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Pupillometry best practices #453
Pupillometry best practices #453
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@N-M-T this is great so far. I have left a few comments and suggestions.
@papr are we still waiting on changes here? What's the status of this long open PR? |
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@willpatera I didn't have the pupil-docs PRs on the top of my priority list, which is why they have been left alone for a while. @N-M-T please checkout my comments. Let me know if you see need to discuss them further.
@N-M-T please check reviews/requests and then we can likely merge. |
src/core/best-practices.md
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The [pye3d model](/developer/core/pye3d/#pye3d-pupil-detection) regularly updates to account for headset slippage. In certain situations, this can lead to incorrect pupil size | ||
estimates: | ||
1. Hard Slippage: The headset slips on the wearer, and a 2d pupil datum is generated **prior** to the 3d model adjusting |
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1. Hard Slippage: The headset slips on the wearer, and a 2d pupil datum is generated **prior** to the 3d model adjusting | |
1. Large Headset Slippage: The headset slips on the wearer, and a 2d pupil datum is generated **prior** to the 3d model adjusting |
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Hard is a strange word in this context IMO.
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The spatial amount of slippage is one thing. The temporal aspect needs also to be considered. Large slippage within short time is more difficult to compensate for the model compared to slippage over a longer period of time.
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I think we need to emphasise that 'Actual Headset Slippage' can be a cause of erroneous pupil size estimates, in addition to 'Model Adjustment Error' (where no headset slippage occurs). I don't think further details of the kind of slippage are needed (just to keep things as concise as possible). Therefore I have changed from 'Hard' to 'Actual'
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src/core/best-practices.md
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The [pye3d model](/developer/core/pye3d/#pye3d-pupil-detection) regularly updates to account for headset slippage. In certain situations, this can lead to incorrect pupil size | ||
estimates: | ||
1. Hard Slippage: The headset slips on the wearer, and a 2d pupil datum is generated **prior** to the 3d model adjusting |
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Hard is a strange word in this context IMO.
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