AI Object Detection — Passthrough

Overview
AI Object Detection brings automatic object identification to XR/AR studies by combining real-time YOLOv8 object detection with SightLab gaze/head tracking data collection. During a session, the participant wears a passthrough-enabled headset and the headset viewpoint is cast to a desktop window. For example, Meta Quest Developer Hub casting can show the Quest passthrough view in a window on the PC. This script captures that cast/mirror window, runs YOLO on each captured frame, and creates invisible 3D collision volumes at the approximate positions of detected objects. These volumes are registered as SightLab sceneObjects with gaze=True, so dwell time, view count, and other attention metrics are collected automatically per object — no manual scene object setup required.
The key requirement is that YOLO sees the same passthrough viewpoint the participant sees. The normal SightLab desktop mirror may not include the headset passthrough camera feed, so use an external cast or mirror source that does include passthrough, such as Meta Quest Developer Hub casting, Oculus Mirror, or a SteamVR mirror window when appropriate.
With an eye-tracked headset, SightLab records gaze-based object attention. With a headset that does not provide eye tracking, such as Meta Quest 3, the same workflow can still run, but object attention is based on the headset/view direction rather than true eye gaze.
This allows researchers to run mixed-reality studies where participants look around a real passthrough scene and the system automatically records which detected objects they looked toward, for how long, and how many times — all without having to pre-label every object in the scene.
Desktop testing: You can also test the detection pipeline by selecting any visible desktop window as the capture source. This is useful for validating YOLO settings, but it does not replace headset passthrough casting for a real mixed-reality run.
Architecture
Passthrough-enabled headset shows real-world view
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External cast/mirror window on the PC
e.g. Meta Quest Developer Hub cast
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WindowCapture (finds window by title from config)
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grab_yolo_frame() -- Win32 PrintWindow -> numpy RGB array
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YOLODetector (background thread, ultralytics YOLOv8)
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DetectedObjectManager
- Creates vizshape.addBox() collision volumes
- Registers each as sightlab.addSceneObject(key, node, gaze=True)
- Matches detections across frames to maintain persistent keys
- Removes stale objects after OBJECT_PERSISTENCE_TIME
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SightLab collects gaze/dwell data on each tracked object
- Eye-tracked headset: eye gaze drives object hits
- Non-eye-tracked headset: headset/view direction drives object hits
Requirements
Software
| Requirement | Notes |
|---|---|
| Vizard 8 | WorldViz Vizard with Python 3.x |
| SightLab | sightlab_utils must be on the Python path |
| ultralytics | YOLOv8 — pip install ultralytics |
| opencv-python | Image processing — pip install opencv-python |
| numpy | Array handling — pip install numpy |
| pywin32 | Window capture — pip install pywin32 |
Hardware / Capture Source
| Requirement | Notes |
|---|---|
| Passthrough-enabled headset | Required for mixed-reality object detection. Examples include Meta Quest Pro, Meta Quest 3, and other OpenXR passthrough-capable headsets |
| Desktop cast/mirror window | Required capture source for YOLO. Use a window that shows the headset passthrough viewpoint, such as Meta Quest Developer Hub casting |
| Eye tracking | Optional. Eye-tracked headsets produce gaze-based metrics; non-eye-tracked headsets use headset/view direction instead |
Installing Dependencies in Vizard
Use Vizard's built-in Package Manager (Tools → Package Manager) or run pip directly from Vizard's Python:
"C:\Program Files\WorldViz\Vizard8\bin\python.exe" -m pip install ultralytics opencv-python numpy pywin32
Note: The first time
ultralyticsruns, it will download the YOLOv8 model file (~6 MB foryolov8n.pt). This requires an internet connection.
Files
| File | Purpose |
|---|---|
AI_ObjectDetection_MR_Config.py |
All tunable settings (passthrough, model, thresholds, visuals, capture) |
AI_ObjectDetection_MR.py |
Main script — run this in Vizard |
How to Run
- Start headset passthrough and cast the headset view to the PC.
- For Quest headsets, Meta Quest Developer Hub casting is the recommended option because it can show the passthrough viewpoint that YOLO needs to analyze.
- Keep the cast/mirror window visible and unobstructed on the desktop.
- Open
AI_ObjectDetection_MR_Config.pyand verify settings (model, confidence, overlays, capture, etc.). CAPTURE_WINDOW_TITLE = Noneopens a window picker at startup. Select the cast/mirror window that shows the headset passthrough view.- To skip the picker, set
CAPTURE_WINDOW_TITLEto a unique part of the cast window title. - Open
AI_ObjectDetection_MR.pyin Vizard and press F5 (or use the "Run WinViz on Current File" task). - Press Spacebar to start the trial — YOLO detection begins on the captured cast window.
- The participant looks around the passthrough scene; detected objects appear as semi-transparent boxes with labels.
- Can press the
ikey to toggle the participant seeing the debug boxes, or can set this to never show the boxes to the participant by setting SHOW_OVERLAYS_IN_HMD = False. This will then only show the debug boxes on the mirrored view. - Press Spacebar again to end the trial.
- SightLab saves per-object attention data (dwell time, view count, etc.) to the
data/folder.
Runtime Keyboard Controls
| Key | Action |
|---|---|
Space |
Start / stop trial |
d |
Toggle debug bounding boxes on/off |
i |
Toggle YOLO overlays in HMD (keeps them on desktop mirror for researcher) |
o |
Toggle origin marker |
r |
Reset viewpoint position |
p |
Toggle detection picture-in-picture window |
Configuration Reference (AI_ObjectDetection_MR_Config.py)
YOLO Detection
| Setting | Default | Description |
|---|---|---|
YOLO_MODEL |
'yolov8n.pt' |
Model size. Options: yolov8n.pt (nano, fastest), yolov8s.pt (small), yolov8m.pt (medium, most accurate) |
YOLO_CONFIDENCE |
0.5 |
Minimum confidence threshold (0.0–1.0). Lower = more detections but more false positives |
DETECTION_INTERVAL |
0.3 |
Seconds between YOLO inference runs. Lower = more responsive, higher = less CPU |
YOLO_CLASSES |
None |
COCO class IDs to detect. None = all classes. Example: [56, 62, 63] for chair, tv, laptop |
MAX_TRACKED_OBJECTS |
10 |
Maximum simultaneous tracked objects |
3D Mapping
| Setting | Default | Description |
|---|---|---|
DEFAULT_OBJECT_DEPTH |
1.5 |
Distance (meters) in front of the headset/view where collision volumes are placed. This is an approximation because the cast window provides 2D video, not real object depth |
COLLISION_BOX_SIZE |
[0.15, 0.15, 0.15] |
Width, height, depth (meters) of each collision volume. Thicker depth = easier gaze/head-ray intersection |
OBJECT_PERSISTENCE_TIME |
5.0 |
Seconds an object survives after YOLO stops detecting it. Must be > SightLab's dwell threshold (500ms) or dwell data won't accumulate |
MATCHING_DISTANCE_THRESHOLD |
0.5 |
Max normalised screen-space distance to match a new detection to an existing tracked object of the same class. Higher = more forgiving when the user moves |
Visualization
| Setting | Default | Description |
|---|---|---|
SHOW_DEBUG_BOXES |
True |
Show green semi-transparent bounding boxes over detected objects |
DEBUG_BOX_ALPHA |
0.3 |
Opacity of debug boxes (0.0–1.0) |
SHOW_LABELS |
True |
Show 3D text labels (class name + confidence) above each object |
SHOW_OVERLAYS_IN_HMD |
True |
Whether overlays render in the HMD at startup. Toggle with i key at runtime. When off, overlays still appear on the desktop mirror |
SHOW_DETECTION_PIP |
False |
Show the YOLO annotated feed in a small picture-in-picture window in the HMD |
Gaze Tracking
| Setting | Default | Description |
|---|---|---|
ENABLE_GAZE_TRACKING |
True |
Register detected objects as SightLab gaze targets |
USE_GAZE_BASED_ID |
True |
Print console messages and show labels when the active SightLab gaze/head ray dwells on an object |
Eye tracking note: On headsets with eye tracking, dwell metrics reflect eye gaze. On headsets without eye tracking, such as Meta Quest 3, SightLab can still use the headset/view direction, so the data should be interpreted as head-directed attention rather than eye gaze.
Window Capture
| Setting | Default | Description |
|---|---|---|
CAPTURE_WINDOW_TITLE |
None |
Window title to capture. For mixed reality, this should be the external cast/mirror window showing headset passthrough, not the normal Vizard desktop mirror. None prompts with a window picker at startup |
CAPTURE_FLIP |
None |
Flip captured frame: 0 = vertical, 1 = horizontal, -1 = both, None = no flip |
Other
| Setting | Default | Description |
|---|---|---|
SCREEN_RECORD_WINDOW |
False |
Enable recording of the desktop/capture window when supported by the SightLab setup |
PASSTHROUGH_ON |
True |
Enable SightLab passthrough setup for supported headset configurations |
INSTRUCTION_MESSAGE |
(see config) | Text shown at trial start |
Common COCO Class IDs
For use with YOLO_CLASSES. Limiting classes can improve speed and reduce false positives when the study only cares about specific object types:
| ID | Class | ID | Class | ID | Class |
|---|---|---|---|---|---|
| 0 | person | 56 | chair | 66 | keyboard |
| 39 | bottle | 57 | couch | 67 | cell phone |
| 41 | cup | 58 | potted plant | 73 | book |
| 46 | banana | 59 | bed | 74 | clock |
| 47 | apple | 60 | dining table | 75 | vase |
| 49 | orange | 62 | tv/monitor | 76 | scissors |
| 51 | carrot | 63 | laptop | 77 | teddy bear |
| 55 | cake | 64 | mouse |
Full list: COCO dataset classes

How Dwell Time Collection Works
SightLab tracks the active gaze/head ray on registered scene objects automatically. For dwell data to accumulate on a YOLO-detected object:
- The object must persist with the same key across multiple frames (e.g.
yolo_chair_3staysyolo_chair_3) - The object must survive long enough for the user's gaze/head ray to exceed SightLab's dwell threshold (default 500ms)
- The collision box must be thick enough for the gaze/head ray to intersect it
If objects are being removed and recreated too quickly (new keys each time), dwell time resets to zero. This is controlled by:
OBJECT_PERSISTENCE_TIME— how long an object survives after YOLO stops detecting it (default: 5s)MATCHING_DISTANCE_THRESHOLD— how aggressively detections are matched to existing tracked objects (default: 0.5)COLLISION_BOX_SIZEdepth — thicker boxes are easier to hit with gaze/head rays (default: 0.15m)
Output Data
SightLab saves standard experiment data to the data/ folder, including per-object:
- Dwell time — total time gaze/head direction rested on each detected object
- View count — number of times gaze/head direction entered each object
- Average dwell time — mean gaze duration per view
- First view time — when the user first looked at each object
- Gaze/head timeline — temporal sequence of object attention events
Each YOLO-detected object appears in the data with its key (e.g. yolo_chair_3, yolo_laptop_7). When using a headset without eye tracking, label exported metrics and study notes accordingly so they are not interpreted as eye-gaze measurements.
Troubleshooting
| Issue | Solution |
|---|---|
| No detections appearing | Check that the selected capture window is the headset cast/mirror window and that it visibly contains the passthrough feed. Try CAPTURE_WINDOW_TITLE = None to use the window picker |
| Capture shows Vizard content but not passthrough | Use an external cast/mirror source such as Meta Quest Developer Hub casting. The normal Vizard desktop mirror may not include the headset passthrough camera feed |
| Detections flicker / constantly reset | Increase OBJECT_PERSISTENCE_TIME and MATCHING_DISTANCE_THRESHOLD |
| Dwell time only recorded on one object | Same as above — objects are being recycled before dwell accumulates |
DeleteDC failed error |
The script already calls screen_capture.stop_capture() to prevent this. If it still occurs, ensure only one capture source is active |
ultralytics not installed warning |
Install with: pip install ultralytics using Vizard's Python |
| Vizard autocomplete spamming errors | The script uses __import__() for third-party packages to avoid this. If it persists, ensure no standard import ultralytics lines exist |
| Boxes appear but no gaze/head data | Verify ENABLE_GAZE_TRACKING = True and that the collision box depth is sufficient (>= 0.1m) |
| Quest 3 data is not true eye tracking | Expected. Quest 3 does not provide eye tracking, so object attention is based on headset/view direction |
| Low frame rate | Increase DETECTION_INTERVAL, use yolov8n.pt (nano model), or reduce MAX_TRACKED_OBJECTS |