GAZE | Turnkey Open Media Center | Continuous Deployment library

 by   monokal Python Version: Current License: GPL-3.0

kandi X-RAY | GAZE Summary

kandi X-RAY | GAZE Summary

GAZE is a Python library typically used in Telecommunications, Media, Advertising, Marketing, Devops, Continuous Deployment, Docker applications. GAZE has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. However GAZE build file is not available. You can download it from GitHub.

It's a true turnkey open-source media center solution. It will deploy, configure and network the following services, making use of Docker's ecosystem:.
Support
    Quality
      Security
        License
          Reuse

            kandi-support Support

              GAZE has a low active ecosystem.
              It has 7 star(s) with 1 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              GAZE has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of GAZE is current.

            kandi-Quality Quality

              GAZE has no bugs reported.

            kandi-Security Security

              GAZE has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              GAZE is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              GAZE releases are not available. You will need to build from source code and install.
              GAZE has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed GAZE and discovered the below as its top functions. This is intended to give you an instant insight into GAZE implemented functionality, and help decide if they suit your requirements.
            • Remove a container
            • Get a container by name
            • Create the machine
            • Run a Docker container
            • Start a container
            • Stop a container
            • Restart the server
            Get all kandi verified functions for this library.

            GAZE Key Features

            No Key Features are available at this moment for GAZE.

            GAZE Examples and Code Snippets

            No Code Snippets are available at this moment for GAZE.

            Community Discussions

            QUESTION

            Responsive menu won't pop up
            Asked 2021-May-22 at 02:12

            my code is here

            https://codepen.io/bunea-andrei/pen/ZEeeWPK

            I'm talking about the mobile view of the website , please make the screen smaller until it changes to the stance I'm referring to

            I assume it's something wrong with my JavaScript code and I spent the last 3 hours trying to figure out what is it

            Code is here

            ...

            ANSWER

            Answered 2021-May-22 at 02:12

            The specificity for the selector .wrapper-active that is applying the transform to show the navigation has a lower specificity value than menu .wrapper, which is also defining a transform. This is causing the transform: translateX(-100%); to take over.

            Adding more specificity to the active class should do the trick:

            Source https://stackoverflow.com/questions/67644984

            QUESTION

            Unity MRTK: Terrain Interaction
            Asked 2021-Mar-30 at 16:57

            I'm looking for some guidance from anyone who maybe has had luck interacting with Unity Terrain and the MRTK.

            I'm using Online Maps and I'm trying to port over an app into the Hololens 2. Everything is in place, except I can't seem to trigger a click on the terrain--which is central to what I need to do.

            Basically I render a terrain of a set geographic location, and wherever the user clicks on the terrain, I store those coordinates and will generate a 3d model at that location for other users to see.

            In the editor during Play, if I click on the terrain with the mouse all is well. However, if I try to use the gaze circle, I can see the gaze collides with the terrain fine, and I can see the circle shrink during a mouse click, but the click event doesn't fire off ( the actual mouse is off the terrain at this point--which is why nothing happens ). Using the space bar, and the hand stand-in, the cast ray doesn't hit the terrain at all--which is exactly what I see when I build and deploy to the headset, the terrain itself acts as if there is no collider, and is all but ignored by all interactions.

            I have tried every possible combination of Interactable states and I'm only ever able to generate a very basic state of the terrain was clicked, which ignores "where" the terrain was clicked and is the key to what I need to achieve.

            In essence, I need to figure out how to replicate a mouse click by either the ray cast line in the headset, or by actually touching the terrain.

            Side note, I've noticed that when I hold the space bar and use the 3d hand in the editor, I can't interact with my buttons either. These are the same button prefabs used in MRTK examples, and can interact in the editor if I use the gaze circle. I don't know, maybe if I can figure out how to make that interact with the buttons, it might start me in the right direction to getting it to interact with the terrain.

            ...

            ANSWER

            Answered 2021-Mar-30 at 16:57

            So after a lot of digging around, here is the solution I came up with.

            First the component code which is attached to an empty gameobject:

            Source https://stackoverflow.com/questions/66767878

            QUESTION

            Summarize multiple columns with strings of values in a table
            Asked 2021-Mar-17 at 16:38

            I have a dataframe such as this, where most columns contain strings of values; the values in columns A_aoi, B_aoi, and C_aoi denote gaze directions (A, B, and C to speakers, * nowhere/elsewhere); the values in columns A_aoi_dur, B_aoi_dur, and C_aoi_dur denote the durations of these gazes:

            ...

            ANSWER

            Answered 2021-Mar-17 at 16:26

            Here is a shot still need to sort the column a bit at the end but I think it is a tidy version compare with your code though the output is a bit different as it have all the aoi in one columns instead of have 3 columns differently as yours.

            Source https://stackoverflow.com/questions/66676259

            QUESTION

            unable to print data from multiple urls using Selenium Python
            Asked 2021-Mar-15 at 12:20

            As to say this code works but problem that i am facing that only one url it scrape the data afterward it through an error as show below in figure help me out from this . it print only one link after it through session not created error

            ...

            ANSWER

            Answered 2021-Mar-15 at 12:17

            Define chrome driver instance outside of the for loop.I haven't testes but This should work.

            Source https://stackoverflow.com/questions/66637387

            QUESTION

            Collapse rows by `rleid` groups except when duplicated values are present
            Asked 2021-Feb-26 at 15:10

            I have speech data in utterance and gaze data in columns A_aoi, B_aoi, and C_aoi. Some of the utterancerows are duplicated:

            ...

            ANSWER

            Answered 2021-Feb-26 at 15:10

            What about using unique(utterance)? Would this help you achieve what you want?

            Source https://stackoverflow.com/questions/66383981

            QUESTION

            How to fill every 2nd row with start time and end time of non-events
            Asked 2020-Nov-17 at 11:21

            I have data with start times and end times of certain events (subjects gazing at an object called Center).

            ...

            ANSWER

            Answered 2020-Nov-17 at 10:23

            QUESTION

            Inserting rows to reflect missing data
            Asked 2020-Oct-07 at 02:41

            I am working on a function that outputs a data frame that currently omits trials where there is missing data. However, I would like the full trial count to be added back into the file and the other data columns be blank for these instances (reflecting the missing data).

            Example Data Frames:

            ...

            ANSWER

            Answered 2020-Oct-07 at 01:53

            QUESTION

            Unity move of child object
            Asked 2020-Aug-07 at 08:45

            I'm creating a small demo where objects shall move based on the eyetracker data from a FOVE VR headset.

            When I try to move my two objects around ("Gaze Responder - Target" and "Gaze Responder - Fixation"): They don't move, and the colliders stop working.

            I have the following hierarchy in Unity3d (2017.4.40f1)

            The following Code is attached to GazeContingenVisualField

            ...

            ANSWER

            Answered 2020-Aug-06 at 09:45

            I'm not exactly sure how FOVE works, but is it somehow resetting the "-Target" objects transform?

            When I was working with AR, some GameObjects (the targets) couldn't be moved around because their transforms were handled by the library and trying to do so caused all sorts of weird problems.

            Perhaps what you want to move are the actual "Gazable Objects" (I know this is VR, but maybe it's the same issue).

            And if anything, on the last case statement you're setting the local position of Fixation to the local position of TargetGazeObj but their coordinate references are probably different, so you may want to utilize the global position there.

            Source https://stackoverflow.com/questions/63280566

            QUESTION

            How can I calculate a measure of 'rotational mobility' from Euler angles?
            Asked 2020-Jul-27 at 18:32

            Odd question, but I'm having trouble boiling it down to a coherent question.

            I have sampled data (60Hz) from Brekel OpenVR recorder, which includes the following parameters for the HMD itself:

            • X, Y, Z positional coordinates
            • Euler angles rotX, rotY, rot.

            I'm processing the data in python. Overall, what I'm trying to do is to calculate measures of mobility: did someone look around more or less during a segment, and did they move around more or less?

            For the positional coordinates that wasn't too difficult, I was able to calculate displacement, velocity, etc., by using the distances between subsequent positions. Now for the Euler angles, I'm having more trouble.

            I've searched for the answer to my question, but none of the answer seemed to 'click'. What I think I need, is to convert the Euler angles to a directional vector, and then calculate the angle between the directional vectors of subsequent samples to see how much the gaze direction shifted. Once I have those, I can calculate means and SDs per subject, to see which of them looked around more (that's the idea anyway). I am unclear on the mathematics though. It would have been easier if my coordinates were roll, pitch, yaw, but I'm struggling with the Euler angles.

            Suppose the Euler angles for two subsequent samples are:

            • (rotX, rotY, rot) = (20°, 25°, 50°)
            • (rotX2, rotY2, rot2) = (30°, 35°, 60°)

            How can I quantify with what angle the direction of the HMD changed between those two samples?

            ...

            ANSWER

            Answered 2020-Jul-27 at 18:32

            You can write a function to convert Euler angles to unit vectors, and another to take the angle between two unit vectors

            Source https://stackoverflow.com/questions/63120939

            QUESTION

            How can I add basic near interaction to HoloLens 1 using MRTK?
            Asked 2020-May-06 at 07:42

            Possibly related to How can I simulate hand rays on HoloLens 1?

            I want to use HoloLens 1 devices to simulate basic near interactions as provided by HoloLens 2.

            Specifically, how can I perform the following mappings:

            1. Use hand position during "Ready" gesture to control PokePointer?
            2. Use hand position during "Tap-and-hold" gesture to control GrabPointer?

            Since HL1 does not track hand orientation, I expect these need to be estimated similar to the example with hand rays.

            I have tried creating a custom pointer per the answer above, and it works for hand rays but not for poke/grab as far as I can tell.

            I've also created a custom poke pointer according to the example for WMR controllers at How to mimic HoloLens 2 hand tracking wIth Windows Mixed Reality controllers [MRTK2]?, and assigned it to the GGV controller in the same fashion, but somehow the hands don't seem to get detected for poke (or grab), only for hand rays.

            (I'm using the Grab pose since HL1 does not seem to return index finger pose during Ready gesture, and since pointer pose seems to refer to the gaze pointer for HL1)

            ...

            ANSWER

            Answered 2020-May-06 at 07:42

            Ok,

            In case someone else is trying to get near interactions on HoloLens 1, this is how I got it working in the end:

            1. Create a custom input profile
            2. Based on PokePointer, create a custom poke pointer component for the GGV (Gaze-Gesture-Voice) Controller of HL1 with the following modifications:
              • use the (grip) Position from the base controller component instead of gaze position.
              • calculate the Rotation from Position (interpolate using head position as in the hand ray example)
              • updateEnabled toggle set to not check for hand enabled since GGV always returns false during Ready
              • make sure to inherit from PokePointer (needed for event handlers that only allow near interactions from PokePointer or derived classes)
            3. Create a custom pointer prefab that uses the custom pointer component.
            4. Update the pointer section to use the custom pointer
            5. Modify buttons to only require proximity, and not require pushing from the front since the push direction is not working/unreliable on HoloLens 1

            Source https://stackoverflow.com/questions/61560295

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install GAZE

            Although GAZE should run on any system with Docker, we test builds on Ubuntu 16.04 LTS and later so suggest it as a known good configuration.

            Support

            Full documentation on the GAZE project is available here.
            Find more information at:

            Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items

            Find more libraries
            CLONE
          • HTTPS

            https://github.com/monokal/GAZE.git

          • CLI

            gh repo clone monokal/GAZE

          • sshUrl

            git@github.com:monokal/GAZE.git

          • Stay Updated

            Subscribe to our newsletter for trending solutions and developer bootcamps

            Agree to Sign up and Terms & Conditions

            Share this Page

            share link