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15 changes: 8 additions & 7 deletions Documentation/EyeTracking/EyeTracking_ExamplesOverview.md
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# Eye tracking examples in MRTK
This page covers how to get quickly started with using eye tracking in MRTK by building on our provided [MRTK eye tracking example package](https://github.com/Microsoft/MixedRealityToolkit-Unity/tree/mrtk_release/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking).
The samples let you experience one of our new magical input capabilities: **Eye tracking**!
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.

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.
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Why would you add a comma between "range from ... to ..."?

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Natural pause?

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.
The demos also include an example for eye-gaze-directed scroll, pan and zoom of text and images on a slate.
Finally, an example is provided for recording and visualizing the user's visual attention on a 2D slate.
Expand Down Expand Up @@ -49,11 +50,11 @@ You should see several gems appear and should see the scene menu at the top.
You should notice a small semitransparent circle at the center of your Game view.
This acts as an indicator of your _simulated eye gaze_.
You can move it by pressing down the _right mouse button_ and move the mouse.
When the cursor is hovering over the gems, you will notice that the cursor will snap to the center of the currently looked at gem.
When the cursor is hovering over a gem, you will notice that the cursor will snap to the center of it.
This is a great way to test if events are triggered as expected when _"looking"_ at a target.
Please beware though that the _simulated eye gaze_ via mouse control is a rather poor supplement to our rapid and unintentional eye movements.
It's great for testing the basic functionality though before iterating on the design by deploying it to the HoloLens 2 device.
Coming back to our sample scene: The gem rotates as long as being looked at and can be destroyed by "looking" at it and ...
Please be aware that the _simulated eye gaze_ via mouse control is a rather poor supplement to our rapid and unintentional eye movements.
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Beware was chosen intentionally as it indicates a risk that the user should be aware of.

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But if it is a risk the user should be aware of then why not use "be aware"? Besides, "beware" implicates danger.

However, it is great for testing the basic functionality before iterating on the design by deploying it to the HoloLens 2 device.
Coming back to our sample scene: The gem rotates as long as it is being looked at, and can be destroyed by "looking" at it and ...
- Pressing _Enter_ (which simulates saying "select")
- Actually saying _"select"_ into your microphone
- While pressing _Space_ to show the simulated hand input, click the left mouse button to perform a simulated pinch
Expand Down Expand Up @@ -88,8 +89,8 @@ In addition, there is a simple example of smart notifications that automatically

[**Eye-Supported Navigation**](EyeTracking_Navigation.md)

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.
Or how about magically zooming directly toward where you were looking at?
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.
Or how about magically zooming directly towards where you are looking?
These are some of the examples showcased in this tutorial about eye-supported navigation.
In addition, there is an example for hands-free rotation of 3D holograms by making them automatically rotate based on your current focus.

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