We introduce the Visual Experience Dataset (VEDB), a compilation of more than 240 hours of egocentric video combined with gaze- and head-tracking data that offer an unprecedented view of the visual world as experienced by human observers. The dataset consists of 717 sessions, recorded by 56 observers ranging from 7 to 46 years of age. This article outlines the data collection, processing, and labeling protocols undertaken to ensure a representative sample and discusses the potential sources of error or bias within the dataset.
View Article and Find Full Text PDFLocomotion has been shown to impact aspects of visual processing in both humans and animal models. In the current study, we assess the impact of locomotion on the dynamics of binocular rivalry. We presented orthogonal gratings, one contrast-modulating at 0.
View Article and Find Full Text PDFStationarity perception refers to the ability to accurately perceive the surrounding visual environment as world-fixed during self-motion. Perception of stationarity depends on mechanisms that evaluate the congruence between retinal/oculomotor signals and head movement signals. In a series of psychophysical experiments, we systematically varied the congruence between retinal/oculomotor and head movement signals to find the range of visual gains that is compatible with perception of a stationary environment.
View Article and Find Full Text PDFHead movement relative to the stationary environment gives rise to congruent vestibular and visual optic-flow signals. The resulting perception of a stationary visual environment, referred to herein as stationarity perception, depends on mechanisms that compare visual and vestibular signals to evaluate their congruence. Here we investigate the functioning of these mechanisms and their dependence on fixation behavior as well as on the active versus passive nature of the head movement.
View Article and Find Full Text PDFRecent evidence suggests that perceptual and cognitive functions are codetermined by rhythmic bodily states. Prior investigations have focused on the cardiac and respiratory rhythms, both of which are also known to synchronise with locomotion-arguably our most common and natural of voluntary behaviours. Compared to the cardiorespiratory rhythms, walking is easier to voluntarily control, enabling a test of how natural and voluntary rhythmic action may affect sensory function.
View Article and Find Full Text PDFEye tracking is becoming increasingly available in head-mounted virtual reality displays with various headsets with integrated eye trackers already commercially available. The applications of eye tracking in virtual reality are highly diversified and span multiple disciplines. As a result, the number of peer-reviewed publications that study eye tracking applications has surged in recent years.
View Article and Find Full Text PDFHead orientation relative to gravity determines how gravity-dependent environmental structure is sampled by the visual system, as well as how gravity itself is sampled by the vestibular system. Therefore, both visual and vestibular sensory processing should be shaped by the statistics of head orientation relative to gravity. Here we report the statistics of human head orientation during unconstrained natural activities in humans for the first time, and we explore implications for models of vestibular processing.
View Article and Find Full Text PDFVR sickness is a major concern for many users as VR continues its expansion towards widespread everyday use. VR sickness is thought to arise, at least in part, due to the user's intolerance of conflict between the visually simulated self-motion and actual physical movement. Many mitigation strategies involve consistently modifying the visual stimulus to reduce its impact on the user, but this individualized approach can have drawbacks in terms of complexity of implementation and non-uniformity of user experience.
View Article and Find Full Text PDFHead orientation relative to gravity determines how gravity-dependent environmental structure is sampled by the visual system, as well as how gravity itself is sampled by the vestibular system. Therefore, both visual and vestibular sensory processing should be shaped by the statistics of head orientation relative to gravity. Here we report the statistics of human head orientation during unconstrained natural activities in humans for the first time, and we explore implications for models of vestibular processing.
View Article and Find Full Text PDFAccurate and robust tracking of natural human head motion in natural environments is important for a number of applications including virtual and augmented reality, clinical diagnostics, as well as basic scientific research. IMU provide a versatile solution for recording inertial data including linear acceleration and angular velocity, but reconstructing head position is difficult or impossible. This problem can be solved by incorporating visual data using a technique known as visual-inertial simultaneous localization and mapping (VI-SLAM).
View Article and Find Full Text PDFProc Eye Track Res Appl Symp
June 2020
As virtual reality (VR) garners more attention for eye tracking research, knowledge of accuracy and precision of head-mounted display (HMD) based eye trackers becomes increasingly necessary. It is tempting to rely on manufacturer-provided information about the accuracy and precision of an eye tracker. However, unless data is collected under ideal conditions, these values seldom align with on-site metrics.
View Article and Find Full Text PDFProc Eye Track Res Appl Symp
June 2020
Simultaneous head and eye tracking has traditionally been confined to a laboratory setting and real-world motion tracking limited to measuring linear acceleration and angular velocity. Recently available mobile devices such as the Pupil Core eye tracker and the Intel RealSense T265 motion tracker promise to deliver accurate measurements outside the lab. Here, the researchers propose a hard- and software framework that combines both devices into a robust, usable, low-cost head and eye tracking system.
View Article and Find Full Text PDFA primary cause of simulator sickness in head-mounted displays (HMDs) is conflict between the visual scene displayed to the user and the visual scene expected by the brain when the user's head is in motion. It is useful to measure perceptual sensitivity to visual speed modulation in HMDs because conditions that minimize this sensitivity may prove less likely to elicit simulator sickness. In prior research, we measured sensitivity to visual gain modulation during slow, passive, full-body yaw rotations and observed that sensitivity was reduced when subjects fixated a head-fixed target compared with when they fixated a scene-fixed target.
View Article and Find Full Text PDFAssessment of verticality perception is increasingly used in patients with disorders of upright body orientation, e.g. in pusher behavior after hemispheric stroke or in retropulsion in neurovascular or degenerative diseases.
View Article and Find Full Text PDFVestibular balance control is dynamically weighted during locomotion. This might result from a selective suppression of vestibular inputs in favor of a feed-forward balance regulation based on locomotor efference copies. The feasibility of such a feed-forward mechanism should however critically depend on the predictability of head movements (HMP) during locomotion.
View Article and Find Full Text PDFVisual-vestibular mismatch is a common occurrence, with causes ranging from vehicular travel, to vestibular dysfunction, to virtual reality displays. Behavioral and physiological consequences of this mismatch include adaptation of reflexive eye movements, oscillopsia, vertigo, and nausea. Despite this significance, we still do not have a good understanding of how the nervous system evaluates visual-vestibular conflict.
View Article and Find Full Text PDFHead stabilization is fundamental for balance during locomotion but can be impaired in elderly or diseased populations. Previous studies have identified several parameters of head stability with possible diagnostic value in a laboratory setting. Recently, the ecological validity of measures obtained in such controlled contexts has been called into question.
View Article and Find Full Text PDFDynamic visual acuity (DVA) provides an overall functional measure of visual stabilization performance that depends on the vestibulo-ocular reflex (VOR), but also on other processes, including catch-up saccades and likely visual motion processing. Capturing the efficiency of gaze stabilization against head movement as a whole, it is potentially valuable in the clinical context where assessment of overall patient performance provides an important indication of factors impacting patient participation and quality of life. DVA during head rotation (rDVA) has been assessed previously, but to our knowledge, DVA during horizontal translation (tDVA) has not been measured.
View Article and Find Full Text PDFVirtual reality (VR) has enjoyed significant popularity in recent years. Where navigation has been a fundamental appeal of 3D applications for decades, facilitating this in VR has been quite a challenge. Over the past decades, various virtual locomotion techniques (VLTs) have been developed that aim to offer natural, usable and efficient ways of navigating VR without inducing VR sickness.
View Article and Find Full Text PDFTo estimate object speed with respect to the self, retinal signals must be summed with extraretinal signals that encode the speed of eye and head movement. Prior work has shown that differences in perceptual estimates of object speed based on retinal and oculomotor signals lead to biased percepts such as the Aubert-Fleischl phenomenon (AF), in which moving targets appear slower when pursued. During whole-body movement, additional extraretinal signals, such as those from the vestibular system, may be used to transform object speed estimates from a head-centered to a world-centered reference frame.
View Article and Find Full Text PDFThe cerebellum is known to support motor behaviors, including postural stability, but new research supports the view that cerebellar function is also critical for perception of spatial orientation, particularly because of its role in vestibular processing.
View Article and Find Full Text PDFDistance is important: From an ecological perspective, knowledge about the distance to either prey or predator is vital. However, the distance of an unknown sound source is particularly difficult to assess, especially in anechoic environments. In vision, changes in perspective resulting from observer motion produce a reliable, consistent, and unambiguous impression of depth known as motion parallax.
View Article and Find Full Text PDFOptic flow patterns generated by self-motion relative to the stationary environment result in congruent visual-vestibular self-motion signals. Incongruent signals can arise due to object motion, vestibular dysfunction, or artificial stimulation, which are less common. Hence, we are predominantly exposed to congruent rather than incongruent visual-vestibular stimulation.
View Article and Find Full Text PDFVisual and vestibular signals are the primary sources of sensory information for self-motion. Conflict among these signals can be seriously debilitating, resulting in vertigo [1], inappropriate postural responses [2], and motion, simulator, or cyber sickness [3-8]. Despite this significance, the mechanisms mediating conflict detection are poorly understood.
View Article and Find Full Text PDFAchieved motor movement can be estimated using both sensory and motor signals. The value of motor signals for estimating movement should depend critically on the stereotypy or predictability of the resulting actions. As predictability increases, motor signals become more reliable indicators of achieved movement, so weight attributed to sensory signals should decrease accordingly.
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