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SMI's Sneak Preview of Gaze Interaction at Siggraph 2014

BERLIN and TELTOW, Germany, August 11, 2014 /PRNewswire/ --


SensoMotoric Instruments (SMI) reveals a lineup of smart gaze interaction demos at Siggraph. Visitors to SMI booth have more chances than ever to learn about the benefits of gaze interaction for gaming and computing first hand at the show. 

Smart and intuitive human-computer interaction, real-time content adaption and optimized use of rendering resources - these and more benefits can be experienced hands-on at the eye tracking demos presented by SensoMotoric Instruments (SMI) at Siggraph in Vancouver, Canada (August 12-14, 2014, SMI booth 652).

The brand new action adventure game ILJA features the next-gen active gaze interaction allowing the gamers to turn, jump, select weapon, and shoot just by looking at the target. The game is powered by SMI's remote eye tracker RED-n which has been made available for OEMs earlier this month.

An interactive game in a head mounted display will be available for attendees who want the added thrill of aiming and shooting with their eyes as they wear the Oculus Rift virtual reality headset. The headset demo has now been enhanced with a new and yet unannounced social interaction feature. The SMI eye tracking technology inside has been proven with more than 100,000 users and provides unmatched robustness.

Also debuting at Siggraph: The next generation of SMI's leading mobile eye tracking technology, SMI Eye Tracking Glasses 2 Wireless.

To secure a slot for the hands-on demos at Siggraph, please contact [email protected].

To view photos of SMI demos, click here: https://www.flickr.com/photos/smieyetracking/

SMI is a leading provider of eye and gaze tracking systems for OEM applications and scientific and professional research. With more than 20 years of experience, SMI helps OEM customers shape a vision of gaze interaction for industrial, consumer and gaming applications and for eye tracking integrations in tablet, laptops, kiosk systems and other hardware. At the Game Developers Conference 2014, Sony unveiled a gaze controlled prototype of the PlayStation 4 game "Infamous: Second Son" powered by SMI's stationary eye tracking peripheral.

The mobile SMI Eye Tracking Glasses (SMI ETG) technology was used by the German Research Center for Artificial Intelligence (DFKI) to create Talking Places - the prototype of an interactive city guide. The SMI ETG is the leading wearable eye tracking platform on the market. The device and its robust 60Hz eye tracking are being used by best in class research institutes and corporate innovators. The full wireless control of the recently announced SMI Eye Tracking Glasses 2 Wireless adds new interaction functionalities to eye tracking applications in mobile settings.

Christian Villwock, Director of SMI OEM Solutions Business: "Our experience in OEM for more than a decade in medical, industrial and eye tracking research helps us to always find the best eye tracking solutions for the needs of our customers. We have fully embraced the new generation of gaze interaction and will now use Siggraph to demonstrate how we are bringing breakthrough innovations to the OEMs and beyond."

    ###

Contact SMI:  Stefanie Gehrke, Marcom Manager, [email protected], Phone : +49-(0)3328-3955-00

Learn more about SensoMotoric Instruments (SMI) athttp://www.smivision.com


SMI on Facebook: http://www.facebook.com/smieyetracking

SMI on Twitter: http://www.twitter.com/smieyetracking

SMI on Flickr: http://www.flickr.com/smieyetracking

SMI on YouTube: http://www.youtube.com/smieyetracking

SMI on Google+: https://plus.google.com/117414432133616917236/ 


SOURCE SensoMotoric Instruments GmbH

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