Publicly available retail headsets can only determine where a user’s head is turned, not where the user is actually looking. This is a subtle yet important distinction that leaves out a layer of complexity and depth to virtual interactions.
VR is a constantly evolving beast, and this article on its ‘next frontier’ caught my eye – pun very much intended.
It discusses the eye-tracking technology which many VR players are currently exploring as a means of enhancing their platforms, and the details got me thinking about how the tech could by used in the cultural sector. In no particular order:
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