ArticleJournal of vision2020
Visual exploration of omnidirectional panoramic scenes.
Article in Journal of vision, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
9 citing papers in PubMed.
- Horizontal saccade bias results from combination of saliency anisotropies and egocentric biases.Scientific reports · 2026Article
- Sit, stand, and swivel: Posture affects visual exploration of panoramic scenes in virtual reality.PloS one · 2025Article
- A virtual reality experiment to study pedestrian perception of future street scenarios.Scientific reports · 2024Article
- The influence of scene tilt on saccade directions is amplitude dependent.Journal of the neurological sciences · 2023Article
- Eye and head movements while encoding and recognizing panoramic scenes in virtual reality.PloS one · 2023Article
- Eye Tracking in Virtual Reality.Current topics in behavioral neurosciences · 2023Article
- What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?Journal of vision · 2022Article
- Turning the (virtual) world around: Patterns in saccade direction vary with picture orientation and shape in virtual reality.Journal of vision · 2020Article
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Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
How do we explore the visual environment around us, and how are head and eye movements coordinated during our exploration? To investigate this question, we had observers look at omnidirectional panoramic scenes, composed of both landscape and fractal images, using a virtual reality viewer while their eye and head movements were tracked. We analyzed the spatial distribution of eye fixations and the distribution of saccade directions and the spatial distribution of head positions and the distribution of head shifts, as well as the relation between eye and head movements. The results show that, for landscape scenes, eye and head behavior best fit the allocentric frame defined by the scene horizon, especially when head tilt (i.e., head rotation around the view axis) is considered. For fractal scenes, which have an isotropic texture, eye and head movements were executed primarily along the cardinal directions in world coordinates. The results also show that eye and head movements are closely linked in space and time in a complementary way, with stimulus-driven eye movements predominantly leading the head movements. Our study is the first to systematically examine eye and head movements in a panoramic virtual reality environment, and the results demonstrate that a virtual reality environment constitutes a powerful and informative research alternative to traditional methods for investigating looking behavior.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.