ArticleBrain sciences2020
Effects of Transient Loss of Vision on Head and Eye Movements during Visual Search in a Virtual Environment.
Article in Brain sciences, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. An erratum has been issued. Cited by 20 papers, 1 of them a synthesis that pooled it.
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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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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
20 citing papers in PubMed, 1 synthesis or guideline pooled it.
- A systematic review of extended reality (XR) for understanding and augmenting vision loss.Journal of vision · 2023Pooled it
- Pedestrian Collision Detection and Avoidance in Cerebral Visual Impairment During Unrestricted Walking in an Immersive Virtual Reality Environment.Research square · 2026Article
- Running virtual reality experiments online: A brief introduction and tutorial.Behavior research methods · 2026Article
- Spatial Learning in Naturalistic Search With Simulated Vision Loss.Translational vision science & technology · 2026Article
- Decoding target discriminability and time pressure using eye and head movement features in a foraging search task.Cognitive research: principles and implications · 2025Article
- The effects of simulated central and peripheral vision loss on naturalistic search.Journal of vision · 2025Article
- Approaches to understanding natural behavior.Journal of vision · 2025Review
- Scene semantics affects allocentric spatial coding for action in naturalistic (virtual) environments.Scientific reports · 2024Article
- Using a flashlight-contingent window paradigm to investigate visual search and object memory in virtual reality and on computer screens.Scientific reports · 2024Article
- A Comparison of Head Movement Classification Methods.Sensors (Basel, Switzerland) · 2024Article
- Using XR (Extended Reality) for Behavioral, Clinical, and Learning Sciences Requires Updates in Infrastructure and Funding.Policy insights from the behavioral and brain sciences · 2023Article
- Eye Tracking in Virtual Reality.Current topics in behavioral neurosciences · 2023Article
- Eye and head movements while encoding and recognizing panoramic scenes in virtual reality.PloS one · 2023Article
- How central and peripheral vision influence focal and ambient processing during scene viewing.Journal of vision · 2022Article
- What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?Journal of vision · 2022Article
- Gaze dynamics are sensitive to target orienting for working memory encoding in virtual reality.Journal of vision · 2022Article
- Flipping the world upside down: Using eye tracking in virtual reality to study visual search in inverted scenes.Journal of eye movement research · 2022Article
- Correction: David et al. Effects of Transient Loss of Vision on Head and Eye Movements during Visual Search in a Virtual Environment.Brain sciences · 2021Article
- The importance of peripheral vision when searching 3D real-world scenes: A gaze-contingent study in virtual reality.Journal of vision · 2021Article
- Keeping it real: Looking beyond capacity limits in visual cognition.Attention, perception & psychophysics · 2021Article
Corrections and comments
- Erratum issued
Authors and funding
3 authors.
Funding
Abstract
Central and peripheral fields of view extract information of different quality and serve different roles during visual tasks. Past research has studied this dichotomy on-screen in conditions remote from natural situations where the scene would be omnidirectional and the entire field of view could be of use. In this study, we had participants looking for objects in simulated everyday rooms in virtual reality. By implementing a gaze-contingent protocol we masked central or peripheral vision (masks of 6 deg. of radius) during trials. We analyzed the impact of vision loss on visuo-motor variables related to fixation (duration) and saccades (amplitude and relative directions). An important novelty is that we segregated eye, head and the general gaze movements in our analyses. Additionally, we studied these measures after separating trials into two search phases (scanning and verification). Our results generally replicate past on-screen literature and teach about the role of eye and head movements. We showed that the scanning phase is dominated by short fixations and long saccades to explore, and the verification phase by long fixations and short saccades to analyze. One finding indicates that eye movements are strongly driven by visual stimulation, while head movements serve a higher behavioral goal of exploring omnidirectional scenes. Moreover, losing central vision has a smaller impact than reported on-screen, hinting at the importance of peripheral scene processing for visual search with an extended field of view. Our findings provide more information concerning how knowledge gathered on-screen may transfer to more natural conditions, and attest to the experimental usefulness of eye tracking in virtual reality.
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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.