:21:13.800 --> 0:21:17.359
<v Speaker 1>you can use it so that you are creating an action,

0:21:17.480 --> 0:21:21.880
<v Speaker 1>you're removing that need to move and click correct. Yes.

0:21:22.359 --> 0:21:24.520
<v Speaker 1>So the first thing, the first category is just it

0:21:24.680 --> 0:21:29.600
<v Speaker 1>gives computers or it gives devices insight of what you're

0:21:29.680 --> 0:21:32.960
<v Speaker 1>looking at. If you're in front of the computer, are

0:21:33.000 --> 0:21:35.520
<v Speaker 1>you're focusing on the screen, or you're leaving the screen,

0:21:36.160 --> 0:21:39.000
<v Speaker 1>what you saw, what you did not see. It can

0:21:39.040 --> 0:21:41.480
<v Speaker 1>be presence and identity in all these things. It gives

0:21:41.520 --> 0:21:44.200
<v Speaker 1>you that it gives you another knowledge about the human.

0:21:44.560 --> 0:21:46.840
<v Speaker 1>And the second thing is you can use it for

0:21:47.040 --> 0:21:51.680
<v Speaker 1>interaction like taking an example from VR. For example, if

0:21:51.760 --> 0:21:55.920
<v Speaker 1>you imagine you pick up something in something in your

0:21:56.000 --> 0:21:58.520
<v Speaker 1>hand and you want to throw it, and if you

0:21:58.600 --> 0:22:00.280
<v Speaker 1>do this, you throw it aim at the a's in

0:22:00.320 --> 0:22:02.760
<v Speaker 1>your room. You want to throw it. When you as

0:22:02.760 --> 0:22:05.120
<v Speaker 1>a human aim at that place, you are looking at

0:22:05.160 --> 0:22:08.359
<v Speaker 1>the place with your eyes and then you give the

0:22:08.480 --> 0:22:11.200
<v Speaker 1>command to your body to throw the thing with your hand.

0:22:12.359 --> 0:22:15.600
<v Speaker 1>But the VR headset in order to tell where you

0:22:15.720 --> 0:22:18.840
<v Speaker 1>want to throw the object, you either need to point

0:22:19.359 --> 0:22:21.520
<v Speaker 1>at the area you want to throw it it with

0:22:21.600 --> 0:22:25.960
<v Speaker 1>your forehead or you need to point at the area

0:22:26.040 --> 0:22:27.639
<v Speaker 1>you want to throw at it with your hand or

0:22:27.680 --> 0:22:30.640
<v Speaker 1>do a gesture, and that's very very hard to get

0:22:30.720 --> 0:22:34.560
<v Speaker 1>exact basically, So this is kind of replicating the human

0:22:34.640 --> 0:22:36.560
<v Speaker 1>behavior when you pick up pick up something and you

0:22:36.600 --> 0:22:39.400
<v Speaker 1>want to throw at something, you look at the point

0:22:39.480 --> 0:22:41.960
<v Speaker 1>you want to throw at and that's how you do

0:22:42.040 --> 0:22:46.399
<v Speaker 1>your aim. And headsets with eye tracking would suddenly understand

0:22:46.520 --> 0:22:49.240
<v Speaker 1>your intention. They would understand what you are trying to

0:22:49.359 --> 0:22:52.400
<v Speaker 1>hit because you're looking at that point. So those devices

0:22:52.440 --> 0:22:55.159
<v Speaker 1>are much smarter, and we give developers the freedom to

0:22:55.280 --> 0:22:59.520
<v Speaker 1>use that and it removes that barrier from a user

0:22:59.640 --> 0:23:03.520
<v Speaker 1>perspect active that any time you have any kind of

0:23:03.640 --> 0:23:08.920
<v Speaker 1>interface with a machine, the more levels of of abstraction

0:23:09.000 --> 0:23:12.200
<v Speaker 1>that there are between you and what you're trying to do,

0:23:12.680 --> 0:23:14.720
<v Speaker 1>the more there's a learning curve, right that you have

0:23:14.880 --> 0:23:19.040
<v Speaker 1>to actually train yourself how to use that device, so

0:23:19.200 --> 0:23:21.359
<v Speaker 1>that the device does what you wanted to do, whereas

0:23:21.400 --> 0:23:23.520
<v Speaker 1>this is kind of stripping that away quite a bit.

0:23:24.160 --> 0:23:27.200
<v Speaker 1>We're trying to make it. We're trying to make it natural.

0:23:27.560 --> 0:23:30.760
<v Speaker 1>That is exactly how you behave in the real world.

0:23:30.960 --> 0:23:32.720
<v Speaker 1>You want to throw an object at something, you pick

0:23:32.760 --> 0:23:34.479
<v Speaker 1>it up, you look, that's how you aim and then

0:23:34.520 --> 0:23:37.320
<v Speaker 1>you throw, while in VR you would have to do

0:23:37.440 --> 0:23:42.080
<v Speaker 1>something else. So so we're trying to make it as natural. Yeah,

0:23:42.160 --> 0:23:45.840
<v Speaker 1>So what we think when you think about what devices

0:23:46.000 --> 0:23:50.560
<v Speaker 1>are as of today, devices have and I'm talking about

0:23:50.560 --> 0:23:53.800
<v Speaker 1>devices a community or a or smartphones or computers. But

0:23:53.960 --> 0:23:57.840
<v Speaker 1>they they they know if you push the buttons or

0:23:57.960 --> 0:24:01.040
<v Speaker 1>push them right. They listened to you because they have

0:24:01.200 --> 0:24:05.760
<v Speaker 1>cortona or they have different types of voice input and microphones.

0:24:06.359 --> 0:24:10.280
<v Speaker 1>They know where you are because they may have a GPS.

0:24:10.560 --> 0:24:13.280
<v Speaker 1>They know if you turn them around because they have

0:24:13.320 --> 0:24:16.479
<v Speaker 1>a gyro, etcetera. They know all these things, but they

0:24:16.560 --> 0:24:20.920
<v Speaker 1>have no concept, no idea of of the human in

0:24:20.960 --> 0:24:23.879
<v Speaker 1>front of them. They don't know if there's there's anyone

0:24:23.960 --> 0:24:26.560
<v Speaker 1>in front of them. So we typically say that devices

0:24:26.600 --> 0:24:30.359
<v Speaker 1>as of today are blind. They can listen, they can feel,

0:24:30.720 --> 0:24:32.920
<v Speaker 1>they know where they are, they know in what direction

0:24:32.960 --> 0:24:35.720
<v Speaker 1>they are, but they are blind. They have no concept

0:24:35.840 --> 0:24:37.639
<v Speaker 1>of who is in front of them, and what is

0:24:37.680 --> 0:24:40.879
<v Speaker 1>that person doing, and and where is that person looking

0:24:40.960 --> 0:24:46.040
<v Speaker 1>what is that person's intention? We think that's in the

0:24:46.119 --> 0:24:48.680
<v Speaker 1>in the world of AI, you know, trying to create

0:24:48.800 --> 0:24:51.680
<v Speaker 1>machines that understands use humans. We think that's kind of

0:24:51.800 --> 0:24:56.200
<v Speaker 1>actually crazy. Um, it is I would I would probably

0:24:56.359 --> 0:25:00.520
<v Speaker 1>argue pretty strongly for that. It is it really or

0:25:00.640 --> 0:25:04.359
<v Speaker 1>more important to know what is your what is my

0:25:04.560 --> 0:25:07.600
<v Speaker 1>user's intention? What are they interested in at every given

0:25:07.680 --> 0:25:09.760
<v Speaker 1>point in time, and knowing if they are in front

0:25:09.800 --> 0:25:12.480
<v Speaker 1>of the computer, as knowing where they are or in

0:25:12.720 --> 0:25:19.600
<v Speaker 1>what direction the laptop or smartphone is turned interesting. So

0:25:20.240 --> 0:25:24.119
<v Speaker 1>with this, this philosophy, this and this general approach, this

0:25:24.320 --> 0:25:29.720
<v Speaker 1>idea of teaching machines how we humans pay attention, you know,

0:25:29.920 --> 0:25:32.480
<v Speaker 1>looking for the signs that show that we are in

0:25:32.640 --> 0:25:37.439
<v Speaker 1>fact focusing upon any given aspect. What is the actual

0:25:37.480 --> 0:25:40.639
<v Speaker 1>technological component that allows these machines to do that. I

0:25:40.760 --> 0:25:43.359
<v Speaker 1>imagine that we're talking about a hardware side with a

0:25:43.480 --> 0:25:46.399
<v Speaker 1>camera and then obviously a software side that's processing that

0:25:46.520 --> 0:25:50.040
<v Speaker 1>information and making meaning out of it. Yeah, I mean

0:25:50.119 --> 0:25:52.600
<v Speaker 1>the core components of a of an eye tracking system.

0:25:52.640 --> 0:25:55.440
<v Speaker 1>It's it's a it's a camera in near infrared camera

0:25:55.720 --> 0:25:59.280
<v Speaker 1>and it's a set of illuminators that can that protected

0:25:59.359 --> 0:26:02.680
<v Speaker 1>light pattern or your eyes, and then this camera takes

0:26:02.720 --> 0:26:06.240
<v Speaker 1>the pictures with this light pattern. Then you send these

0:26:06.359 --> 0:26:10.240
<v Speaker 1>pictures the picture stream onto sometimes formal processing units where

0:26:10.280 --> 0:26:14.639
<v Speaker 1>there is a set of algorithms that can calculate um

0:26:15.119 --> 0:26:18.520
<v Speaker 1>either where you're looking, or you can do face idea

0:26:18.720 --> 0:26:21.240
<v Speaker 1>on the same camera, so who you are, or it

0:26:21.320 --> 0:26:25.439
<v Speaker 1>can calculate what direction your head is. It can detect

0:26:25.480 --> 0:26:28.000
<v Speaker 1>your facial pictures. Are you happy, are you sad? It

0:26:28.080 --> 0:26:31.680
<v Speaker 1>can take the drowsiness, are you awake or sleeping, So

0:26:32.160 --> 0:26:35.520
<v Speaker 1>you can do a lot of different things with those pictures.

0:26:36.800 --> 0:26:39.760
<v Speaker 1>And then the third component, it's kind of the camera,

0:26:40.160 --> 0:26:42.720
<v Speaker 1>the algorithms, and then it's the use case. So what

0:26:42.840 --> 0:26:45.960
<v Speaker 1>do you do with the knowledge of that you're looking here?

0:26:46.119 --> 0:26:48.760
<v Speaker 1>That's kind of built into the use case, and what

0:26:48.840 --> 0:26:50.560
<v Speaker 1>do you do with the knowledge that you know the

0:26:50.640 --> 0:26:54.399
<v Speaker 1>identity of this person? So it might be something in

0:26:54.480 --> 0:26:58.000
<v Speaker 1>the case of authentication where you're looking at a person's idea,

0:26:58.040 --> 0:27:00.920
<v Speaker 1>their their facial structure. Similar to what we saw with

0:27:01.280 --> 0:27:05.239
<v Speaker 1>the the reveal of the new iPhone handsets that are

0:27:05.280 --> 0:27:08.480
<v Speaker 1>coming out, they're using a face i D technology for

0:27:08.640 --> 0:27:11.640
<v Speaker 1>that sort of thing authentication, but it could it could

0:27:11.640 --> 0:27:14.280
<v Speaker 1>also be control systems, whether it's in a game or

0:27:14.359 --> 0:27:19.080
<v Speaker 1>as you had mentioned earlier, for people who have mobility

0:27:19.200 --> 0:27:21.840
<v Speaker 1>disabilities that they aren't able to move, they're able to

0:27:22.160 --> 0:27:25.200
<v Speaker 1>perhaps use their eyes to focus on specific icons and

0:27:25.320 --> 0:27:29.360
<v Speaker 1>thus communicate using eye tracking software to indicate what they're

0:27:29.400 --> 0:27:33.840
<v Speaker 1>intent is. Yeah, so you see big trend in consumer

0:27:33.880 --> 0:27:37.159
<v Speaker 1>actronics right now. If I mean the iPhone is is

0:27:37.440 --> 0:27:41.720
<v Speaker 1>just one of them. They're entering because they want to

0:27:41.920 --> 0:27:46.760
<v Speaker 1>make their devices smarter and understand the users better. They

0:27:47.040 --> 0:27:51.800
<v Speaker 1>enter special use of facing cameras, nearing for red cameras

0:27:51.960 --> 0:27:56.000
<v Speaker 1>which can understand their users more. And that is exactly

0:27:56.080 --> 0:27:58.840
<v Speaker 1>what iPhone did, I mean iPhones quote in one of

0:27:58.920 --> 0:28:02.000
<v Speaker 1>the newspapers or articles I read was what can be

0:28:02.119 --> 0:28:06.440
<v Speaker 1>more natural than touch? Well just a look. So iPhone

0:28:06.520 --> 0:28:09.720
<v Speaker 1>Is or Apple is recognizing that, hey, yeah, we're using

0:28:09.760 --> 0:28:12.320
<v Speaker 1>the touch interface today. But if I really won't understand

0:28:12.359 --> 0:28:15.000
<v Speaker 1>my user, I need to understand what the user is,

0:28:15.560 --> 0:28:18.360
<v Speaker 1>what the user is doing in front of advice. That's

0:28:18.400 --> 0:28:22.959
<v Speaker 1>why they implemented face i D sure in the phone um,

0:28:23.440 --> 0:28:26.120
<v Speaker 1>And that's why I mean Huawei. We did the phone

0:28:26.160 --> 0:28:28.440
<v Speaker 1>with Huawei Run about a year ago which had a

0:28:28.520 --> 0:28:31.520
<v Speaker 1>similar type of similar type of camera which could do

0:28:32.000 --> 0:28:34.399
<v Speaker 1>various features as well and understand you as a user.

0:28:34.720 --> 0:28:37.960
<v Speaker 1>Are you in front of it? Then the screen didn't live, etcetera, etcetera.

0:28:38.760 --> 0:28:40.960
<v Speaker 1>It's the same thing that is happening with eye tracking.

0:28:41.720 --> 0:28:43.440
<v Speaker 1>It is the same thing which is happening in the

0:28:43.440 --> 0:28:45.920
<v Speaker 1>automotive industry where you have used of facing cameras to

0:28:46.200 --> 0:28:49.680
<v Speaker 1>detected drowsiness. Except it's the same thing that is happening

0:28:49.720 --> 0:28:51.440
<v Speaker 1>in in v R where a lot of people are

0:28:51.440 --> 0:28:54.840
<v Speaker 1>are looking into eye tracking cameras or user facing cameras

0:28:54.880 --> 0:28:56.959
<v Speaker 1>in in in, in the in the in the headset.

0:28:57.000 --> 0:29:00.480
<v Speaker 1>So it's a it's a general trend basically. And I

0:29:00.560 --> 0:29:04.120
<v Speaker 1>had a chance to experience this and many years ago.

0:29:04.400 --> 0:29:06.200
<v Speaker 1>In fact, I think it was a booth at c

0:29:06.400 --> 0:29:08.760
<v Speaker 1>E S and I think it was a Toby booth

0:29:08.800 --> 0:29:12.160
<v Speaker 1>if I'm not mistaken, where I sat down and got

0:29:12.240 --> 0:29:16.240
<v Speaker 1>a general demo of the eye tracking technology. At the time,

0:29:16.360 --> 0:29:19.200
<v Speaker 1>there was an application. It was a game essentially sort

0:29:19.200 --> 0:29:22.280
<v Speaker 1>of like the old game of Asteroids, where you would

0:29:22.320 --> 0:29:26.400
<v Speaker 1>focus on items on the screen, and wherever your focus was,

0:29:26.520 --> 0:29:32.400
<v Speaker 1>that's where the quote unquote firing of the the asteroid

0:29:32.520 --> 0:29:35.920
<v Speaker 1>destroying laser or whatever it was would focus. And it

0:29:36.080 --> 0:29:38.800
<v Speaker 1>was a great little demo showing the promise of it.

0:29:38.960 --> 0:29:43.880
<v Speaker 1>I imagine that as all technologies do, this has evolved

0:29:43.920 --> 0:29:48.200
<v Speaker 1>to become much more accurate and precise over time. Yes,

0:29:48.720 --> 0:29:53.360
<v Speaker 1>so that's obviously and one of our core challenges and

0:29:53.440 --> 0:29:57.239
<v Speaker 1>tusks is to improve the accuracy and precision. But it's

0:29:57.280 --> 0:30:01.440
<v Speaker 1>also to make it work consistent live for the entire

0:30:01.520 --> 0:30:04.760
<v Speaker 1>population in all different conditions. That is what it is hard.

0:30:04.840 --> 0:30:06.800
<v Speaker 1>With an eye track there, making an eye track of

0:30:06.840 --> 0:30:08.520
<v Speaker 1>the work for one person is prettycy, but making it

0:30:08.680 --> 0:30:11.520
<v Speaker 1>one an eye tracker the works the same way for

0:30:11.720 --> 0:30:16.800
<v Speaker 1>everyone is pretty hard. You can compare that with voice recognition.

0:30:16.920 --> 0:30:20.720
<v Speaker 1>I mean, making a voice recognition system that that recognizes

0:30:20.760 --> 0:30:24.400
<v Speaker 1>your voice is pretty okay, pretty easy, But making to

0:30:24.520 --> 0:30:27.239
<v Speaker 1>do with it for the entire human race in all

0:30:27.240 --> 0:30:30.920
<v Speaker 1>different conditions, with all different background sounds, that's pretty hard. Um.

0:30:31.680 --> 0:30:34.880
<v Speaker 1>So that's that's the challenge, and that's that's what we

0:30:35.040 --> 0:30:39.440
<v Speaker 1>are ultimately they're leading the world on. So you're you're

0:30:39.560 --> 0:30:43.479
<v Speaker 1>looking at the separating all the signal from the noise

0:30:44.120 --> 0:30:47.840
<v Speaker 1>making sure that on any I mean, I sit there

0:30:47.840 --> 0:30:49.640
<v Speaker 1>and I just think about all the different cases where

0:30:49.680 --> 0:30:52.160
<v Speaker 1>I'm using my computer. I mean, even if it were

0:30:52.240 --> 0:30:57.360
<v Speaker 1>just a laptop implementation, keeping all the others aside just

0:30:57.640 --> 0:31:00.520
<v Speaker 1>the laptop alone. There are times where I'm at my desk,

0:31:00.640 --> 0:31:02.920
<v Speaker 1>there are times where I'm sitting at a couch or

0:31:03.120 --> 0:31:07.480
<v Speaker 1>in another environment. They're different lighting conditions, they're different angles. Um.

0:31:07.640 --> 0:31:10.480
<v Speaker 1>I imagine that that for most of these there's probably

0:31:10.640 --> 0:31:16.240
<v Speaker 1>some sort of UH training or orientation UH segment where

0:31:16.320 --> 0:31:19.440
<v Speaker 1>it allows you to to at least set that baseline

0:31:19.680 --> 0:31:22.440
<v Speaker 1>for eye tracking, for to make sure that you know

0:31:22.520 --> 0:31:26.000
<v Speaker 1>you're getting a good response early on. But yes, as

0:31:26.040 --> 0:31:29.280
<v Speaker 1>you point out, if you're rolling out of technology that's

0:31:29.280 --> 0:31:33.240
<v Speaker 1>going to go to a wide consumer market, then that

0:31:33.440 --> 0:31:37.520
<v Speaker 1>challenges is non trivial. You have something that needs to

0:31:37.640 --> 0:31:42.400
<v Speaker 1>work out of the box for UH an enormous really

0:31:42.440 --> 0:31:45.800
<v Speaker 1>an endless variety of people in and an almost equally

0:31:46.000 --> 0:31:51.680
<v Speaker 1>endless variety of situations. So um, these days you've mentioned

0:31:51.760 --> 0:31:53.920
<v Speaker 1>some of the tools. One of the things I was

0:31:54.000 --> 0:31:58.560
<v Speaker 1>really interested in was this user interface with computers specifically.

0:31:58.640 --> 0:32:01.400
<v Speaker 1>But I mean, obviously all the differ friend. Uses of

0:32:01.560 --> 0:32:05.160
<v Speaker 1>eye tracking are are fascinating to me. Um. One of

0:32:05.200 --> 0:32:08.600
<v Speaker 1>the things I was really kind of interested in is

0:32:08.800 --> 0:32:13.960
<v Speaker 1>the implementation in the sense of how it works for

0:32:14.560 --> 0:32:18.880
<v Speaker 1>uh in the pro gaming industry. We've been looking at

0:32:19.000 --> 0:32:23.160
<v Speaker 1>that recently, and UM, I think it's really cool to

0:32:23.280 --> 0:32:27.800
<v Speaker 1>have a new tool to analyze the way people who

0:32:27.880 --> 0:32:31.080
<v Speaker 1>can play at a professional level. How you know where

0:32:31.120 --> 0:32:33.760
<v Speaker 1>their attention is and is it different from people who

0:32:33.880 --> 0:32:38.560
<v Speaker 1>play at a regular gaming level, like someone like me.

0:32:39.680 --> 0:32:43.760
<v Speaker 1>I consider myself a bullet sponge when it comes to games.

0:32:43.840 --> 0:32:48.280
<v Speaker 1>I'm I'm the one that people practice on. Yeah, no,

0:32:48.400 --> 0:32:50.600
<v Speaker 1>I'm great at doing that. I'm I'm if you have

0:32:51.000 --> 0:32:53.720
<v Speaker 1>if you have a healer on your team who needs practice,

0:32:54.440 --> 0:32:56.960
<v Speaker 1>I'm the guy who's gonna be giving that guy lots

0:32:57.000 --> 0:33:01.600
<v Speaker 1>of work. But uh, I'm sarious. How have you seen

0:33:01.680 --> 0:33:04.280
<v Speaker 1>this rolled out and implemented? Have Have there been any

0:33:05.400 --> 0:33:08.800
<v Speaker 1>things in that implementation that have surprised you or any

0:33:08.920 --> 0:33:14.360
<v Speaker 1>interesting stories through that process? I mean this, this entire

0:33:14.440 --> 0:33:16.560
<v Speaker 1>story is based on what we do in in in

0:33:17.320 --> 0:33:20.000
<v Speaker 1>what we have done many many years in various business units,

0:33:20.080 --> 0:33:22.840
<v Speaker 1>and it's based on the notion that what you look

0:33:22.920 --> 0:33:25.640
<v Speaker 1>at is a good approximation of what you think because

0:33:25.680 --> 0:33:31.160
<v Speaker 1>that is your intention. So the entire concept is pretty

0:33:31.200 --> 0:33:33.520
<v Speaker 1>straightforward in that. And when you when you think about that,

0:33:33.720 --> 0:33:38.720
<v Speaker 1>you can if I mean a pro gamer, where that

0:33:38.960 --> 0:33:44.240
<v Speaker 1>person spends his or her attention is extremely precious. I mean,

0:33:44.480 --> 0:33:47.479
<v Speaker 1>they have so many different impressions coming at them at

0:33:47.520 --> 0:33:49.400
<v Speaker 1>the same time, and they need to select and need

0:33:49.440 --> 0:33:53.840
<v Speaker 1>to be very good at making sure they perceived the

0:33:54.000 --> 0:33:56.520
<v Speaker 1>right things, making sure they spend their time on the

0:33:56.600 --> 0:33:59.840
<v Speaker 1>right things, otherwise they they will get killed. Um so,

0:34:01.040 --> 0:34:03.560
<v Speaker 1>and the concept is pretty much going to link to that. So,

0:34:03.720 --> 0:34:07.719
<v Speaker 1>for example, a pro gamer may know that they need

0:34:07.800 --> 0:34:11.040
<v Speaker 1>to regularly check check the minima. You know, how many

0:34:11.080 --> 0:34:13.239
<v Speaker 1>how many times a minute does a pro game or

0:34:13.320 --> 0:34:15.640
<v Speaker 1>check the minimap. You're going to see them continuously going

0:34:15.680 --> 0:34:19.080
<v Speaker 1>down there and checking what's happening, while a less you know,

0:34:19.400 --> 0:34:21.640
<v Speaker 1>a less good gamer may focus too much on the game.

0:34:22.400 --> 0:34:26.200
<v Speaker 1>You can you can you can check that out and

0:34:26.320 --> 0:34:29.360
<v Speaker 1>see how many times are you're actually checking minima or

0:34:29.480 --> 0:34:32.400
<v Speaker 1>you can see pro gamers are also before he's attacking,

0:34:32.760 --> 0:34:35.120
<v Speaker 1>checking the enemy items. You know, you know, what type

0:34:35.160 --> 0:34:36.959
<v Speaker 1>of skills or what type of weapons or what type

0:34:36.960 --> 0:34:40.160
<v Speaker 1>of skills does does the opponent have right now, you

0:34:40.239 --> 0:34:42.719
<v Speaker 1>can see that a less less good game it may

0:34:42.800 --> 0:34:46.520
<v Speaker 1>not do that. Yeah, you can also go into different

0:34:46.560 --> 0:34:49.360
<v Speaker 1>players player styles. You know, when you are a certain

0:34:49.400 --> 0:34:51.920
<v Speaker 1>player style, you may have a different games pattern than

0:34:52.040 --> 0:34:56.120
<v Speaker 1>you are another player style because you need you need

0:34:56.280 --> 0:34:59.080
<v Speaker 1>to do that differently. Or you can see things like

0:35:00.200 --> 0:35:02.480
<v Speaker 1>keyboard combination. I mean, you know, as as a really

0:35:02.520 --> 0:35:04.359
<v Speaker 1>good game and you know you need to learn all

0:35:04.440 --> 0:35:08.319
<v Speaker 1>your keyboard combinations by heart. You need to do that, um,

0:35:09.040 --> 0:35:12.520
<v Speaker 1>and that's gonna be and by doing that, you can

0:35:12.560 --> 0:35:15.520
<v Speaker 1>spend all your time focusing on the focusing on the screen. Well,

0:35:15.600 --> 0:35:17.759
<v Speaker 1>less good gamers they will not be they will not

0:35:17.920 --> 0:35:20.200
<v Speaker 1>know all the keyboard combinations. They will be focusing off

0:35:20.280 --> 0:35:22.839
<v Speaker 1>screen for a certain percentage of the time. You can

0:35:22.920 --> 0:35:25.880
<v Speaker 1>notice that. So you can kind of say, hey, you

0:35:25.960 --> 0:35:28.120
<v Speaker 1>need to practice your keyboard combinations because your off screen

0:35:28.239 --> 0:35:30.040
<v Speaker 1>thirty example of time or trying to perstand the temperation

0:35:30.040 --> 0:35:32.839
<v Speaker 1>on whatever it is you know. Um, so it's it's

0:35:33.280 --> 0:35:38.120
<v Speaker 1>it's things like that that you can notice that can

0:35:38.239 --> 0:35:41.239
<v Speaker 1>make you become a better gamer. If you study this

0:35:41.400 --> 0:35:44.239
<v Speaker 1>is my favorite gamer, this is how they behave I

0:35:44.440 --> 0:35:48.040
<v Speaker 1>see how they are playing and what they're intent is,

0:35:48.800 --> 0:35:51.520
<v Speaker 1>then you can learn from that. You may not have

0:35:51.600 --> 0:35:53.040
<v Speaker 1>the same players toty hole, but you can learn from

0:35:53.120 --> 0:35:55.920
<v Speaker 1>that and practice on certain certain events. Yeah, it might

0:35:56.000 --> 0:35:58.719
<v Speaker 1>even just teach you what parts of the game you

0:35:58.800 --> 0:36:03.279
<v Speaker 1>don't need to worry about because those are purely environmental

0:36:03.440 --> 0:36:07.400
<v Speaker 1>and have no no direct impact on whether or not

0:36:07.680 --> 0:36:11.640
<v Speaker 1>there's an opponent, and therefore you don't waste time looking

0:36:11.719 --> 0:36:16.320
<v Speaker 1>at something that is not a threat exactly. And you

0:36:16.400 --> 0:36:18.799
<v Speaker 1>can see that just in the in the game where

0:36:18.880 --> 0:36:20.960
<v Speaker 1>somebody is playing without tracking, they can turn on what

0:36:21.080 --> 0:36:24.000
<v Speaker 1>we call a gaze overlay, and then where they're looking

0:36:24.080 --> 0:36:28.200
<v Speaker 1>you will get the kind of transparent blob. If the

0:36:28.280 --> 0:36:30.839
<v Speaker 1>streamer wants you to see that, so they can turn

0:36:30.920 --> 0:36:34.000
<v Speaker 1>it on, and then you, as as a viewer, get

0:36:34.080 --> 0:36:37.480
<v Speaker 1>the much richer experience because you can suddenly understand that,

0:36:37.600 --> 0:36:41.120
<v Speaker 1>all right, I know not only where the party, where

0:36:41.320 --> 0:36:43.080
<v Speaker 1>the where the pro is clicking, but I also know

0:36:43.160 --> 0:36:45.719
<v Speaker 1>where he's spending his attention, so I kind of can

0:36:45.800 --> 0:36:49.120
<v Speaker 1>anticipate his next move because I can see a little

0:36:49.160 --> 0:36:53.200
<v Speaker 1>bit how he thinks interested that, and that will make

0:36:53.320 --> 0:36:57.400
<v Speaker 1>you anticipate his next move and make you understand his

0:36:57.560 --> 0:37:01.000
<v Speaker 1>gameplay better and therefore you can always game and therefore

0:37:01.080 --> 0:37:04.680
<v Speaker 1>learn more. So just by looking how they scan off

0:37:04.719 --> 0:37:07.320
<v Speaker 1>the environment, you can kind of follow how the pro is,

0:37:07.400 --> 0:37:10.000
<v Speaker 1>how the pro is perceiving and playing the game, which

0:37:10.080 --> 0:37:12.719
<v Speaker 1>is incredibly useful for us as a as a as

0:37:12.800 --> 0:37:15.759
<v Speaker 1>a as a game that want improved. Yeah, this kind

0:37:15.800 --> 0:37:19.440
<v Speaker 1>of as a parallel. This reminds me a lot actually

0:37:19.920 --> 0:37:22.880
<v Speaker 1>of poker tournaments that are televised, where you get a

0:37:23.000 --> 0:37:26.360
<v Speaker 1>chance to see what the cards are of any particular player,

0:37:26.880 --> 0:37:30.640
<v Speaker 1>which then lets you understand more about the decisions the

0:37:30.760 --> 0:37:34.000
<v Speaker 1>players are making as the game unfolds. This is kind

0:37:34.040 --> 0:37:36.719
<v Speaker 1>of the equivalent to that you're not just watching the

0:37:36.840 --> 0:37:40.719
<v Speaker 1>game happen. You're actually seeing how the person playing it is.

0:37:41.239 --> 0:37:43.279
<v Speaker 1>You know what what they are perceiving and what is

0:37:43.680 --> 0:37:46.800
<v Speaker 1>important to them, and that's why they make the decisions

0:37:46.840 --> 0:37:49.000
<v Speaker 1>they make. So now you're not just seeing their decisions,

0:37:49.080 --> 0:37:52.440
<v Speaker 1>but you see why those decisions are happening exactly. I mean,

0:37:52.480 --> 0:37:54.640
<v Speaker 1>you you can take it to the to the you know,

0:37:55.040 --> 0:37:57.680
<v Speaker 1>real world poker world. If you're sitting around the you know,

0:37:57.719 --> 0:38:01.879
<v Speaker 1>really fiscal table, then you really good poker players well

0:38:02.040 --> 0:38:03.840
<v Speaker 1>will of course be looking at their cards, but they

0:38:03.880 --> 0:38:06.399
<v Speaker 1>would probably spend a very large portion of the time

0:38:06.520 --> 0:38:09.640
<v Speaker 1>watching their opponents. If you had eye tracking on them,

0:38:09.680 --> 0:38:13.640
<v Speaker 1>you could actually see what are they focusing on, what

0:38:13.960 --> 0:38:16.719
<v Speaker 1>parts of the player are they focusing on, and when

0:38:17.400 --> 0:38:20.359
<v Speaker 1>you know and how do they know? So you can

0:38:20.440 --> 0:38:22.440
<v Speaker 1>see what is it that they're focusing on, and what

0:38:22.520 --> 0:38:25.200
<v Speaker 1>are the interesting areas. As a non pro gamer, you

0:38:25.200 --> 0:38:28.359
<v Speaker 1>would probably learn immensely by knowing, all right, I should

0:38:28.400 --> 0:38:30.880
<v Speaker 1>not focus so much on my own cards, I should

0:38:30.880 --> 0:38:33.920
<v Speaker 1>focus on new opponents x percent at the time. And

0:38:34.040 --> 0:38:36.400
<v Speaker 1>then this is what the pros are actually looking at.

0:38:36.880 --> 0:38:40.920
<v Speaker 1>He look, he's lick, he's looking at if player he

0:38:41.160 --> 0:38:43.439
<v Speaker 1>is looking at player B and seeing if plays these

0:38:43.520 --> 0:38:48.279
<v Speaker 1>blinking and if he's blinking, he's kind of folding or doubling. Yeah,

0:38:48.520 --> 0:38:52.319
<v Speaker 1>so because because because that is the queue. Yeah, that's

0:38:52.440 --> 0:38:56.520
<v Speaker 1>and it's you know, that's incredible. It's it's blowing my

0:38:56.640 --> 0:38:59.000
<v Speaker 1>mind to even think about that possibility. Because we know

0:38:59.360 --> 0:39:03.560
<v Speaker 1>that people who or form at that at that professional level,

0:39:03.600 --> 0:39:07.480
<v Speaker 1>at that level that is above like sometimes a huge

0:39:07.640 --> 0:39:11.040
<v Speaker 1>leap above what we would consider a good player. There

0:39:11.080 --> 0:39:13.760
<v Speaker 1>are these these components and people always talk about tells

0:39:13.920 --> 0:39:16.160
<v Speaker 1>and they talk about the psychology of the game. But

0:39:16.280 --> 0:39:18.680
<v Speaker 1>that's stuff that is really difficult to learn unless you

0:39:18.760 --> 0:39:22.320
<v Speaker 1>are pouring hundreds of hours of experience in to be

0:39:22.440 --> 0:39:26.480
<v Speaker 1>able to see something like this, where you can get

0:39:26.560 --> 0:39:32.360
<v Speaker 1>that direct feedback of oh, well, I understand conceptually what

0:39:32.480 --> 0:39:35.000
<v Speaker 1>they're doing. Now I can actually see how they are

0:39:35.120 --> 0:39:37.839
<v Speaker 1>doing it. Even though I would argue it would still

0:39:37.880 --> 0:39:40.680
<v Speaker 1>take you many hours to to get a level of

0:39:40.719 --> 0:39:45.560
<v Speaker 1>proficiency there, you would at least have a place to start. Yeah, exactly.

0:39:47.480 --> 0:39:48.880
<v Speaker 1>But you can take this also too, I mean, can

0:39:48.920 --> 0:39:51.719
<v Speaker 1>take this to the real sports world. We have race

0:39:51.920 --> 0:39:55.719
<v Speaker 1>Formula one race car drivers were NASCAR drivers who are

0:39:55.800 --> 0:39:59.200
<v Speaker 1>using eye tracking in their helmets in order to see

0:39:59.760 --> 0:40:02.440
<v Speaker 1>rick chord where they are in practice now, where they

0:40:02.520 --> 0:40:04.799
<v Speaker 1>are looking and when they take the turns, because one

0:40:04.840 --> 0:40:06.520
<v Speaker 1>of the most important things going to take a turn

0:40:06.640 --> 0:40:09.719
<v Speaker 1>is to have the right kind of direction of your right,

0:40:09.840 --> 0:40:12.440
<v Speaker 1>right kind of focus points. And they're kind of learning

0:40:12.960 --> 0:40:15.680
<v Speaker 1>from the really good drivers to the less good drivers.

0:40:16.000 --> 0:40:19.360
<v Speaker 1>Where is the focused point in the term. So because

0:40:19.440 --> 0:40:21.560
<v Speaker 1>they can see right the good drivers are behaving like this,

0:40:21.920 --> 0:40:24.879
<v Speaker 1>this is their focused point. You know you should change.

0:40:24.920 --> 0:40:27.279
<v Speaker 1>You're focusing on their own directions. So it's kind of

0:40:27.680 --> 0:40:31.279
<v Speaker 1>it's it's in the physical world as well. Two. I

0:40:31.320 --> 0:40:33.279
<v Speaker 1>mean you can see the poker examples very easy, and

0:40:33.360 --> 0:40:35.759
<v Speaker 1>then you can obviously see the the the the the

0:40:36.320 --> 0:40:39.279
<v Speaker 1>the the computer game example as well. So this is

0:40:39.320 --> 0:40:41.960
<v Speaker 1>a two way street, right, We're talking about in one

0:40:42.320 --> 0:40:47.480
<v Speaker 1>side of things having a new approach, relatively new, I mean,

0:40:47.640 --> 0:40:49.400
<v Speaker 1>eye tracking has been around for a while, but to

0:40:49.480 --> 0:40:52.600
<v Speaker 1>see the technology mature to a point where it's rolling

0:40:52.640 --> 0:40:59.160
<v Speaker 1>out more more consistently. In consumer market stuff, we see

0:40:59.560 --> 0:41:03.279
<v Speaker 1>a new user interface approach. But on the other side,

0:41:03.360 --> 0:41:06.719
<v Speaker 1>we're seeing a way of learning more about ourselves. And

0:41:06.920 --> 0:41:10.440
<v Speaker 1>so it's really cool. It's technology that you can take

0:41:10.480 --> 0:41:13.080
<v Speaker 1>advantage of as a developer to create a new way

0:41:13.160 --> 0:41:16.920
<v Speaker 1>to interact with a product or whether it's hardware or software.

0:41:17.239 --> 0:41:21.520
<v Speaker 1>And then on the flip side, from a psychology standpoint,

0:41:21.640 --> 0:41:24.440
<v Speaker 1>you can learn more about human behavior. You can learn

0:41:24.440 --> 0:41:27.560
<v Speaker 1>more about human behavior and extremes such as the extreme

0:41:27.680 --> 0:41:31.440
<v Speaker 1>level of performance with professional gamers and that kind of thing. Um. So,

0:41:31.600 --> 0:41:34.840
<v Speaker 1>to me, this is an amazing technology, not just for

0:41:34.920 --> 0:41:36.880
<v Speaker 1>the potential of what I can do with it, but

0:41:37.080 --> 0:41:41.480
<v Speaker 1>what ultimately we can learn about ourselves and thus design

0:41:41.680 --> 0:41:46.919
<v Speaker 1>even better stuff another generation or two generations down the line, Yeah,

0:41:46.920 --> 0:41:49.439
<v Speaker 1>I'm out in just a computer developer, if they could see,

0:41:49.840 --> 0:41:52.400
<v Speaker 1>if they take a sample of a thousand gamers and

0:41:52.560 --> 0:41:56.240
<v Speaker 1>users of the game, and they would know on what objects,

0:41:56.760 --> 0:41:59.840
<v Speaker 1>what what are these guys are in girls seeing in

0:42:00.000 --> 0:42:03.080
<v Speaker 1>the user interface? And what are they not seeing? Alright,

0:42:03.120 --> 0:42:05.239
<v Speaker 1>they're not noticing I mean, they're not clicking on this thing.

0:42:05.320 --> 0:42:07.799
<v Speaker 1>They see it, but they turn away because because they're

0:42:07.800 --> 0:42:10.759
<v Speaker 1>not interested in it, or they're just missing this thing.

0:42:11.320 --> 0:42:14.160
<v Speaker 1>You know, how what what cues can you give it

0:42:14.200 --> 0:42:16.440
<v Speaker 1>to you? So if you know what they have, what

0:42:16.560 --> 0:42:19.680
<v Speaker 1>they have seen, you don't need to have a second

0:42:19.719 --> 0:42:22.399
<v Speaker 1>reminder of some of something that somebody has seen, seen,

0:42:22.480 --> 0:42:26.640
<v Speaker 1>seen already. So you can improve the user interface immensely

0:42:26.760 --> 0:42:29.800
<v Speaker 1>obviously by the stuff of right. And of course today

0:42:30.200 --> 0:42:32.640
<v Speaker 1>now that we're in a world where people have persistent

0:42:32.719 --> 0:42:37.680
<v Speaker 1>Internet connections, it allows you to roll out uh tweaks.

0:42:37.760 --> 0:42:40.640
<v Speaker 1>You can roll out versions and patches on a very

0:42:40.719 --> 0:42:45.319
<v Speaker 1>frequent basis. This allows for incredible flexibility if you are

0:42:46.040 --> 0:42:49.840
<v Speaker 1>trying to create something that is software based and you

0:42:50.120 --> 0:42:53.040
<v Speaker 1>are getting real time feedback due to the eye tracking

0:42:53.160 --> 0:42:56.719
<v Speaker 1>data about what is and isn't working, or what is

0:42:56.920 --> 0:43:02.320
<v Speaker 1>or isn't necessarily considered were the a focus and either

0:43:03.080 --> 0:43:05.920
<v Speaker 1>redesign it so that something that you think is important

0:43:06.040 --> 0:43:09.439
<v Speaker 1>can have a better sense of prominence in the eyes

0:43:09.520 --> 0:43:12.040
<v Speaker 1>of the people using it, or you just eliminate it.

0:43:12.160 --> 0:43:16.280
<v Speaker 1>If no one's looking there and it's taking up landscape,

0:43:16.320 --> 0:43:18.480
<v Speaker 1>you might just get rid of that entirely, if no

0:43:18.560 --> 0:43:22.279
<v Speaker 1>one really is using it. It's to me, it's like

0:43:22.719 --> 0:43:29.000
<v Speaker 1>another leap forward where we saw advertising go once the

0:43:29.120 --> 0:43:32.640
<v Speaker 1>Internet became a real entity. Because of course, in the

0:43:32.719 --> 0:43:38.160
<v Speaker 1>old days, advertising was limited to print and radio and

0:43:38.239 --> 0:43:43.359
<v Speaker 1>television uh campaigns, and you had a sense of how

0:43:43.480 --> 0:43:46.600
<v Speaker 1>well your ad campaign was going based upon sales, but

0:43:46.680 --> 0:43:51.080
<v Speaker 1>it was really hard to nail down whether or not

0:43:51.280 --> 0:43:55.520
<v Speaker 1>that was actual causation, right, because maybe it was because

0:43:55.600 --> 0:43:59.600
<v Speaker 1>the ad campaign, or maybe there was some incredible sale

0:43:59.760 --> 0:44:03.680
<v Speaker 1>that really help boost sales. But then the Internet comes

0:44:03.719 --> 0:44:07.160
<v Speaker 1>along and that gives a much more direct feedback loop

0:44:07.400 --> 0:44:11.439
<v Speaker 1>of what ads are are encouraging people to click through

0:44:11.680 --> 0:44:14.600
<v Speaker 1>and therefore experience it on a deeper level. This is

0:44:14.719 --> 0:44:18.879
<v Speaker 1>like that, except it can apply to everything, not just advertising,

0:44:18.960 --> 0:44:23.960
<v Speaker 1>but everything. So that's that's what I mean when when

0:44:24.000 --> 0:44:28.279
<v Speaker 1>I say eye tracking gives understanding of your intent and

0:44:28.520 --> 0:44:33.520
<v Speaker 1>how important is attempt to any any any computing device.

0:44:33.800 --> 0:44:37.360
<v Speaker 1>Intent is is probably the most important courage in that

0:44:37.440 --> 0:44:41.680
<v Speaker 1>you have. You know, you're you're you're kind of intent

0:44:41.840 --> 0:44:44.320
<v Speaker 1>and you're interesting. Your attention, I mean that is the

0:44:44.440 --> 0:44:48.839
<v Speaker 1>most the attention of the of humans is the most

0:44:48.920 --> 0:44:52.400
<v Speaker 1>pressured pressure pressures, pressure resource you have. Right, but then

0:44:52.440 --> 0:44:55.040
<v Speaker 1>it jumps down that, right, you can never share eye

0:44:55.080 --> 0:44:57.239
<v Speaker 1>tracking data the user doesn't want it show. I mean,

0:44:57.400 --> 0:45:01.600
<v Speaker 1>it's it's the user that controls it, so so there's

0:45:01.640 --> 0:45:05.279
<v Speaker 1>no kind of possibilities to spy. It's like you as

0:45:05.320 --> 0:45:07.520
<v Speaker 1>a user, you control if you want to give this

0:45:07.600 --> 0:45:10.080
<v Speaker 1>to a corporation or if you don't basically like anything else.

0:45:10.560 --> 0:45:15.000
<v Speaker 1>That's super super important. Obviously, absolutely yes you wouldn't if

0:45:15.040 --> 0:45:17.880
<v Speaker 1>you're volunteering it, that's one thing. But if you just

0:45:18.080 --> 0:45:22.319
<v Speaker 1>found out, oh gosh, Facebook implemented this technology and now

0:45:22.880 --> 0:45:26.040
<v Speaker 1>they know everywhere I look, and now my feed is

0:45:26.080 --> 0:45:28.480
<v Speaker 1>being filled with puppies, and I like puppies, but I

0:45:28.560 --> 0:45:31.440
<v Speaker 1>really would like other things besides puppies. Uh. I mean,

0:45:31.520 --> 0:45:35.480
<v Speaker 1>obviously we see that sort of analysis in all areas

0:45:35.760 --> 0:45:38.839
<v Speaker 1>of technology that are going on, just based upon our

0:45:38.920 --> 0:45:42.440
<v Speaker 1>actual physical behaviors. Are choices made, like whether we're following

0:45:42.560 --> 0:45:45.480
<v Speaker 1>one link versus another link. But I think a lot

0:45:45.560 --> 0:45:48.800
<v Speaker 1>of people would really uh, if it weren't something that

0:45:48.880 --> 0:45:51.680
<v Speaker 1>they were volunteering, they would really have a negative reaction

0:45:51.760 --> 0:45:53.680
<v Speaker 1>to that, to think, oh, well, now it's gone beyond

0:45:53.800 --> 0:45:56.200
<v Speaker 1>what I'm choosing to do. Now it's going to what

0:45:56.400 --> 0:45:59.000
<v Speaker 1>I'm I'm actually looking at. And uh, I think a

0:45:59.080 --> 0:46:01.760
<v Speaker 1>lot of people would find that creepy if it weren't

0:46:01.800 --> 0:46:04.720
<v Speaker 1>a volunteer, voluntary thing. So I agree with you entirely

0:46:04.840 --> 0:46:08.160
<v Speaker 1>that that that's an important step for this to be

0:46:08.360 --> 0:46:13.839
<v Speaker 1>a technology that people embrace as opposed to reject. Yeah,

0:46:14.280 --> 0:46:16.600
<v Speaker 1>and that's going we put hard viruses with the guardians

0:46:16.600 --> 0:46:18.640
<v Speaker 1>of the end users privacy or when you can only

0:46:18.680 --> 0:46:21.600
<v Speaker 1>read it if you're if you're loving right. So what

0:46:21.960 --> 0:46:26.240
<v Speaker 1>I want to ask you what your personal favorite implementation

0:46:26.640 --> 0:46:30.080
<v Speaker 1>of eye tracking technology has been up to this point.

0:46:33.440 --> 0:46:36.520
<v Speaker 1>It's it's a very good question. It's also very hard

0:46:36.640 --> 0:46:40.160
<v Speaker 1>question because as we have discussed, his knowing the intent

0:46:40.560 --> 0:46:44.120
<v Speaker 1>of humans is so powerful, So you can you can

0:46:44.200 --> 0:46:51.800
<v Speaker 1>drew up so many different example and implementations. But if I,

0:46:51.800 --> 0:46:55.680
<v Speaker 1>if I, if I take a few, um we have

0:46:55.800 --> 0:46:58.480
<v Speaker 1>in our business unit Tobo Dona woks. We have so

0:46:58.680 --> 0:47:01.839
<v Speaker 1>many users. So when their mothers and fathers who come

0:47:01.920 --> 0:47:05.759
<v Speaker 1>to us and say, hey, my my son or my

0:47:05.880 --> 0:47:09.960
<v Speaker 1>daughter has for the first time ever communicated to me, mom,

0:47:10.040 --> 0:47:13.360
<v Speaker 1>I love you, or has for the first time drawn

0:47:13.640 --> 0:47:16.400
<v Speaker 1>a drawing on on on anything, but this time on

0:47:16.480 --> 0:47:19.759
<v Speaker 1>the computer with with his or her eyes, I mean

0:47:19.880 --> 0:47:24.360
<v Speaker 1>that that goes beyond anything when you get that type

0:47:24.400 --> 0:47:29.520
<v Speaker 1>of really really kind of strong value, because because a

0:47:29.640 --> 0:47:32.640
<v Speaker 1>person who has previously not been able to communicate can

0:47:32.760 --> 0:47:37.000
<v Speaker 1>now communicate, I mean that that's kind of that's outside anything. Yeah,

0:47:37.040 --> 0:47:40.160
<v Speaker 1>that's transformative. I mean that's that's the sort of story

0:47:40.320 --> 0:47:44.040
<v Speaker 1>that is incredibly inspiring, and it does show that this

0:47:44.200 --> 0:47:51.640
<v Speaker 1>technology has an incredible power, and it can not only

0:47:51.680 --> 0:47:56.040
<v Speaker 1>does have incredible power, it has incredible power to empower

0:47:56.600 --> 0:48:01.640
<v Speaker 1>people who previously had very little chance of having that

0:48:01.719 --> 0:48:05.680
<v Speaker 1>sort of human connection. And until you hear those stories,

0:48:06.080 --> 0:48:10.560
<v Speaker 1>you don't even realize how incredibly valuable that can be

0:48:10.840 --> 0:48:13.640
<v Speaker 1>and how much those of us who haven't had to

0:48:14.239 --> 0:48:17.279
<v Speaker 1>experience that take it for granted. But then you start

0:48:17.360 --> 0:48:20.160
<v Speaker 1>thinking about it and you realize this sort of connection

0:48:20.440 --> 0:48:24.800
<v Speaker 1>that is possible due to technology like this and you really,

0:48:25.360 --> 0:48:28.120
<v Speaker 1>I mean, it really does open up your eyes on

0:48:29.239 --> 0:48:31.440
<v Speaker 1>didn't mean to go with that particular metaphor, but that

0:48:31.840 --> 0:48:36.440
<v Speaker 1>it really it really does does hammer home how how

0:48:36.880 --> 0:48:41.719
<v Speaker 1>incredibly impactful this sort of technology can be. The other

0:48:41.960 --> 0:48:43.960
<v Speaker 1>the other if I take one more example, more from

0:48:44.000 --> 0:48:46.480
<v Speaker 1>the consumer world. You know, I don't think it's hard

0:48:46.520 --> 0:48:49.279
<v Speaker 1>to tromp that type of but take it from the

0:48:49.320 --> 0:48:53.160
<v Speaker 1>consumer world. If I think about a VR headset or

0:48:53.360 --> 0:48:55.520
<v Speaker 1>or an a R or a R air headset, it's

0:48:56.239 --> 0:48:59.200
<v Speaker 1>what what is happening is we are actually seeing that

0:48:59.360 --> 0:49:03.640
<v Speaker 1>we can take a three step interaction and make it

0:49:03.719 --> 0:49:06.960
<v Speaker 1>into two step interaction and take away one entire step

0:49:07.080 --> 0:49:10.759
<v Speaker 1>into every single interaction. So interview had set us of

0:49:10.840 --> 0:49:15.200
<v Speaker 1>today the method to interact with something is one, you

0:49:15.320 --> 0:49:17.640
<v Speaker 1>look at it too, you turn your head or you

0:49:17.719 --> 0:49:20.800
<v Speaker 1>point your hand controller to it. Three, you push a

0:49:20.880 --> 0:49:22.800
<v Speaker 1>button to pick it up or you know, whatever you

0:49:22.840 --> 0:49:25.080
<v Speaker 1>want to do with it. So it's kind of one

0:49:25.200 --> 0:49:28.240
<v Speaker 1>look to turn your head or move your hand control

0:49:28.280 --> 0:49:31.080
<v Speaker 1>to the point, three press a button. You know. Their

0:49:31.160 --> 0:49:33.719
<v Speaker 1>variations could be my voice as well, but there so

0:49:33.960 --> 0:49:36.840
<v Speaker 1>that's a three step process. With eye tracking, you reduced

0:49:36.880 --> 0:49:39.920
<v Speaker 1>that to two step process, which is basically one you

0:49:40.080 --> 0:49:44.759
<v Speaker 1>look and an object to your press. That's fantastic, and

0:49:44.880 --> 0:49:47.840
<v Speaker 1>it creates a deeper sense of immersion because you're no

0:49:48.000 --> 0:49:51.680
<v Speaker 1>longer again you're removing another one of those layers that

0:49:51.840 --> 0:49:55.640
<v Speaker 1>the person using it had to go through previously. Every

0:49:55.680 --> 0:49:58.080
<v Speaker 1>time one of those layers gets removed, then you have

0:49:58.280 --> 0:50:02.120
<v Speaker 1>this this deeper immersing of the sense that creates a

0:50:02.200 --> 0:50:06.759
<v Speaker 1>more convincing experience overall. Yeah, and when you think about that,

0:50:07.040 --> 0:50:10.000
<v Speaker 1>what when you think about what the entire touch revolution,

0:50:10.080 --> 0:50:12.200
<v Speaker 1>what that really is? You know, you know I when

0:50:12.200 --> 0:50:13.799
<v Speaker 1>you've given a touch phone to you, you know, your

0:50:13.800 --> 0:50:17.400
<v Speaker 1>first experience with a touch phone with and and and

0:50:17.600 --> 0:50:22.160
<v Speaker 1>the you know the and the what that revolution is

0:50:22.360 --> 0:50:26.160
<v Speaker 1>is like one you look to your touch. That is

0:50:26.200 --> 0:50:27.560
<v Speaker 1>what you do on the touch phone. It's a two

0:50:27.560 --> 0:50:30.520
<v Speaker 1>step in the direction one too, just like it is

0:50:30.560 --> 0:50:33.200
<v Speaker 1>in the order with eye tracking, one to press about

0:50:33.239 --> 0:50:37.200
<v Speaker 1>them while it's coming from the PC world, where the

0:50:37.239 --> 0:50:39.920
<v Speaker 1>interaction is one look to drag with your mouth or

0:50:40.000 --> 0:50:44.399
<v Speaker 1>your touch pad three click. So the revolution you're going

0:50:44.520 --> 0:50:47.040
<v Speaker 1>through with eye tracking is is exactly the same in

0:50:47.200 --> 0:50:49.600
<v Speaker 1>terms of taking one step away and just having it

0:50:49.800 --> 0:50:53.279
<v Speaker 1>one look to action, one look to action. So it's

0:50:53.960 --> 0:50:57.600
<v Speaker 1>I would argue, it's just as powerful as that touch revolution.

0:50:58.640 --> 0:51:00.359
<v Speaker 1>And when you think, when you think about it further,

0:51:01.400 --> 0:51:06.920
<v Speaker 1>why is this so much more intuitive? It is because

0:51:07.000 --> 0:51:10.120
<v Speaker 1>that is how we have learned to interact, interact even

0:51:10.160 --> 0:51:13.000
<v Speaker 1>since we were a kid. You know, when you, as

0:51:13.040 --> 0:51:15.440
<v Speaker 1>a kid wanted to learn we can interact, to interact

0:51:15.480 --> 0:51:17.399
<v Speaker 1>with something. You have something on the table in front

0:51:17.480 --> 0:51:20.680
<v Speaker 1>of you, it's one look to pick up to explore.

0:51:21.520 --> 0:51:24.120
<v Speaker 1>You know, when you want to turn you on your dishwasher,

0:51:24.239 --> 0:51:27.040
<v Speaker 1>I mean one look at the knob to turn. When

0:51:27.080 --> 0:51:28.960
<v Speaker 1>you want to shake somebody hand, look at the one

0:51:29.040 --> 0:51:31.600
<v Speaker 1>look at the hand to shake the hand. You know,

0:51:32.160 --> 0:51:34.560
<v Speaker 1>it's it's a two step interaction. That is what you

0:51:34.760 --> 0:51:37.400
<v Speaker 1>have learned as a kid to explore, one look to

0:51:37.560 --> 0:51:42.759
<v Speaker 1>pick up and and we're replicating that. And that's why

0:51:42.840 --> 0:51:46.280
<v Speaker 1>it feels so intuitive. And I can tell you anybody

0:51:46.400 --> 0:51:49.560
<v Speaker 1>that we demo a VR or or are application to

0:51:49.680 --> 0:51:52.839
<v Speaker 1>they kind of they get it instantly, like, oh yeah,

0:51:53.040 --> 0:51:56.200
<v Speaker 1>this is more intuitive because it's simple as that we're

0:51:56.200 --> 0:51:58.399
<v Speaker 1>just replicating what you do in the red world, which

0:51:58.520 --> 0:52:00.759
<v Speaker 1>is which is kind of actually, if you wanted to

0:52:00.920 --> 0:52:05.759
<v Speaker 1>virtual reality, it's it's supposedly pretty important to replicate your

0:52:05.840 --> 0:52:09.080
<v Speaker 1>actress in the real world, right, yes, I mean if

0:52:09.120 --> 0:52:11.400
<v Speaker 1>it If it doesn't, then it takes you out of that.

0:52:11.600 --> 0:52:15.160
<v Speaker 1>You're aware that you are in an artificial experience. And

0:52:15.520 --> 0:52:19.040
<v Speaker 1>uh And obviously the goal is to reduce that awareness

0:52:19.080 --> 0:52:22.239
<v Speaker 1>as much as possible so that you can really have

0:52:22.520 --> 0:52:25.600
<v Speaker 1>that the experience of the developer intended when he or

0:52:25.680 --> 0:52:30.239
<v Speaker 1>she started to design it. Uh And and ideally, at

0:52:30.280 --> 0:52:34.440
<v Speaker 1>least for most VR experiences, that's to strip away all

0:52:34.560 --> 0:52:38.399
<v Speaker 1>the rest of the awareness in augmented reality. Obviously it's

0:52:38.400 --> 0:52:41.680
<v Speaker 1>meant to augment and experience in the real world, but

0:52:41.760 --> 0:52:45.560
<v Speaker 1>even then, you want to you want to reduce the

0:52:45.800 --> 0:52:49.120
<v Speaker 1>load on the user of having to think, oh, well,

0:52:49.239 --> 0:52:52.279
<v Speaker 1>if I want to accomplish goal X, I have to

0:52:52.360 --> 0:52:55.360
<v Speaker 1>go through these steps in order to actually do that.

0:52:55.680 --> 0:52:57.600
<v Speaker 1>Whereas in the real world, if you were looking at

0:52:57.640 --> 0:53:01.440
<v Speaker 1>an actual physical rep of what you were seeing in

0:53:01.480 --> 0:53:03.840
<v Speaker 1>the argumented world, you wouldn't have to go through that

0:53:03.960 --> 0:53:06.280
<v Speaker 1>because that's just not the way the real world world works.

0:53:07.320 --> 0:53:11.080
<v Speaker 1>Imagine imagine, imagine a fast paced VR game or a

0:53:11.239 --> 0:53:13.279
<v Speaker 1>R game, it doesn't matter. I mean, you would be

0:53:13.480 --> 0:53:15.960
<v Speaker 1>running down a pitch in a in a football match,

0:53:16.400 --> 0:53:18.280
<v Speaker 1>and you want to pass the ball to somebody who's

0:53:18.360 --> 0:53:22.400
<v Speaker 1>running full speed in the other direction, and then you

0:53:22.880 --> 0:53:25.640
<v Speaker 1>how do you do that with the current controls in

0:53:25.719 --> 0:53:28.600
<v Speaker 1>the R I mean you're running full speed your yourself,

0:53:28.719 --> 0:53:32.319
<v Speaker 1>and then you should either point your head to kind

0:53:32.320 --> 0:53:35.080
<v Speaker 1>of to to point to the other, to the other,

0:53:35.239 --> 0:53:37.719
<v Speaker 1>to your teammates running in the other direction, and do

0:53:37.840 --> 0:53:39.960
<v Speaker 1>that continuously to tell the computer where you want to

0:53:40.000 --> 0:53:41.759
<v Speaker 1>tell your head that way you want to pass the ball,

0:53:42.840 --> 0:53:46.000
<v Speaker 1>or you should running full speed one direction. You should

0:53:46.000 --> 0:53:48.080
<v Speaker 1>point your hand to tell the via heads that I

0:53:48.120 --> 0:53:51.640
<v Speaker 1>want to pass the ball to this guy. That's super hard.

0:53:51.920 --> 0:53:54.120
<v Speaker 1>I mean, that's just gonna It's just impossible. You can

0:53:54.160 --> 0:53:56.000
<v Speaker 1>try to do it yourself in your any room if

0:53:56.040 --> 0:53:59.600
<v Speaker 1>you want. But or you imagine the interaction. You're running down,

0:54:00.120 --> 0:54:01.920
<v Speaker 1>you know, in one direction, you look at the guy

0:54:02.080 --> 0:54:03.680
<v Speaker 1>running in the other direction. You can do that. You

0:54:03.719 --> 0:54:07.040
<v Speaker 1>can follow that person extremely easily with the rice and

0:54:07.120 --> 0:54:08.960
<v Speaker 1>then you just press a button then post that a guy.

0:54:10.000 --> 0:54:13.799
<v Speaker 1>That's that's just so much easier, and it takes down

0:54:14.040 --> 0:54:16.640
<v Speaker 1>this barrier. It takes away one step and it will

0:54:17.040 --> 0:54:20.120
<v Speaker 1>enable game developers to make Vio games more immersive and

0:54:20.160 --> 0:54:22.839
<v Speaker 1>also more frost pace, because otherwise you need to kind

0:54:22.880 --> 0:54:25.200
<v Speaker 1>of slow down the pace in order to make people

0:54:25.680 --> 0:54:27.799
<v Speaker 1>hit the right person. And not only that, I would

0:54:27.840 --> 0:54:30.919
<v Speaker 1>add that it adds in an element that you see

0:54:30.960 --> 0:54:33.440
<v Speaker 1>in the real world all the time, which is misdirection,

0:54:33.640 --> 0:54:36.600
<v Speaker 1>purposeful misdirection. If you're playing on a team and you

0:54:36.719 --> 0:54:39.800
<v Speaker 1>want to pass to a teammate, you don't want to

0:54:39.920 --> 0:54:44.160
<v Speaker 1>telegraph that to the other team. So so being able

0:54:44.200 --> 0:54:47.719
<v Speaker 1>to use your attention to direct the ball in the

0:54:47.920 --> 0:54:50.200
<v Speaker 1>in the right direction without having to turn your head

0:54:50.239 --> 0:54:52.800
<v Speaker 1>and make it obvious, oh well, he's about to pass

0:54:52.920 --> 0:54:55.680
<v Speaker 1>to his teammate on his left, then it makes it

0:54:55.760 --> 0:54:58.879
<v Speaker 1>more challenging for the opposing team to anticipate what your

0:54:58.920 --> 0:55:03.120
<v Speaker 1>move is. Yeah, or more I mean more like personal

0:55:03.280 --> 0:55:06.480
<v Speaker 1>connecting interaction. I mean you're sitting around the table, you're

0:55:06.520 --> 0:55:10.000
<v Speaker 1>talking to set up people. Imagine you have two people

0:55:10.040 --> 0:55:12.200
<v Speaker 1>in front of you now, and then you start talking

0:55:12.280 --> 0:55:15.719
<v Speaker 1>to one of them. You would be looking at that person, um,

0:55:16.360 --> 0:55:18.399
<v Speaker 1>but you would be looking at that person with your eyes.

0:55:18.680 --> 0:55:21.719
<v Speaker 1>You would not turn your forehead to that person. So

0:55:21.840 --> 0:55:23.560
<v Speaker 1>the v R A R head said would not know

0:55:24.320 --> 0:55:27.719
<v Speaker 1>that you're you weren't talking to person A. It may

0:55:28.120 --> 0:55:29.839
<v Speaker 1>you may have your head the point still the point

0:55:29.880 --> 0:55:32.719
<v Speaker 1>that that person be. So then the via head said,

0:55:32.719 --> 0:55:36.440
<v Speaker 1>would it would the wrong person would not or blink

0:55:36.680 --> 0:55:38.759
<v Speaker 1>or or or or smile at you when you when

0:55:38.800 --> 0:55:41.520
<v Speaker 1>you smile back at them, because they you don't know

0:55:42.560 --> 0:55:46.600
<v Speaker 1>what you're what, what you're interesting. You only know what

0:55:46.760 --> 0:55:49.320
<v Speaker 1>you're interested in, what you're interested in if you know

0:55:49.360 --> 0:55:52.440
<v Speaker 1>where you're looking, because your forehead is just an approximation

0:55:52.520 --> 0:55:54.520
<v Speaker 1>of your interest, and it's always it's going to be

0:55:54.840 --> 0:55:57.319
<v Speaker 1>wrong in in certain number of cases. Oh sure. Yeah.

0:55:57.560 --> 0:56:00.880
<v Speaker 1>So if you were in a game that wire's interaction

0:56:01.000 --> 0:56:06.719
<v Speaker 1>with uh PC controlled characters, and you're trying desperately to

0:56:07.400 --> 0:56:10.759
<v Speaker 1>uh to align yourself with one character, and there's a

0:56:10.880 --> 0:56:13.680
<v Speaker 1>secondary character there, and you accidentally swear fealty to the

0:56:13.760 --> 0:56:18.800
<v Speaker 1>bad guy, Suddenly the whole game has changed, yeah, or

0:56:18.960 --> 0:56:22.640
<v Speaker 1>just feels less immersive because the people you look at

0:56:22.680 --> 0:56:25.120
<v Speaker 1>their stone face, they don't want to spot at them

0:56:25.200 --> 0:56:28.160
<v Speaker 1>because they don't understand they're looking at them because you didn't.

0:56:28.600 --> 0:56:31.239
<v Speaker 1>You didn't do you didn't turn your forehead to them

0:56:31.280 --> 0:56:33.640
<v Speaker 1>to indicate that you actually want to speak to them,

0:56:33.880 --> 0:56:35.560
<v Speaker 1>which is I'm not sure you don't do that really

0:56:35.600 --> 0:56:38.000
<v Speaker 1>well and I could see this also just being useful

0:56:38.280 --> 0:56:41.600
<v Speaker 1>in a virtual meeting space where you're just having a

0:56:41.880 --> 0:56:44.200
<v Speaker 1>like just a not a game element at all, just

0:56:44.320 --> 0:56:48.480
<v Speaker 1>a literally a meeting where you have multiple people logging

0:56:48.560 --> 0:56:51.839
<v Speaker 1>in through various devices. Being able to see where anyone's

0:56:52.360 --> 0:56:56.640
<v Speaker 1>gaze is is incredibly useful because if you're addressing questions

0:56:56.719 --> 0:56:59.480
<v Speaker 1>to somebody, you don't have to It's it's kind of

0:56:59.520 --> 0:57:02.719
<v Speaker 1>like inter acting with a personal digital assistant that's voice

0:57:02.719 --> 0:57:06.520
<v Speaker 1>activated today where uh, you know you. You use a

0:57:06.840 --> 0:57:10.759
<v Speaker 1>typically a name that indicates this is the alert to

0:57:11.200 --> 0:57:13.920
<v Speaker 1>listen in and then to respond. But it's not the

0:57:13.960 --> 0:57:16.040
<v Speaker 1>way we humans tend to talk to one another. If

0:57:16.080 --> 0:57:18.280
<v Speaker 1>I were having a conversation with you, and I started

0:57:18.320 --> 0:57:21.960
<v Speaker 1>every sense with Oscar, what do you think about after

0:57:22.000 --> 0:57:24.720
<v Speaker 1>about after about five or six sentences, it feels weird.

0:57:26.280 --> 0:57:30.560
<v Speaker 1>So you've got it. You've got it. Can I hire you? No?

0:57:31.040 --> 0:57:33.320
<v Speaker 1>But that's that's it. You can I take one more

0:57:33.440 --> 0:57:37.320
<v Speaker 1>use case, just absolutely please do or another I mean

0:57:37.440 --> 0:57:40.080
<v Speaker 1>just to take it in a different direction or tangent.

0:57:40.640 --> 0:57:45.520
<v Speaker 1>It's it also can also affect the actual core rendering

0:57:45.680 --> 0:57:49.560
<v Speaker 1>of the graphics. So I mean today in VR or

0:57:49.600 --> 0:57:53.200
<v Speaker 1>in PC, I mean, we're all creating to create beautiful

0:57:53.240 --> 0:57:56.840
<v Speaker 1>games with with as high resolution as possible, but that

0:57:57.040 --> 0:57:58.960
<v Speaker 1>takes a high toll on on the on the GPU

0:57:59.600 --> 0:58:04.960
<v Speaker 1>mhm um. But actually the human eyes only perceiving what

0:58:05.120 --> 0:58:07.720
<v Speaker 1>you look at in high resolution where you look at it,

0:58:08.040 --> 0:58:11.720
<v Speaker 1>the rest is kind of blurring. So that means you

0:58:11.800 --> 0:58:14.000
<v Speaker 1>can do something called phobid rendering, that is that you

0:58:14.160 --> 0:58:18.040
<v Speaker 1>only render in high resolution in the area you look

0:58:18.920 --> 0:58:22.160
<v Speaker 1>and in low resolution in the prefery, and then you

0:58:22.280 --> 0:58:25.360
<v Speaker 1>look at a different point, and then it switches very

0:58:25.440 --> 0:58:27.600
<v Speaker 1>fast to render in high resolution where you look at

0:58:27.680 --> 0:58:31.760
<v Speaker 1>that point and in lower resolution and periphery. As a user,

0:58:31.960 --> 0:58:35.160
<v Speaker 1>you cannot notice because this is all happening too fast.

0:58:35.280 --> 0:58:39.200
<v Speaker 1>You you're not noticing that the entire world is rendered

0:58:39.240 --> 0:58:43.320
<v Speaker 1>in lower resolution in the prefery. But you save thirty

0:58:43.400 --> 0:58:46.880
<v Speaker 1>or two on the GP capacity excellent. So then that

0:58:47.000 --> 0:58:50.840
<v Speaker 1>also means that you're not overheating your machine. It means

0:58:50.920 --> 0:58:55.160
<v Speaker 1>that devices that have say the latest and greatest in

0:58:55.360 --> 0:59:00.120
<v Speaker 1>in graphics hardware, that's going to remain relevant longer that

0:59:00.200 --> 0:59:02.439
<v Speaker 1>it would be like the life cycle of these things

0:59:02.560 --> 0:59:05.000
<v Speaker 1>is notoriously fairly short. If you want to be on

0:59:05.160 --> 0:59:08.680
<v Speaker 1>the cutting edge of capability. But if you're using a

0:59:08.760 --> 0:59:14.080
<v Speaker 1>strategy such as this that reduces that load, then you've

0:59:14.160 --> 0:59:18.919
<v Speaker 1>extended the life, the useful lifespan of those uh, those

0:59:19.080 --> 0:59:22.560
<v Speaker 1>those components by quite a bit because you don't you're

0:59:22.600 --> 0:59:25.760
<v Speaker 1>not maxing out as quickly as you would in the

0:59:26.960 --> 0:59:28.600
<v Speaker 1>in the real world. I mean I that was one

0:59:28.640 --> 0:59:32.360
<v Speaker 1>of the reasons why back in the nineties gaming computers

0:59:33.200 --> 0:59:35.680
<v Speaker 1>got to the first they became a thing, and then

0:59:35.760 --> 0:59:37.800
<v Speaker 1>they became a thing that I just could not keep

0:59:37.880 --> 0:59:40.320
<v Speaker 1>up with. And it was very frustrating for me to

0:59:40.400 --> 0:59:43.520
<v Speaker 1>think that every six months my machine was out of

0:59:43.600 --> 0:59:46.360
<v Speaker 1>date enough where if I went out and purchased a

0:59:46.440 --> 0:59:48.920
<v Speaker 1>new game six months after I bought a machine, or

0:59:49.000 --> 0:59:52.040
<v Speaker 1>I bought a graphics card, I could not run it

0:59:52.640 --> 0:59:55.120
<v Speaker 1>at the settings I wanted to because it would be

0:59:55.280 --> 0:59:58.520
<v Speaker 1>too strong, to too big a strain on my components.

0:59:58.560 --> 1:00:01.720
<v Speaker 1>I would have to actually upgrade my hardware. So if

1:00:01.720 --> 1:00:04.360
<v Speaker 1>you're able to solve that through software where you're you're

1:00:04.360 --> 1:00:08.600
<v Speaker 1>able to reduce that load, to me, that's phenomenal because

1:00:09.440 --> 1:00:13.800
<v Speaker 1>it takes me out of that massochistic relationship I had have.

1:00:14.880 --> 1:00:16.880
<v Speaker 1>You can be also be a little bit less of

1:00:16.880 --> 1:00:19.120
<v Speaker 1>a bullet sponsor. Right, Oh, yes, that would also, that

1:00:19.120 --> 1:00:22.200
<v Speaker 1>would be lovely. I mean, let's not dream too big here, Oscar.

1:00:22.360 --> 1:00:26.840
<v Speaker 1>Let's let's keep our expectations realistic. No, but you can.

1:00:26.880 --> 1:00:29.920
<v Speaker 1>You can use it obviously to keep your hardware longer

1:00:30.160 --> 1:00:32.760
<v Speaker 1>or to reduce your cost of your hardwork. Or you

1:00:32.880 --> 1:00:35.800
<v Speaker 1>can use it to get a better immersion by being

1:00:35.840 --> 1:00:40.080
<v Speaker 1>able to get your computer to handle high resolution graphics.

1:00:41.240 --> 1:00:44.720
<v Speaker 1>Or you can get your computer to um to run

1:00:44.760 --> 1:00:49.120
<v Speaker 1>at the higher refresh rate or higher FPS. So you

1:00:49.200 --> 1:00:52.960
<v Speaker 1>can use it, you know, however you want either to

1:00:53.000 --> 1:00:55.560
<v Speaker 1>save cost or prolong your prolong your lifetime, or or

1:00:55.680 --> 1:00:58.800
<v Speaker 1>two to to to run the game in a in

1:00:59.400 --> 1:01:04.240
<v Speaker 1>in higher solution and get more Marcy, that's fantastic, Oscar.

1:01:04.480 --> 1:01:08.000
<v Speaker 1>Thank you so much for joining me on this podcast.

1:01:08.120 --> 1:01:11.000
<v Speaker 1>This has been a fascinating conversation. I very much appreciate

1:01:11.080 --> 1:01:15.360
<v Speaker 1>your time. Alright, when we come back, we'll talk a

1:01:15.480 --> 1:01:18.320
<v Speaker 1>bit more about eye tracking technology and where it's going.

1:01:18.480 --> 1:01:22.400
<v Speaker 1>But first let's take another quick break to thank our sponsor.

1:01:29.200 --> 1:01:32.240
<v Speaker 1>As Mr Werner pointed out, the data we generate through

1:01:32.440 --> 1:01:36.560
<v Speaker 1>our attention is valuable, and it also poses a clear

1:01:36.680 --> 1:01:40.160
<v Speaker 1>threat to our privacy if it is handled poorly. Now,

1:01:40.240 --> 1:01:44.320
<v Speaker 1>I appreciate that Toby's policy is to only use data

1:01:44.440 --> 1:01:47.640
<v Speaker 1>with the permission of the user, because you can easily

1:01:47.720 --> 1:01:51.120
<v Speaker 1>imagine scenarios which could be compromising if you did not

1:01:51.400 --> 1:01:54.320
<v Speaker 1>realize your eye movements were being tracked. So, for example,

1:01:55.480 --> 1:01:59.080
<v Speaker 1>let's say they're going in for a job interview for

1:01:59.400 --> 1:02:02.760
<v Speaker 1>a big tech company, and you're qualified, and you are

1:02:02.880 --> 1:02:06.840
<v Speaker 1>knowledgeable in your field. You are a hard worker and

1:02:07.160 --> 1:02:11.840
<v Speaker 1>you really really want this job, but you're also a

1:02:11.920 --> 1:02:16.120
<v Speaker 1>bit nervous about going in and interviewing. That's to be expected,

1:02:16.400 --> 1:02:19.560
<v Speaker 1>and because you're nervous, you know, you're looking around a lot.

1:02:19.680 --> 1:02:22.160
<v Speaker 1>You don't really want to hold anyone's eye contact for

1:02:22.280 --> 1:02:24.600
<v Speaker 1>too long because you don't want to come across as

1:02:24.840 --> 1:02:27.440
<v Speaker 1>too intense or anything. So you know, you're you're just

1:02:27.560 --> 1:02:30.160
<v Speaker 1>trying to feel your way through this experience as best

1:02:30.240 --> 1:02:34.000
<v Speaker 1>you can. And unbeknownst to you, but beknownst to us,

1:02:34.720 --> 1:02:37.440
<v Speaker 1>the people meaning with you are also using a system

1:02:37.560 --> 1:02:41.600
<v Speaker 1>with eye tracking technology to observe you throughout the interview process,

1:02:42.160 --> 1:02:45.320
<v Speaker 1>and the system is analyzing you as you respond to

1:02:45.440 --> 1:02:48.680
<v Speaker 1>questions and converse with others. It's watching your eye movements

1:02:48.760 --> 1:02:53.240
<v Speaker 1>and tracking that against various behavior patterns and drawing some conclusions,

1:02:53.760 --> 1:02:57.920
<v Speaker 1>and maybe some software is generating a report that assigns

1:02:58.120 --> 1:03:03.360
<v Speaker 1>metrics to fuzzy categories just assertiveness or honesty, and maybe

1:03:03.520 --> 1:03:06.680
<v Speaker 1>even though you really are the best candidate for the job,

1:03:06.840 --> 1:03:09.360
<v Speaker 1>the system tells the hiring manager that you're nothing more

1:03:09.440 --> 1:03:13.400
<v Speaker 1>than a shifty peat and they shouldn't hire you. Now

1:03:13.480 --> 1:03:15.120
<v Speaker 1>that kind of sounds silly the way I'm putting it,

1:03:15.240 --> 1:03:19.560
<v Speaker 1>but it's certainly something that could potentially happen, and the

1:03:19.640 --> 1:03:23.400
<v Speaker 1>technology already exists. Really, it just means that you have

1:03:23.520 --> 1:03:26.680
<v Speaker 1>to create the software, which largely would mean making sure

1:03:26.760 --> 1:03:30.920
<v Speaker 1>that your software is at least on the surface, dependent

1:03:31.120 --> 1:03:35.480
<v Speaker 1>upon reasonable psychology. Right. You can't just say I think

1:03:35.600 --> 1:03:38.360
<v Speaker 1>that if you look up, you are lying. That's one

1:03:38.440 --> 1:03:42.320
<v Speaker 1>of those little bits of folk wisdom that actually isn't true.

1:03:43.000 --> 1:03:45.120
<v Speaker 1>So you would want to make sure that your software

1:03:45.600 --> 1:03:47.960
<v Speaker 1>is based off of science, or at least appears to

1:03:48.000 --> 1:03:49.600
<v Speaker 1>be based off of science. I mean, if you're not

1:03:49.720 --> 1:03:52.480
<v Speaker 1>being very ethical, you could sell your software package no

1:03:52.600 --> 1:03:55.880
<v Speaker 1>matter what. But it's easy to imagine that sort of

1:03:55.960 --> 1:04:01.920
<v Speaker 1>scenario actually happening. That a company be that assertive or

1:04:02.000 --> 1:04:06.400
<v Speaker 1>aggressive and its hiring strategies to incorporate that level of

1:04:06.560 --> 1:04:09.880
<v Speaker 1>screening when they're looking at potential employees. But it's not

1:04:10.080 --> 1:04:15.120
<v Speaker 1>really fair and it certainly seems invasive. Now that's the hypothetical.

1:04:15.480 --> 1:04:18.240
<v Speaker 1>It's not something that I'm actually referring to that's happened

1:04:18.240 --> 1:04:21.320
<v Speaker 1>in the real world to my knowledge, but it's the

1:04:21.400 --> 1:04:23.520
<v Speaker 1>sort of stuff we don't want to see. It places

1:04:23.560 --> 1:04:26.680
<v Speaker 1>people at a disadvantage, and it could also be used

1:04:26.720 --> 1:04:30.439
<v Speaker 1>to create opportunities for abuse in many ways, which again

1:04:30.600 --> 1:04:33.280
<v Speaker 1>is why that policy of only collecting information with the

1:04:33.360 --> 1:04:37.080
<v Speaker 1>express permission of the user is important. You wouldn't want

1:04:37.200 --> 1:04:41.640
<v Speaker 1>to come back at somebody and say, hey, I noticed

1:04:41.720 --> 1:04:44.120
<v Speaker 1>that you were spending an awful lot of time looking

1:04:44.240 --> 1:04:47.360
<v Speaker 1>at this one person in the room. Uh. It makes

1:04:47.440 --> 1:04:50.880
<v Speaker 1>us uncomfortable because it appears that you have some sort

1:04:51.200 --> 1:04:55.920
<v Speaker 1>of attraction to or maybe animosity towards this person. All

1:04:56.000 --> 1:04:58.920
<v Speaker 1>of that seems like it could go south in a hurry,

1:04:59.480 --> 1:05:03.919
<v Speaker 1>and it be reflective of something that is not actually real.

1:05:04.560 --> 1:05:08.240
<v Speaker 1>Because while our eyes are an indicator of where our

1:05:08.280 --> 1:05:11.920
<v Speaker 1>attention happens to be, it's not always the case that

1:05:12.080 --> 1:05:14.960
<v Speaker 1>what our eyes are pointing at is what we're actually

1:05:15.080 --> 1:05:18.480
<v Speaker 1>focusing on. It's most of the time that's the case,

1:05:18.840 --> 1:05:22.280
<v Speaker 1>especially when we're being very active with our attention, but

1:05:22.400 --> 1:05:25.640
<v Speaker 1>it's not always the case. So this is a complicated issue.

1:05:26.920 --> 1:05:30.160
<v Speaker 1>I think eye tracking tech has far too much potential

1:05:30.240 --> 1:05:33.560
<v Speaker 1>to do great things for us to be too wary

1:05:33.640 --> 1:05:35.320
<v Speaker 1>of it. I don't think we need to back off

1:05:35.400 --> 1:05:38.040
<v Speaker 1>of it. I don't think we need to abandon it.

1:05:38.200 --> 1:05:41.360
<v Speaker 1>I don't think we need to label it as irresponsible

1:05:41.480 --> 1:05:45.120
<v Speaker 1>or dangerous technology. We just have to make sure we

1:05:45.320 --> 1:05:52.959
<v Speaker 1>hold organizations, companies, researchers accountable for responsible implementations of the tech.

1:05:53.880 --> 1:05:57.840
<v Speaker 1>But these applications really could transform our world, particularly for

1:05:57.960 --> 1:06:01.520
<v Speaker 1>people who have difficulty interacting with others or with their

1:06:01.680 --> 1:06:04.960
<v Speaker 1>environment if they don't have that kind of technology at

1:06:05.000 --> 1:06:08.200
<v Speaker 1>their disposal. So, like Mr Werner said, a technology that

1:06:08.280 --> 1:06:12.320
<v Speaker 1>helps someone communicate after it appeared that all such ability

1:06:12.440 --> 1:06:16.240
<v Speaker 1>had been lost is an incredibly powerful story, and it's

1:06:16.280 --> 1:06:20.320
<v Speaker 1>hard to think of something more impactful than that. On

1:06:20.440 --> 1:06:24.080
<v Speaker 1>the research side, scientists are using eye tracking to learn

1:06:24.120 --> 1:06:28.480
<v Speaker 1>more about cognitive development. There's a researcher named Alex Willard

1:06:28.760 --> 1:06:32.040
<v Speaker 1>who is working on her PhD and Maternal infant directed

1:06:32.160 --> 1:06:36.000
<v Speaker 1>speech at the University of Newcastle and Hunter Medical Research

1:06:36.080 --> 1:06:39.640
<v Speaker 1>Institute in New South Wales, and she's using eye tracking

1:06:39.680 --> 1:06:44.040
<v Speaker 1>technology to study how babies develop cognitive skills. She's learning

1:06:44.360 --> 1:06:48.919
<v Speaker 1>how babies recognize and solve problems. And I didn't even

1:06:49.000 --> 1:06:53.919
<v Speaker 1>know babies could do that. I haven't seen Baby Boss though,

1:06:53.960 --> 1:06:57.200
<v Speaker 1>so maybe it's all explained in that movie. Anyway. The

1:06:57.240 --> 1:07:01.920
<v Speaker 1>study involves babies watching animations on greens and it tracks

1:07:02.040 --> 1:07:05.240
<v Speaker 1>where their eyes go. So, for example, let's say you've

1:07:05.240 --> 1:07:08.080
<v Speaker 1>got a cute cartoon bunny hopping around on the screen,

1:07:08.160 --> 1:07:10.840
<v Speaker 1>and the baby notices the bunny and the baby's eyes

1:07:10.840 --> 1:07:13.040
<v Speaker 1>are tracking where the bunny is going on the screen,

1:07:13.480 --> 1:07:16.480
<v Speaker 1>and then the cartoon bunny hops behind a cartoon bush.

1:07:17.040 --> 1:07:20.720
<v Speaker 1>Now at that point does the baby's focus continue along

1:07:20.800 --> 1:07:23.120
<v Speaker 1>the bunny's pathway to the other side of the bush,

1:07:23.400 --> 1:07:29.800
<v Speaker 1>anticipating the bunny's reappearance, And if not, why not? Now?

1:07:29.880 --> 1:07:33.240
<v Speaker 1>Early results in the research project, and this project is

1:07:33.280 --> 1:07:36.200
<v Speaker 1>scheduled to last for five years. It's a long term

1:07:36.360 --> 1:07:40.480
<v Speaker 1>project to make sure that any findings are things that

1:07:40.640 --> 1:07:45.400
<v Speaker 1>that can be backed up with replication. Some of the

1:07:45.480 --> 1:07:48.960
<v Speaker 1>early research has suggested that babies who are less distractable

1:07:49.360 --> 1:07:51.880
<v Speaker 1>when focusing on a subject tend to be better at

1:07:51.960 --> 1:07:56.080
<v Speaker 1>problems solving later on, which makes sense intuitively, you would

1:07:56.160 --> 1:07:58.600
<v Speaker 1>imagine that to be the case. But this approach could

1:07:58.640 --> 1:08:02.480
<v Speaker 1>help parents detect potential challenges early on and address them

1:08:02.800 --> 1:08:05.439
<v Speaker 1>and give their children the best chance of overcoming those

1:08:05.520 --> 1:08:08.960
<v Speaker 1>challenges as they grow older. So you might see that

1:08:09.080 --> 1:08:12.760
<v Speaker 1>certain cognitive development might be running a little bit behind

1:08:12.960 --> 1:08:17.000
<v Speaker 1>average from you know, the mean, and you might say, well,

1:08:17.439 --> 1:08:19.400
<v Speaker 1>what can we do to address that? Are there things

1:08:19.479 --> 1:08:22.559
<v Speaker 1>we can do as parents to help encourage our child's

1:08:22.640 --> 1:08:26.479
<v Speaker 1>cognitive development in these areas and thus give your kid

1:08:26.640 --> 1:08:30.160
<v Speaker 1>the best chance for success. It's kind of cool, I think,

1:08:30.479 --> 1:08:33.000
<v Speaker 1>and it gives a lot more information and power to parents,

1:08:33.280 --> 1:08:37.240
<v Speaker 1>stuff that people didn't have at their disposal without tools

1:08:37.320 --> 1:08:41.640
<v Speaker 1>like this eye tracking tech that can back up those observations. Now,

1:08:41.720 --> 1:08:45.599
<v Speaker 1>another study sounds ominous upon first glance. I was reading

1:08:45.640 --> 1:08:47.920
<v Speaker 1>headlines and this one jumped out at me and it

1:08:48.080 --> 1:08:51.240
<v Speaker 1>made me pause. It was the National Institute of Health

1:08:51.560 --> 1:08:55.920
<v Speaker 1>spending four thousand, two hundred twenty dollars on eye tracking

1:08:55.960 --> 1:09:00.120
<v Speaker 1>technology to analyze the eye movements of Latino customers at

1:09:00.160 --> 1:09:05.080
<v Speaker 1>grocery stores. That was essentially the headline which made me say,

1:09:05.320 --> 1:09:11.000
<v Speaker 1>what is going on here that sounds minority report esque,

1:09:11.680 --> 1:09:19.000
<v Speaker 1>but upon further observation further investigation, it's not nearly that scary.

1:09:19.280 --> 1:09:23.000
<v Speaker 1>It's actually kind of interesting. In this case. This is

1:09:23.080 --> 1:09:26.000
<v Speaker 1>a study at San Diego State University that has the

1:09:26.080 --> 1:09:29.960
<v Speaker 1>goal of finding ways to fight obesity, and the system

1:09:30.080 --> 1:09:33.439
<v Speaker 1>is meant to provide data about the decisions that overweight

1:09:33.680 --> 1:09:36.840
<v Speaker 1>or obese people are making as they shop for groceries,

1:09:37.360 --> 1:09:40.439
<v Speaker 1>and it's in an effort to get insight into what

1:09:40.880 --> 1:09:44.639
<v Speaker 1>is causing them to make those decisions. Are there specific

1:09:44.760 --> 1:09:48.560
<v Speaker 1>things in the grocery store environment that are triggering those decisions.

1:09:49.400 --> 1:09:52.800
<v Speaker 1>Can adjustments to the environment help guide customers into making

1:09:52.880 --> 1:09:56.080
<v Speaker 1>more healthy choices? And the reason the study is looking

1:09:56.160 --> 1:09:59.760
<v Speaker 1>at the Latino population in particular is that, according to

1:09:59.800 --> 1:10:05.280
<v Speaker 1>the researchers, as a demographic, Latinos are disproportionately affected by obesity.

1:10:05.680 --> 1:10:09.479
<v Speaker 1>They also shop more frequently than other populations do, and

1:10:09.600 --> 1:10:12.920
<v Speaker 1>they tend to go shopping with children more frequently than

1:10:13.000 --> 1:10:17.439
<v Speaker 1>other demographics do. So the hope is that by using

1:10:17.479 --> 1:10:20.680
<v Speaker 1>the information from this study, we can come up with

1:10:20.920 --> 1:10:24.160
<v Speaker 1>strategies that help people make better choices and have a

1:10:24.280 --> 1:10:27.960
<v Speaker 1>healthier life, and also provide a healthier life for their children.

1:10:29.000 --> 1:10:32.360
<v Speaker 1>In the consumer world, companies like Toyota are using eye

1:10:32.400 --> 1:10:35.479
<v Speaker 1>tracking technology to measure how effective their show rooms are

1:10:35.680 --> 1:10:38.560
<v Speaker 1>drawing attention to the features that they want to communicate

1:10:38.600 --> 1:10:42.000
<v Speaker 1>to potential buyers. There might be something on a new

1:10:42.080 --> 1:10:45.519
<v Speaker 1>Toyota model that the company really wants people to pay

1:10:45.560 --> 1:10:48.479
<v Speaker 1>attention to, and they use the eye tracking technology to

1:10:48.520 --> 1:10:50.680
<v Speaker 1>see if it's working, and if it's not working, can

1:10:50.760 --> 1:10:56.160
<v Speaker 1>they adjust their approach to make it more attractive. And

1:10:56.400 --> 1:11:00.160
<v Speaker 1>inside vehicles, we're seeing more eye tracking technology, both as

1:11:00.200 --> 1:11:03.080
<v Speaker 1>a safety measure in the case of systems that monitor

1:11:03.160 --> 1:11:07.040
<v Speaker 1>a driver's wakefulness or attention, and as a user interface.

1:11:07.320 --> 1:11:11.040
<v Speaker 1>There's a Canadian research team that's using eye tracking technology

1:11:11.120 --> 1:11:15.040
<v Speaker 1>to look at the potential for driver distractions. So it's

1:11:15.120 --> 1:11:19.360
<v Speaker 1>monitoring a driver so that if the driver takes his

1:11:19.560 --> 1:11:21.760
<v Speaker 1>or her attention away from the road, Let's say they

1:11:21.800 --> 1:11:26.599
<v Speaker 1>are checking the various instrumentation panels, or maybe they're looking

1:11:26.680 --> 1:11:30.080
<v Speaker 1>at their phone trying to read a respond to a text.

1:11:31.080 --> 1:11:34.960
<v Speaker 1>The system the car would actually become aware of this.

1:11:35.760 --> 1:11:39.759
<v Speaker 1>Maybe it would start to engage some driver assist features,

1:11:40.160 --> 1:11:43.360
<v Speaker 1>maybe even taking over control of the car briefly, or

1:11:43.479 --> 1:11:45.960
<v Speaker 1>it might send an alert to the driver saying, Hey,

1:11:46.240 --> 1:11:48.720
<v Speaker 1>your attention is wandering away from the road. You really

1:11:48.800 --> 1:11:52.040
<v Speaker 1>need to pay more mind to the task at hand.

1:11:53.040 --> 1:11:57.559
<v Speaker 1>On the user interface side, Porsche recently revealed an electric

1:11:57.640 --> 1:12:01.240
<v Speaker 1>car concept called the Mission E. I should really get

1:12:01.360 --> 1:12:04.040
<v Speaker 1>Scott Benjamin in here to talk about this concept car.

1:12:04.040 --> 1:12:06.400
<v Speaker 1>It's kind of neat. It's an electronic card. It's supposed

1:12:06.439 --> 1:12:09.640
<v Speaker 1>to be a sports car that could compete with the

1:12:09.880 --> 1:12:15.679
<v Speaker 1>Tesla sports Car electronic sports car, and these would include

1:12:17.000 --> 1:12:20.879
<v Speaker 1>eye tracking type control systems for the in dashboard systems

1:12:20.920 --> 1:12:24.920
<v Speaker 1>as well as the the entertainment systems, the various instrumentation panels.

1:12:25.000 --> 1:12:27.040
<v Speaker 1>It would be able to detect what you're looking at

1:12:27.120 --> 1:12:30.360
<v Speaker 1>and give you information based upon that. And I imagine

1:12:30.400 --> 1:12:33.040
<v Speaker 1>we'll see even more of this technology built into self

1:12:33.160 --> 1:12:35.920
<v Speaker 1>driving vehicles in the future, when the cars we get

1:12:35.960 --> 1:12:39.000
<v Speaker 1>into become interactive environments that allow us to do all

1:12:39.040 --> 1:12:42.519
<v Speaker 1>sorts of things we couldn't do as human drivers. And again,

1:12:43.360 --> 1:12:46.760
<v Speaker 1>this is just scratching the surface. There are so many

1:12:46.920 --> 1:12:49.599
<v Speaker 1>more potential applications and I'm sure I'm going to visit

1:12:49.680 --> 1:12:52.559
<v Speaker 1>this topic again in future episodes to explore some of them.

1:12:52.920 --> 1:12:55.879
<v Speaker 1>If you can't tell I'm really interested in this subject

1:12:55.920 --> 1:12:59.120
<v Speaker 1>because it opens up new possibilities to interact with technology,

1:12:59.360 --> 1:13:02.959
<v Speaker 1>will similtaneously giving us the chance to learn more about ourselves,

1:13:03.000 --> 1:13:05.800
<v Speaker 1>and I kind of dig that. Before I sign off,

1:13:06.120 --> 1:13:08.640
<v Speaker 1>I have an exciting announcement to make. I have a

1:13:08.800 --> 1:13:13.080
<v Speaker 1>new podcast launching. It's called tech Stuff Daily, and as

1:13:13.200 --> 1:13:17.360
<v Speaker 1>the name applies, it will be all about technology and

1:13:17.520 --> 1:13:19.680
<v Speaker 1>it's also going to publish every day. That's that's what

1:13:19.800 --> 1:13:22.680
<v Speaker 1>the daily part means every day Monday through Friday, and

1:13:22.760 --> 1:13:25.639
<v Speaker 1>each episode will be between four and six minutes long,

1:13:26.320 --> 1:13:29.360
<v Speaker 1>give or take, and we'll explore a tech topic that's

1:13:29.400 --> 1:13:32.519
<v Speaker 1>been rambling around in the news cycle. This is not

1:13:32.760 --> 1:13:36.160
<v Speaker 1>replacing Text Stuff. That show is still going to be

1:13:36.240 --> 1:13:39.240
<v Speaker 1>publishing twice a week as always. It's going to exist

1:13:39.320 --> 1:13:41.760
<v Speaker 1>side by side, but now you'll get even more tech

1:13:41.920 --> 1:13:45.760
<v Speaker 1>goodness by subscribing to tech Stuff Daily. Now, in my

1:13:45.880 --> 1:13:48.720
<v Speaker 1>next episode, i'll chat a bit more about using eye

1:13:48.800 --> 1:13:52.800
<v Speaker 1>tracking technology specifically in the realm of e sports, as

1:13:52.880 --> 1:13:55.680
<v Speaker 1>well as a discussion about the sports in general. I

1:13:55.800 --> 1:13:57.880
<v Speaker 1>look forward to chatting with you guys about it, and

1:13:57.960 --> 1:14:00.519
<v Speaker 1>if you have suggestions for future episodes of Text Stuff,

1:14:00.720 --> 1:14:03.240
<v Speaker 1>please let me know you can write me at tech

1:14:03.320 --> 1:14:06.519
<v Speaker 1>Stuff at how stuff works dot com, or drop me

1:14:06.600 --> 1:14:09.400
<v Speaker 1>a line on Facebook or Twitter. The show's handle is

1:14:09.479 --> 1:14:13.719
<v Speaker 1>tech Stuff h SW. Remember I record new episodes every

1:14:13.800 --> 1:14:16.559
<v Speaker 1>Wednesday and Friday, and you can watch me record them

1:14:16.720 --> 1:14:20.719
<v Speaker 1>live at twitch dot tv slash tech Stuff. Just visit

1:14:20.800 --> 1:14:23.200
<v Speaker 1>that you r L. You'll find the schedule there and

1:14:23.280 --> 1:14:32.479
<v Speaker 1>I'll talk to you again really soon for more on

1:14:32.560 --> 1:14:35.320
<v Speaker 1>this and thousands of other topics because it staff works

1:14:35.360 --> 1:14:35.720
<v Speaker 1>dot com.