payload: {"action":"created","comment":{"url":"https://api.github.com/repos/HoloLabInc/MixedRealityToolkit-Unity/pulls/comments/349914276","pull_request_review_id":321952646,"id":349914276,"node_id":"MDI0OlB1bGxSZXF1ZXN0UmV2aWV3Q29tbWVudDM0OTkxNDI3Ng==","diff_hunk":"@@ -1,145 +1,141 @@\n-# Eye tracking examples in MRTK\n-This page covers how to get quickly started with using eye tracking in MRTK by building on our provided [MRTK eye tracking examples](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking).\n-The samples let you experience one of our new magical input capabilities: **Eye tracking**! \n-The demo includes a number of different use cases ranging from implicit eye-based activations to how to seamlessly combine information about what you are looking at with **voice** and **hand** input. \n-This enables users to quickly and effortlessly select and move holographic content across their view simply by looking at a target and saying _'Select'_ or performing a hand gesture. \n-The demos also include an example for eye-gaze-directed scroll, pan and zoom of text and images on a slate. \n-Finally, an example is provided for recording and visualizing the user's visual attention on a 2D slate.\n-In the following, we will go into more detail what each of the different samples in the [MRTK eye tracking example package](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking) includes:\n+# MRTK におけるアイトラッキング サンプル\n+このページでは、[MRTK eye tracking examples](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking) を基に、MRTK で Eye Tracking (アイトラッキング) を使用する方法を簡単に説明します。\n+サンプルでは、新しいマジカルな入力機能の1つである **アイトラッキング** を体験できます！\n+このデモには、視線による暗黙的なアクティブ化から、見ているものに関する情報を **音声** および **ハンド** 入力とシームレスに組み合わせる方法まで、さまざまな使用例が含まれています。 \n+これにより、ターゲットを見て _[選択]_ と発話するか、手のジェスチャを実行するだけで、ホログラフィック・コンテンツをすばやく簡単に選択してビュー全体に移動できます。 \n+デモには、slate (スレートに) 表示されたテキストや画像に対して、gaze (視線) によるスクロール、パン、ズームの例も含まれています。 \n+最後に、2Dスレート上でユーザの注視を記録し可視化するための例を提供しています。\n+次に、[MRTK eye tracking example package](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking) に含まれている各サンプルの詳細について説明します。\n \n ![List of eye tracking scenes](../../Documentation/Images/EyeTracking/mrtk_et_list_et_scenes.jpg)\n \n-We will start with a quick overview of what the individual eye tracking demo scenes are about.\n-The MRTK eye tracking demo scenes are [loaded additively](https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.Additive.html) which we will explain below how to set up.\n+まず、個々のアイトラッキングのデモシーンについて簡単に説明します。\n+MRTK アイトラッキングのデモシーンは、[loaded additively](https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.Additive.html) になるので、そのための設定方法を以下に説明します。\n \n-## Overview of the eye tracking demo samples\n+## アイトラッキング デモ サンプルの概要\n \n-### [**Eye-Supported Target Selection**](EyeTracking_TargetSelection.md)\n+### [**目で操作できるターゲット選択**](EyeTracking_TargetSelection.md)\n \n-This tutorial showcases the ease of accessing eye gaze data to select targets. \n-It includes an example for subtle yet powerful feedback to provide confidence to the user that a target is focused while not being overwhelming.\n-In addition, there is a simple example of smart notifications that automatically disappear after being read. \n+このチュートリアルでは、視線データに簡単にアクセスしてターゲットを選択できることを示します。 \n+これには、ターゲットがフォーカスされていることをユーザーに確信させるための、巧妙かつ強力なフィードバックの例が含まれています。\n+さらに、読んだ後に自動的に消えるスマート通知の簡単な例もあります。\n \n-**Summary**: Fast and effortless target selections using a combination of eyes, voice and hand input.\n+**まとめ**: 目、音声、ハンドの入力を組み合わせて、素早く簡単にターゲットを選択できます。\n \n <br>\n \n \n-### [**Eye-Supported Navigation**](EyeTracking_Navigation.md)\n+### [**MRTK における目で操作できるナビゲーション**](EyeTracking_Navigation.md)\n \n-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. \n-Or how about magically zooming directly toward where you were looking at? \n-These are some of the examples showcased in this tutorial about eye-supported navigation.\n-In addition, there is an example for hands-free rotation of 3D holograms by making them automatically rotate based on your current focus. \n+離れた場所にあるディスプレイや電子書籍リーダーで情報を読んでいるときに、表示されているテキストの末尾に達すると、テキストが自動的にスクロールアップしてより多くのコンテンツが表示されることを想像してください。 \n+あるいは、見ている方向に直接魔法のようにズームできたらどうでしょうか？\n+このチュートリアルでは、目で操作できるナビゲーションの例をいくつか紹介します。\n+さらに、現在のフォーカスに基づいて3Dホログラムを自動的に回転させ、ハンズフリーで回転させる例もあります。 \n \n-**Summary**: Scroll, pan, zoom, 3D rotation using a combination of eyes, voice and hand input.\n+**概要**: 目、音声、ハンド入力の組み合わせを使用したスクロール、パン、ズーム、3D回転。\n \n <br>\n \n \n-### [**Eye-Supported Positioning**](EyeTracking_Positioning.md)\n+### [**MRTK における目で操作できるターゲットの位置づけ**](EyeTracking_Positioning.md)\n \n-This tutorial shows 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.\n-The idea is simple: Benefit from your eyes for fast target selection and positioning. \n-Simply look at a hologram and say _'put this'_, look over where you want to place it and say _'there!'_. \n-For more precisely positioning your hologram, you can use additional input from your hands, voice or controllers. \n+このチュートリアルでは、[Put-That-There](https://youtu.be/CbIn8p4_4CQ) という名前の入力シナリオを示します。これは、目、ハンド、および音声による入力を使用して1980年代初頭に MIT メディアラボで行われた研究に遡るものです。\n+そのアイデアは単純で、目線を使ってターゲットの選択と配置を素早く行うことができます。 \n+ホログラムを見て _'put this'_、置きたい場所を見て _'there!'_ と言ってください！。 \n+ホログラムをより正確に配置するために、ハンド、音声、またはコントローラからの追加入力を使用できます。 \n \n-**Summary**: Positioning holograms using eyes, voice and hand input (*drag-and-drop*). Eye-supported sliders using eyes + hands. \n+**まとめ**: 目、音声、ハンド入力によるホログラムの位置決め (*ドラッグ＆ドロップ*)。目＋ハンドを使用する目で操作するスライダ。 \n \n <br>\n \n \n-### **Visualization of Visual Attention**\n+### **ビジュアルアテンションの可視化**\n \n-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. \n-This tutorial discusses different eye tracking visualizations and how they fit different needs. \n-We provide basic examples for logging and loading eye tracking data and examples for how to visualize them. \n+ユーザがどこを見ているかに関する情報は、設計のユーザビリティを評価し、効率的な作業ストリームにおける問題を識別するための非常に強力なツールである。 \n+このチュートリアルでは、さまざまなアイトラッキングの視覚化と、それらがさまざまなニーズにどのように適合するかについて説明します。 \n+アイトラッキングデータのロギングとロードのための基本的な例とそれらを可視化する方法の例を提供しています。 \n \n-**Summary**: Two-dimensional attention map (heatmaps) on slates. Recording & replaying eye tracking data.\n+**まとめ**: スレートの二次元注意マップ(ヒートマップ)。アイトラッキングデータの記録と再生。\n \n <br>\n \n \n-## Setting up the MRTK eye tracking samples\n+## MRTK アイトラッキング サンプルの設定\n \n-### Prerequisites\n+### 前提条件\n \n-Note that using the eye tracking samples on device requires a HoloLens 2\n-and a sample app package that is built with the \"Gaze Input\" capability\n-on the package's AppXManifest.\n+デバイス上でアイトラッキング サンプルを使用するには、HoloLens 2 が必要で、さらに、ビルドには、サンプルアプリの Package.appxmanifest で \"視線入力\"　の機能を使用できるように指定する必要があります。\n \n-In order to use these eye tracking samples on device, make sure to follow\n-[these steps](EyeTracking_BasicSetup.md#testing-your-unity-app-on-a-hololens-2)\n-prior to building the app in Visual Studio.\n+これらのアイトラッキング サンプルをデバイスで使用するには、Visual Studioでアプリをビルドする前に、 [次のステップ](EyeTracking_BasicSetup.md#testing-your-unity-app-on-a-hololens-2) の手順に従ってください。\n \n-### 1. Load EyeTrackingDemo-00-RootScene.unity\n-The *EyeTrackingDemo-00-RootScene* is the base (_root_) scene that has all the core MRTK components included.\n-This is the scene that you need to load first and from which you will run the eye tracking demos. \n-It comes with a graphical scene menu that allows you to easily switch between the different eye tracking samples which will be [loaded additively](https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.Additive.html).\n+### 1. EyeTrackingDemo-00-RootScene.unity をロード\n+*EyeTrackingDemo-00-RootScene* は、すべてのコア MRTK コンポーネントを含むベース (_root_) シーンです。\n+これは最初にロードする必要があるシーンで、ここからアイトラッキングのデモを実行します。 \n+サンプルに同梱されているグラフィカルなシーンメニューを使用すると [loaded additively](https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.Additive.html) に対する、さまざまなアイトラッキング サンプルを簡単に切り替えることができます。\n \n ![Scene menu in eye tracking sample](../../Documentation/Images/EyeTracking/mrtk_et_scenemenu.jpg)\n \n-The root scene includes a few core components that will persist across the additively loaded scenes, such as the MRTK configured profiles and scene camera. \n-The _MixedRealityBasicSceneSetup_ (see screenshot below) includes a script that will automatically load the referenced scene on startup. \n-By default this is _EyeTrackingDemo-02-TargetSelection_.  \n+ルートシーンには、MRTK で設定したプロファイルやシーンカメラなど、追加でロードしたシーン全体に残るコアコンポーネントがいくつか含まれています。 \n+_MixedRealityBasicSceneSetup_ (以下のスクリーンショット参照) には、起動時にリファレンスシーンを自動的にロードするスクリプトが含まれています。 \n+デフォルトでは、_EyeTrackingDemo-02-TargetSelection_です。\n \n ![Example for the OnLoadStartScene script](../../Documentation/Images/EyeTracking/mrtk_et_onloadstartscene.jpg)\n \n \n-### 2. Adding scenes to the Build menu\n-To load additive scenes during runtime, you must add these scenes to your _Build Settings -> Scenes in Build_ menu first.\n-It is important that the root scene is shown as the first scene in the list:\n+### 2. ビルドメニューへのシーン追加\n+追加のシーンを実行時にロードするには、最初にこれらのシーンを  _Build Settings -> Scenes in Build_ に追加する必要があります。\n+ルートシーンをリストの最初のシーンとして表示することが重要です。\n \n ![Build Settings scene menu for eye tracking samples](../../Documentation/Images/EyeTracking/mrtk_et_build_settings.jpg)\n \n \n-### 3. Play the eye tracking samples in the Unity Editor\n-After adding the eye tracking scenes to the Build Settings and loading the _EyeTrackingDemo-00-RootScene_, there is one last thing you may want to check: Is the _'OnLoadStartScene'_ script that is attached to the _MixedRealityBasicSceneSetup_ GameObject enabled? This is to let the root scene know which demo scene to load first.\n+### 3. Unity Editor でアイトラッキング サンプルを再生\n+[Build Settings] にアイトラッキング シーンを追加し、 _EyeTrackingDemo-00-RootScene_ をロードした後、最後に確認することがあります。_MixedRealityBasicSceneSetup_ ゲームオブジェクトにアタッチされている_'OnLoadStartScene'_ スクリプトは有効でしょうか？このスクリプトの有効化は、最初にロードするデモシーンをルートシーンに知らせるために必要です。\n \n ![Example for the OnLoad_StartScene script](../../Documentation/Images/EyeTracking/mrtk_et_onloadstartscene.jpg)\n \n-Let's roll! Hit _\"Play\"_!\n-You should see several gems appear and should see the scene menu at the top.\n+さあ、 _\"Play\"_ ボタンをクリックしましょう！\n+複数の宝石が表示され、上部にシーンメニューが表示されます。\n \n ![Sample screenshot from the ET target select scene](../../Documentation/Images/EyeTracking/mrtk_et_targetselect.png)\n \n-You should notice a small semitransparent circle at the center of your game view. \n-This acts as an indicator (cursor) of your _simulated eye gaze_: \n-Simply press down the _right mouse button_ and move the mouse to change its position. \n-When the cursor is hovering over the gems, you will notice that it will snap to the center of the currently looked at gem. \n-This is a great way to test if events are triggered as expected when _\"looking\"_ at a target. \n-Please beware that the _simulated eye gaze_ via mouse control is a rather poor supplement to our rapid and unintentional eye movements. \n-It is great for testing the basic functionality though before iterating on the design by deploying it to the HoloLens 2 device.\n-Coming back to our eye tracking sample scene: The gem rotates as long as being looked at and can be destroyed by \"looking\" at it and ...\n-- Pressing _Enter_ (which simulates saying \"select\")\n-- Saying _\"select\"_ into your microphone\n-- While pressing _Space_ to show the simulated hand input, click the left mouse button to perform a simulated pinch\n-\n-We describe in more detail how you can achieve these interactions in our [**Eye-Supported Target Selection**](EyeTracking_TargetSelection.md) tutorial.\n-\n-When moving the cursor up to the top menu bar in the scene, you will notice that the currently hovered item will highlight subtly. \n-You can select the currently highlighted item by using one of the above described commit methods (e.g., pressing _Enter_).\n-This way you can switch between the different eye tracking sample scenes.\n-\n-### 4. How to test specific sub scenes\n-When working on a specific scenario, you may not want to go through the scene menu every time.\n-Instead you may want to be able to start out directly from the scene that you are currently working on when pressing the _Play_ button. \n-No problem! Here is what you can do:\n-1. Load the _root_ scene\n-2. In the _root_ scene, disable the _'OnLoadStartScene'_ script \n-3. _Drag and drop_ one of the eye tracking test scenes that are described below (or any other scene) into your _Hierarchy_ view as shown in the screenshot below. \n+ゲームビューの中央に小さな半透明の円が表示されます。 \n+これは、_視線をシミュレート_ したインジケータ (カーソル) として動作します。\n+_マウスの右ボタン_ を押し、マウスを移動してその位置を変更するだけです。 \n+カーソルを宝石の上に移動すると、現在見ている宝石の中心にスナップします。 \n+これは、ターゲットで _\"looking\"_ が発生したときにイベントが予期したとおりにトリガされるかどうかをテストするのに最適な方法です。 \n+注意してほしいのは、マウスによる _視線シミュレート_ は、我々の迅速で意図しない目の動きを補うにはかなり不十分であるということです。 \n+基本的な機能をテストしてから HoloLens 2 デバイスにデプロイして設計を繰り返すのは素晴らしいことです。\n+アイトラッキングのサンプルシーンに戻ると、宝石は見ている限り回転し、「見る」によって破壊されます。\n+- Enter キーを押す (\"select\" という発話をシミュレートしています)\n+- マイクに向かって _\"select\"_ と言う\n+- シミュレートされたハンド入力を表示するために _空白_ を押している間に、左マウスボタンをクリックしてシミュレートされたピンチを実行します。","path":"Documentation.ja/EyeTracking/EyeTracking_ExamplesOverview.md","position":192,"original_position":192,"commit_id":"4baf9ed4d39521fc54de9939ee35a4f497fc8b37","original_commit_id":"4baf9ed4d39521fc54de9939ee35a4f497fc8b37","user":{"login":"tarukosu","id":4415085,"node_id":"MDQ6VXNlcjQ0MTUwODU=","avatar_url":"https://avatars1.githubusercontent.com/u/4415085?v=4","gravatar_id":"","url":"https://api.github.com/users/tarukosu","html_url":"https://github.com/tarukosu","followers_url":"https://api.github.com/users/tarukosu/followers","following_url":"https://api.github.com/users/tarukosu/following{/other_user}","gists_url":"https://api.github.com/users/tarukosu/gists{/gist_id}","starred_url":"https://api.github.com/users/tarukosu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/tarukosu/subscriptions","organizations_url":"https://api.github.com/users/tarukosu/orgs","repos_url":"https://api.github.com/users/tarukosu/repos","events_url":"https://api.github.com/users/tarukosu/events{/privacy}","received_events_url":"https://api.github.com/users/tarukosu/received_events","type":"User","site_admin":false},"body":"```suggestion\r\n- シミュレートされたハンド入力を表示するため _Spece_ キーを押している間に、シミュレートのピンチを実行するために左マウス 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