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What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality? | LitMetric

AI Article Synopsis

  • The study investigates how central and peripheral vision function differently during visual tasks in virtual reality, compared to traditional 2D screens.
  • The researchers replicated gaze-contingent experiments to simulate vision loss and explored how head movements affect visual attention in a wide field of view environment.
  • Findings reveal new visuo-motor behaviors in 360° settings, indicating that eye movements are mainly affected by vision loss, while head movements primarily facilitate scene exploration, which can inform gaze prediction models for VR applications.

Article 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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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963670PMC
http://dx.doi.org/10.1167/jov.22.4.12DOI Listing

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