ArticlePloS one2023
Eye and head movements while encoding and recognizing panoramic scenes in virtual reality.
Article in PloS one, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 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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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
8 citing papers in PubMed.
- Running virtual reality experiments online: A brief introduction and tutorial.Behavior research methods · 2026Article
- Keeping your eye, head, and hand on the ball: Rapidly orchestrated visuomotor behavior in a continuous action task.Journal of vision · 2025Article
- Approaches to understanding natural behavior.Journal of vision · 2025Review
- No robust evidence for an effect of head-movement propensity on central bias in head-constrained scene viewing, despite an effect on fixation duration.Journal of vision · 2025Article
- Sit, stand, and swivel: Posture affects visual exploration of panoramic scenes in virtual reality.PloS one · 2025Article
- A tutorial: Analyzing eye and head movements in virtual reality.Behavior research methods · 2024Article
- Large eye-head gaze shifts measured with a wearable eye tracker and an industrial camera.Behavior research methods · 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
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
One approach to studying the recognition of scenes and objects relies on the comparison of eye movement patterns during encoding and recognition. Past studies typically analyzed the perception of flat stimuli of limited extent presented on a computer monitor that did not require head movements. In contrast, participants in the present study saw omnidirectional panoramic scenes through an immersive 3D virtual reality viewer, and they could move their head freely to inspect different parts of the visual scenes. This allowed us to examine how unconstrained observers use their head and eyes to encode and recognize visual scenes. By studying head and eye movement within a fully immersive environment, and applying cross-recurrence analysis, we found that eye movements are strongly influenced by the content of the visual environment, as are head movements-though to a much lesser degree. Moreover, we found that the head and eyes are linked, with the head supporting, and by and large mirroring the movements of the eyes, consistent with the notion that the head operates to support the acquisition of visual information by the eyes.
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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.