Company type | Privately owned |
---|---|
Industry | Hardware and software development |
Founded | 1991 |
Headquarters | Teltow, Germany |
Key people | Ali Sahin (Managing Director) |
Products | Eye tracking solutions[ buzzword ] |
SensoMotoric Instruments (SMI) [1] was a German provider of dedicated computer vision applications with a major focus on eye-tracking technology. SMI was founded in 1991 as a spin-off from academic and medical research at the Free University of Berlin. The company has its headquarters in Teltow near Berlin, Germany, offices in Boston, Massachusetts and San Francisco, California, in the United States, and a worldwide distributor and partner network.
SMI provided eye tracking systems for scientific research, professional solutions[ buzzword ] and OEM applications. The eye trackers can be combined with motion tracking systems, [2] EEG, [3] [4] and other biometric data. [5] They can be integrated into virtual reality CAVEs, [6] head-mounted displays –such as Google Glass [7] [8] or Oculus Rift, [9] [10] [11] simulators, cars, or computers as a measurement or interaction modality.
The company was founded by Dr. Winfried Teiwes in 1991. [12] SMI's first system 3D VOG was employed by the ESA, the NASA and on board the Russian space station Mir to analyze the effect of space missions on gravity-responsive torsional eye movements of astronauts. [13] Gradually, the company shifted its focus from astronautics towards ophthalmology and scientific research. Dr. Teiwes remained the company's Managing Director until 2008, when Eberhard Schmidt took over this role. After the sale of the ENT productline to Interacoustics – the diagnostics arm of William Demant Group – in 2001, [14] the spin-out of the retinal treatment activities into OD-OS in 2008, [15] and the sale of the Ophthalmic division to Alcon in 2012, [16] [17] the company focused on scientific and professional eye tracking research solutions[ buzzword ], virtual reality applications, and OEM integrations.
The technology is based on the dark pupil and corneal reflection tracking: The cameras in the SMI eye trackers detect face, eyes, and pupils, as well as the corneal reflections from the infrared light sources, and calculate eye movements, gaze direction and points of regard. The sampling frequency of the eye trackers ranges from 30 Hz up to the kHz range.
On the hardware side, the company has three main product lines: mobile Eye Tracking Glasses (ETG), [18] [19] [20] remote eye tracking systems (RED), [21] [22] [23] and tower-mounted systems (Hi-Speed).
The software for experimental design and data analysis is called Experiment Suite and comes in different packages depending on the user's research interests.
At the 2014 Game Developers Conference, Sony unveiled the prototype InFamous: Second Son game for PlayStation 4, using SMI's RED-oem eye tracking system. [24]
At the CES 2016, SMI demoed a new 250 Hz eye tracking system and a working foveated rendering solution.[ buzzword ] It resulted from a partnership with camera sensor manufacturer Omnivision who provided the camera hardware for the new system. [25]
In 2015 DEWESoft together with SMI integrated the Eye Tracking Glasses into a driver machine monitoring and analysis platform for advanced driver-assistance systems (ADAS). [26]
In 2014 Red Bull started using the Eye Tracking Glasses as part of their Red Bull Surf Science project. [27] [28] At the Game Developers Conference 2014, Sony unveiled the prototype of PlayStation 4 game Infamous: Second Son with the RED-oem eye tracking system integrated into it. [29] [30] [31]
In 2013 TechViz integrated SMI's 3D Eye Tracking Glasses [32] [33] with TechViz 3D visualization software to enable eye tracking in a virtual reality CAVE. The 3D Eye Tracking Glasses were developed in partnership with Volfoni. [34] In the same year, WorldViz started cooperating with SMI to enable calculation of intersects of gaze vectors with 3D objects and saving the data in one common database for deeper analysis. [35] German Research Center for Artificial Intelligence (DFKI) used the Eye Tracking Glasses to create Talking Places – the prototype of an interactive city guide. [36] [37]
In 2012, in partnership with Emotiv SMI developed a software package that combined the EEG data from the Emotiv EEG Neuroheadset with the eye tracking data. [38] Neuromarketers can use this software to analyze consumer reactions to brands according to visual and emotional cues. Prentke Romich Company integrated SMI's NuEye eye-gaze accessory into its speech-generating platform for people with disabilities. [39] The system allows users to control a communication device using only their eyes. Visual Interaction offers myGaze eye tracking accessory based on SMI technology with selected software packages for assistive applications. [40] [41]
It was reported that Apple acquired SMI in June 2017. [42] [43]
In 1992, SMI won the Berlin and Brandenburg Innovation Prize. [44]
In 2009, SMI's iView X RED system received the iF Product Design Award. [45]
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.
A 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue. Newer 3D displays such as holographic and light field displays produce a more realistic 3D effect by combining stereopsis and accurate focal length for the displayed content. Newer 3D displays in this manner cause less visual fatigue than classical stereoscopic displays.
A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one or each eye. HMDs have many uses including gaming, aviation, engineering, and medicine.
Eye tracking is the process of measuring either the point of gaze or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research on the visual system, in psychology, in psycholinguistics, marketing, as an input device for human-computer interaction, and in product design. In addition, eye trackers are increasingly being used for assistive and rehabilitative applications such as controlling wheelchairs, robotic arms, and prostheses. Recently, eye tracking has been examined as a tool for the early detection of autism spectrum disorder. There are several methods for measuring eye movement, with the most popular variant using video images to extract eye position. Other methods use search coils or are based on the electrooculogram.
An active shutter 3D system is a technique of displaying stereoscopic 3D images. It works by only presenting the image intended for the left eye while blocking the right eye's view, then presenting the right-eye image while blocking the left eye, and repeating this so rapidly that the interruptions do not interfere with the perceived fusion of the two images into a single 3D image.
Foveated imaging is a digital image processing technique in which the image resolution, or amount of detail, varies across the image according to one or more "fixation points". A fixation point indicates the highest resolution region of the image and corresponds to the center of the eye's retina, the fovea.
Leap Motion, Inc. was an American company that manufactured and marketed a computer hardware sensor device that supports hand and finger motions as input, analogous to a mouse, but requires no hand contact or touching. In 2016, the company released new software designed for hand tracking in virtual reality. The company was sold to the British company Ultrahaptics in 2019, which rebranded the two companies under the new name Ultraleap.
Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.
An optical head-mounted display (OHMD) is a wearable device that has the capability of reflecting projected images as well as allowing the user to see through it. In some cases, this may qualify as augmented reality (AR) technology. OHMD technology has existed since 1997 in various forms, but despite a number of attempts from industry, has yet to have had major commercial success.
Smartglasses or smart glasses are eye or head-worn wearable computers. Many smartglasses include displays that add information alongside or to what the wearer sees. Alternatively, smartglasses are sometimes defined as glasses that are able to change their optical properties, such as smart sunglasses that are programmed to change tint by electronic means. Alternatively, smartglasses are sometimes defined as glasses that include headphone functionality.
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A stereoscopic video game is a video game which uses stereoscopic technologies to create depth perception for the player by any form of stereo display. Such games should not be confused with video games that use 3D game graphics on a mono screen, which give the illusion of depth only by monocular cues but lack binocular depth information.
Dolby Cinema is a premium cinema created by Dolby Laboratories that combines Dolby proprietary technologies such as Dolby Vision and Dolby Atmos, as well as other signature entrance and intrinsic design features. The technology competes with IMAX and other premium large formats such as Cinemark XD and Regal's RPX.
HTC Vive is a line of virtual and mixed reality headsets produced by HTC Corporation. The brand currently encompasses headsets designed for use with personal computers as well as standalone headsets such as the Vive Focus line, Vive Flow glasses, and the Vive Elite XR mixed reality headset.
A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.
Emotiv Inc. is a privately held bio-informatics and technology company developing and manufacturing wearable electroencephalography (EEG) products including neuroheadsets, software development kits (SDK), software, mobile apps, and data products. Founded in 2011 by Tan Le and Geoff Mackellar, the company is headquartered in San Francisco, U.S.A. with facilities in Sydney, Hanoi and Ho Chi Minh City.
Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision.
A virtual reality game or VR game is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through a head-mounted display unit or headset with stereoscopic displays and one or more controllers.
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