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Documentation/EyeTracking/EyeTracking_BasicSetup.md

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This page covers how to set up your Unity MRTK scene to use Eye Tracking in your app.
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The following assumes you are starting out with a fresh new scene.
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Alternatively, you can check out our already configured Eye Tracking examples:
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[MRTK Eye Tracking Examples](/Documentation/EyeTracking/EyeTracking_ExamplesOverview.md).
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[MRTK Eye Tracking Examples](EyeTracking_ExamplesOverview.md).
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### Setting up the scene
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Set up the _MixedRealityToolkit_ by simply clicking _'Mixed Reality Toolkit -> Configure…'_ in the menu bar.
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![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_configure.png)
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![MRTK](../../External/ReadMeImages/EyeTracking/mrtk_setup_configure.png)
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### Setting up the MRTK profiles required for Eye Tracking
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After setting up your MRTK scene, you will be asked to choose a profile for MRTK.
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You can simply select _DefaultMixedRealityToolkitConfigurationProfile_ and then select the _'Copy & Customize'_ option.
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![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_configprofile.png)
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![MRTK](../../External/ReadMeImages/EyeTracking/mrtk_setup_configprofile.png)
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### Create an "Eye Gaze Data Provider"
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- For **Platform(s)** select _'Windows Universal'_.
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![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_eyes_dataprovider.png)
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![MRTK](../../External/ReadMeImages/EyeTracking/mrtk_setup_eyes_dataprovider.png)
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### Enabling Eye Tracking in the GazeProvider
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In HoloLens v1, head gaze was used as primary pointing technique.
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While head gaze is still available via the _GazeProvider_ in MRTK which is attached to your [Camera](href:https://docs.unity3d.com/ScriptReference/Camera.html), you can check to use eye gaze instead by ticking the _'Prefer Eye Tracking'_ checkbox as shown in the screenshot below.
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While head gaze is still available via the _GazeProvider_ in MRTK which is attached to your [Camera](https://docs.unity3d.com/ScriptReference/Camera.html), you can check to use eye gaze instead by ticking the _'Prefer Eye Tracking'_ checkbox as shown in the screenshot below.
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![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_eyes_gazeprovider.png)
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![MRTK](../../External/ReadMeImages/EyeTracking/mrtk_setup_eyes_gazeprovider.png)
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### Simulating Eye Tracking in the Unity Editor
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You can simulate Eye Tracking input in the Unity Editor to ensure that events are correctly triggered before deploying the app to your HoloLens 2.
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The eye gaze signal is simulated by simply using the camera's location as eye gaze origin and the camera's forward vector as eye gaze direction.
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While this is great for inital testing, please note that it is not a good imitation for rapid eye movements.
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While this is great for initial testing, please note that it is not a good imitation for rapid eye movements.
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For this, it is better to ensure frequent tests of your eye-based interactions on the HoloLens 2.
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1. **Enable simulated Eye Tracking**:
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- Navigate to your main _'MRTK Configuration Profile'_ -> _'Input System Profile'_ -> _'Data Providers'_ -> _'Input Simulation Service'_.
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- Check the _'Simulate Eye Position'_ checkbox.
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![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_eyes_simulate.png)
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![MRTK](../../External/ReadMeImages/EyeTracking/mrtk_setup_eyes_simulate.png)
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2. **Disable default head gaze cursor**:
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In general, we recommend to avoid showing an eye gaze cursor or if you inist on showing one to make it _very_ subtle.
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Check out our [eye gaze cursor tutorial](/Documentation/EyeTracking/EyeTracking_Cursor.md) for more information on how to best handle it.
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In general, we recommend to avoid showing an eye gaze cursor or if you insist on showing one to make it _very_ subtle.
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Check out our [eye gaze cursor tutorial](EyeTracking_Cursor.md) for more information on how to best handle it.
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We do recommend to hide the default head gaze cursor that is attached to the MRTK gaze pointer profile by default.
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- Navigate to your main _'MRTK Configuration Profile'_ -> _'Input System Profile'_ -> _'PointerSettings.PointerProfile'_
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- At the bottom of the _'PointerProfile'_, you should assign an invisible cursor prefab to the _'GazeCursor'_. If you downloaded the MRTK Examples folder, you can simply reference the included -'EyeGazeCursor'_ prefab.
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![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_eyes_gazesettings.png)
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![MRTK](../../External/ReadMeImages/EyeTracking/mrtk_setup_eyes_gazesettings.png)
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### Accessing eye gaze data
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Now that your scene is set up to use Eye Tracking, let's take a look at how to access it in your scripts:
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[Accessing Eye Tracking Data in your Unity Script](/Documentation/EyeTracking/EyeTracking_EyeGazeProvider.md).
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[Accessing Eye Tracking Data in your Unity Script](EyeTracking_EyeGazeProvider.md).
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### Testing your Unity app on a HoloLens 2
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2. Open your compiled Visual Studio project and then open the _'Package.appxmanifest'_ in your solution.
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3. Make sure to tick the _'Gaze Input'_ checkbox under _Capabilities_.
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![Enabling Gaze Input in Visual Studio](/External/ReadMeImages/EyeTracking/mrtk_et_gazeinput.jpg)
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![Enabling Gaze Input in Visual Studio](../../External/ReadMeImages/EyeTracking/mrtk_et_gazeinput.jpg)
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---
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[Back to "Eye Tracking in the MixedRealityToolkit"](/Documentation/EyeTracking/EyeTracking_Main.md)
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[Back to "Eye Tracking in the MixedRealityToolkit"](EyeTracking_Main.md)

Documentation/EyeTracking/EyeTracking_Cursor.md

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<!-- TODO: Add more infos -- >
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---
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[Back to "Eye Tracking in the MixedRealityToolkit"](/Documentation/EyeTracking/EyeTracking_Main.md)
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[Back to "Eye Tracking in the MixedRealityToolkit"](EyeTracking_Main.md)

Documentation/EyeTracking/EyeTracking_ExamplesOverview.md

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## Overview of MRTK Eye Tracking Samples
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[**Eye-Supported Target Selection**](/Documentation/EyeTracking/EyeTracking_TargetSelection.md)
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[**Eye-Supported Target Selection**](EyeTracking_TargetSelection.md)
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This tutorial showcases the ease of accessing eye gaze data to select targets.
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It includes an example for subtle yet powerful feedback to provide confidence to the user that a target is focused while not being overwhelming.
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<br>
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[**Eye-Supported Navigation**](/Documentation/EyeTracking/EyeTracking_Navigation.md)
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[**Eye-Supported Navigation**](EyeTracking_Navigation.md)
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Imagine you are reading some information on a distant display or your e-reader and when you reach the end of the displayed text, the text automatically scrolls up to reveal more content.
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Or how about magically zooming directly toward where you were looking at?
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<br>
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[**Eye-Supported Positioning**](/Documentation/EyeTracking/EyeTracking_Positioning.md)
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[**Eye-Supported Positioning**](EyeTracking_Positioning.md)
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In this tutorial, we extend an input scenario called [Put that there](href:https://youtu.be/CbIn8p4_4CQ) dating back to research from the MIT Media Lab in the early 1980's with eye, hand and voice input.
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In this tutorial, we extend an input scenario called [Put that there](https://youtu.be/CbIn8p4_4CQ) dating back to research from the MIT Media Lab in the early 1980's with eye, hand and voice input.
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The idea is simple: Benefit from your eyes for fast target selection and positioning.
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Simply look at a hologram and say _'put this'_, look over where you want to place it and say _'there!'_.
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For more precisely positionig your hologram, you can use additional input from your hands, voice or controllers.
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For more precisely positioning your hologram, you can use additional input from your hands, voice or controllers.
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**Summary**: Positioning holograms using Eyes, Voice and Hand input (*drag-and-drop*). Eye-supported sliders using Eyes+Hands.
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<br>
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[**Visualization of Visual Attention**](/Documentation/EyeTracking/EyeTracking_Visualization.md)
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[**Visualization of Visual Attention**](EyeTracking_Visualization.md)
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Information about where users look at is an immensely powerful tool to assess usability of a design and to identify problems in efficivent work streams.
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Information about where users look at is an immensely powerful tool to assess usability of a design and to identify problems in efficient work streams.
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In this tutorial, we discuss different eye tracking visualizations and how they fit different needs.
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We provide basic examples for logging and loading Eye Tracking data and examples for how to visualize them.
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**Summary**: Two-dimensional attention map (heatmaps) on slates. Recording & replaying Eye Tracking data.
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---
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[Back to "Eye Tracking in the MixedRealityToolkit"](/Documentation/EyeTracking/EyeTracking_Main.md)
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[Back to "Eye Tracking in the MixedRealityToolkit"](EyeTracking_Main.md)

Documentation/EyeTracking/EyeTracking_EyeGazeProvider.md

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# Accessing Eye Tracking Data in your Unity Script
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The following assumes that you followed the steps for setting up Eye Tracking in your MRTK scene (see [Basic MRTK Setup to use Eye Tracking](/Documentation/EyeTracking/EyeTracking_BasicSetup.md)).
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The following assumes that you followed the steps for setting up Eye Tracking in your MRTK scene (see [Basic MRTK Setup to use Eye Tracking](EyeTracking_BasicSetup.md)).
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To access Eye Tracking data in your MonoBehaviour scripts is easy! Simply use *MixedRealityToolkit.InputSystem.EyeGazeProvider*.
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## Examples for using MixedRealityToolkit.InputSystem.EyeGazeProvider
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Here is an example from the
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[FollowEyeGaze.cs](/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/General/Scripts/FollowEyeGaze.cs) in
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[/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/General/Scripts/](/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/General/Scripts/):
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[FollowEyeGaze.cs](xref:Microsoft.MixedReality.Toolkit.Examples.Demos.EyeTracking.FollowEyeGaze):
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- Get the point of a hologram that the user is looking at:
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```csharp
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[Back to "Eye Tracking in the MixedRealityToolkit"](/Documentation/EyeTracking/EyeTracking_Main.md)
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[Back to "Eye Tracking in the MixedRealityToolkit"](EyeTracking_Main.md)
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![Eye Tracking in MRTK](/External/ReadMeImages/EyeTracking/mrtk_et_compilation.png)
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![Eye Tracking in MRTK](../../External/ReadMeImages/EyeTracking/mrtk_et_compilation.png)
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# Eye Tracking in the Mixed Reality Toolkit
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The [Mixed Reality Toolkit](href:https://github.com/Microsoft/MixedRealityToolkit-Unity) (MRTK) supports amongst others _'HoloLens 2'_ which offers an exciting and powerful new input: Eye Tracking!
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The [Mixed Reality Toolkit](https://github.com/Microsoft/MixedRealityToolkit-Unity) (MRTK) supports amongst others _'HoloLens 2'_ which offers an exciting and powerful new input: Eye Tracking!
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Eye Tracking enables users to quickly and effortlessly engage with holograms across their view and can make your system smarter by better identifying a user's intention.
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New to Eye Tracking? No problem! We have created a number of videos, tutorials and samples to get you started!
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1. [Getting started with Eye Tracking in MRTK](/Documentation/EyeTracking/EyeTracking_BasicSetup.md)
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1. [Getting started with Eye Tracking in MRTK](EyeTracking_BasicSetup.md)
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2. [Building on the MRTK Eye Tracking samples](/Documentation/EyeTracking/EyeTracking_ExamplesOverview.md)
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2. [Building on the MRTK Eye Tracking samples](EyeTracking_ExamplesOverview.md)
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