ArticleFrontiers in neuroscience2021
Gaze During Locomotion in Virtual Reality and the Real World.
Article in Frontiers in neuroscience, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 20 papers.
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Who cites it
20 citing papers in PubMed, 44 citations in OpenAlex.
- How visual context influences lateral stepping regulation while walking on winding paths.Journal of neurophysiology · 2026Article
- The fundamentals of eye tracking part 6: Working with areas of interest.Behavior research methods · 2026Article
- Task-irrelevant human and robot head movements bias gaze in humans who follow them through virtual reality.Scientific reports · 2026Article
- The effect of virtual reality modality level of immersion and locomotion on Spatial learning and gaze measures.Virtual reality · 2026Article
- Studying dynamic sound source localization in a virtual maze with EEG and psychophysics.Frontiers in neuroscience · 2026Article
- Violated expectations during locomotion through virtual environments: Age effects on gaze guidance.Journal of vision · 2025Article
- Virtual street crossing and scanning behavior in people with hemianopia: A step toward successful crossings.Journal of vision · 2025Article
- Cycling with hemianopia to explore road user detection and scanning behaviour in virtual reality.Scientific reports · 2025Article
- Effects of Matched and Mismatched Visual Flow and Gait Speeds on Human Electrocortical Spectral Power.Brain sciences · 2025Article
- Approaches to understanding natural behavior.Journal of vision · 2025Review
- A superior colliculus-originating circuit prevents cocaine reinstatement via VR-based eye movement desensitization treatment.National science review · 2025Article
- Vision toolkit part 1. Neurophysiological foundations and experimental paradigms in eye-tracking research: a review.Frontiers in physiology · 2025Review
- Real-world visual search goes beyond eye movements: Active searchers select 3D scene viewpoints too.PloS one · 2025Article
- Reduced field of view alters scanning behaviour.Virtual reality · 2025Article
- On utilizing gaze behavior to predict movement transitions during natural human walking on different terrains.PloS one · 2025Article
- Does environmental attention differ during walking, jogging, and cycling in greenways? Evidence from eye movement responses to videos.Frontiers in psychology · 2025Article
- vexptoolbox: A software toolbox for human behavior studies using the Vizard virtual reality platform.Behavior research methods · 2023Article
- Eye Tracking in Virtual Reality: Vive Pro Eye Spatial Accuracy, Precision, and Calibration Reliability.Journal of eye movement research · 2022Article
- Development and Evaluation of a Virtual Environment to Assess Cycling Hazard Perception Skills.Sensors (Basel, Switzerland) · 2021Article
- Saccade and Fixation Eye Movements During Walking in People With Mild Traumatic Brain Injury.Frontiers in bioengineering and biotechnology · 2021Article
Corrections and comments
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Authors and funding
3 authors at 1 institution in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
How vision guides gaze in realistic settings has been researched for decades. Human gaze behavior is typically measured in laboratory settings that are well controlled but feature-reduced and movement-constrained, in sharp contrast to real-life gaze control that combines eye, head, and body movements. Previous real-world research has shown environmental factors such as terrain difficulty to affect gaze; however, real-world settings are difficult to control or replicate. Virtual reality (VR) offers the experimental control of a laboratory, yet approximates freedom and visual complexity of the real world (RW). We measured gaze data in 8 healthy young adults during walking in the RW and simulated locomotion in VR. Participants walked along a pre-defined path inside an office building, which included different terrains such as long corridors and flights of stairs. In VR, participants followed the same path in a detailed virtual reconstruction of the building. We devised a novel hybrid control strategy for movement in VR: participants did not actually translate: forward movements were controlled by a hand-held device, rotational movements were executed physically and transferred to the VR. We found significant effects of terrain type (flat corridor, staircase up, and staircase down) on gaze direction, on the spatial spread of gaze direction, and on the angular distribution of gaze-direction changes. The factor world (RW and VR) affected the angular distribution of gaze-direction changes, saccade frequency, and head-centered vertical gaze direction. The latter effect vanished when referencing gaze to a world-fixed coordinate system, and was likely due to specifics of headset placement, which cannot confound any other analyzed measure. Importantly, we did not observe a significant interaction between the factors world and terrain for any of the tested measures. This indicates that differences between terrain types are not modulated by the world. The overall dwell time on navigational markers did not differ between worlds. The similar dependence of gaze behavior on terrain in the RW and in VR indicates that our VR captures real-world constraints remarkably well. High-fidelity VR combined with naturalistic movement control therefore has the potential to narrow the gap between the experimental control of a lab and ecologically valid settings.
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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.