GAZE | Turnkey Open Media Center | Continuous Deployment library
kandi X-RAY | GAZE Summary
kandi X-RAY | GAZE Summary
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:.
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Top functions reviewed by kandi - BETA
- Remove a container
- Get a container by name
- Create the machine
- Run a Docker container
- Start a container
- Stop a container
- Restart the server
GAZE Key Features
GAZE Examples and Code Snippets
Community Discussions
Trending Discussions on GAZE
QUESTION
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 02:12The 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:
QUESTION
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 16:57So 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:
QUESTION
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 16:26Here 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.
QUESTION
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 12:17Define chrome driver instance outside of the for loop.I haven't testes but This should work.
QUESTION
I have speech data in utterance
and gaze data in columns A_aoi
, B_aoi
, and C_aoi
. Some of the utterance
rows are duplicated
:
ANSWER
Answered 2021-Feb-26 at 15:10What about using unique(utterance)
? Would this help you achieve what you want?
QUESTION
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 10:23Does this work:
QUESTION
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 01:53We can use complete
QUESTION
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 09:45I'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.
QUESTION
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 18:32You can write a function to convert Euler angles to unit vectors, and another to take the angle between two unit vectors
QUESTION
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:
- Use hand position during "Ready" gesture to control PokePointer?
- 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 07:42Ok,
In case someone else is trying to get near interactions on HoloLens 1, this is how I got it working in the end:
- Create a custom input profile
- 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)
- Create a custom pointer prefab that uses the custom pointer component.
- Update the pointer section to use the custom pointer
- Modify buttons to only require proximity, and not require pushing from the front since the push direction is not working/unreliable on HoloLens 1
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