ArticleJournal of vision2022
What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
Article in Journal of vision, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- Trial
- Sit, stand, and swivel: Posture affects visual exploration of panoramic scenes in virtual reality.PloS one · 2025Article
- 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
- Flipping the world upside down: Using eye tracking in virtual reality to study visual search in inverted scenes.Journal of eye movement research · 2022Article
- Effects of Transient Loss of Vision on Head and Eye Movements during Visual Search in a Virtual Environment.Brain sciences · 2020Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Central and peripheral vision during visual tasks have been extensively studied on two-dimensional screens, highlighting their perceptual and functional disparities. This study has two objectives: replicating on-screen gaze-contingent experiments removing central or peripheral field of view in virtual reality, and identifying visuo-motor biases specific to the exploration of 360 scenes with a wide field of view. Our results are useful for vision modelling, with applications in gaze position prediction (e.g., content compression and streaming). We ask how previous on-screen findings translate to conditions where observers can use their head to explore stimuli. We implemented a gaze-contingent paradigm to simulate loss of vision in virtual reality, participants could freely view omnidirectional natural scenes. This protocol allows the simulation of vision loss with an extended field of view (\(\gt \)80°) and studying the head's contributions to visual attention. The time-course of visuo-motor variables in our pure free-viewing task reveals long fixations and short saccades during first seconds of exploration, contrary to literature in visual tasks guided by instructions. We show that the effect of vision loss is reflected primarily on eye movements, in a manner consistent with two-dimensional screens literature. We hypothesize that head movements mainly serve to explore the scenes during free-viewing, the presence of masks did not significantly impact head scanning behaviours. We present new fixational and saccadic visuo-motor tendencies in a 360° context that we hope will help in the creation of gaze prediction models dedicated to virtual reality.
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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.