Fove VR Headset: Play Games Using Eye Control

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Fove VR Headset: Play Games Using Eye Control
November 2, 2016

Above: Fove lets you play the piano with your eyes. Image Credit: Fove
 
Fove is taking preorders for a very different kind of virtual reality headset, one that allows you to control games and other apps using your eye movements. I tried it out, playing a shooter game demo in VR by staring at targets.

The Japan-based company is charging $600 for the Fove 0, an eye-tracking headset. The company has also partnered with TechnoBlood to provide headsets for Internet cafes in Japan and South Korea.
 
Fove hopes to reach nearly 25 million monthly uses through 7,000 Internet cafes. The headset is discounted for its first week for the price of $550.
 
Headsets will begin shipping to original Kickstarter backers by the end of 2016, while all other preorders will begin shipping early next year.
 
“Eye-tracking is really critical for VR control,” said Yuka Kojima, CEO of Fove, in an interview with GamesBeat. “For me, it’s so natural. This is for early adopters now. But soon we think it will be a world standard.”
 
Fove designed everything from the ground up for the eye-tracking VR headset, said Jim Preston, director of business development at Fove.
 
Fove 0 uses six infrared sensors per eye inside the headset to track the direction of a person’s gaze, changing focus on objects within a scene with a high level of precision, creating immersive and natural interactions with virtual worlds and characters.
 
By focusing where a user is looking, Fove is able to simulate greater depth of field and create a more natural image by blurring unfocused peripheral areas, all the while minimizing motion sickness by reducing the need for unnatural head movements.
 
The headset has a OLED screen (2560 x 1440), with a frame rate of 70 frames per second. It has a 100-degree field-of-view. It uses a 120 FPS infrared eye-tracking system and two cameras. It weighs 520 grams, and has HDMI, USB 3.0, and USB 2.0 connectors. The headset connects to a Windows PC, and it requires a system with an Intel Core i5-4590 or better or and AMD Radeon R9 290 or Nvidia GeForce GTX 970 or better.
 
Preston said the task of designing the headset wasn’t easy, as Fove figured out that headsets tend to move around on a person’s head and lose calibration. So the Fove headset takes such “drift” into account. The company has applied for a number of patents.
 
The Fove 0 will ship to Kickstarter backers in all countries across the globe. Pre-order headsets will ship to the following countries: Australia, Austria, Belgium, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Italy, Japan, Luxembourg, Netherlands, New Zealand, Norway, Poland, Portugal, South Korea, Spain, Sweden, Switzerland, Taiwan, United Kingdom and the United States.
 
Live demos of the headset, including “Project Falcon,” a first-person rail-shooter developed in partnership with creative production company, Rewind, will be held at the VRDC event in San Francisco.
 
Founded in May 2014, Fove is targeting entertainment, education, gaming and medical industries with gaze control in virtual reality interfaces. Fove is the first batch member of River, the first Virtual Reality acceleration program by Rothenberg Ventures. The name Fove comes from “foveated rendering,” a process wherein the graphics on the side of an image remain blurry and only the parts you are looking at directly are sharp.

 

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