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Active vision in immersive, 360° real-world environments

How do we construct a sense of place in a real-world environment? Real-world environments are actively explored via saccades, head turns, and body movements. Yet, little is known about how humans process real-world scene information during active viewing conditions. Here, we exploited recent develop...

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Detalles Bibliográficos
Autores principales: Haskins, Amanda J., Mentch, Jeff, Botch, Thomas L., Robertson, Caroline E.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7459302/
https://www.ncbi.nlm.nih.gov/pubmed/32868788
http://dx.doi.org/10.1038/s41598-020-71125-4
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author Haskins, Amanda J.
Mentch, Jeff
Botch, Thomas L.
Robertson, Caroline E.
author_facet Haskins, Amanda J.
Mentch, Jeff
Botch, Thomas L.
Robertson, Caroline E.
author_sort Haskins, Amanda J.
collection PubMed
description How do we construct a sense of place in a real-world environment? Real-world environments are actively explored via saccades, head turns, and body movements. Yet, little is known about how humans process real-world scene information during active viewing conditions. Here, we exploited recent developments in virtual reality (VR) and in-headset eye-tracking to test the impact of active vs. passive viewing conditions on gaze behavior while participants explored novel, real-world, 360° scenes. In one condition, participants actively explored 360° photospheres from a first-person perspective via self-directed motion (saccades and head turns). In another condition, photospheres were passively displayed to participants while they were head-restricted. We found that, relative to passive viewers, active viewers displayed increased attention to semantically meaningful scene regions, suggesting more exploratory, information-seeking gaze behavior. We also observed signatures of exploratory behavior in eye movements, such as quicker, more entropic fixations during active as compared with passive viewing conditions. These results show that active viewing influences every aspect of gaze behavior, from the way we move our eyes to what we choose to attend to. Moreover, these results offer key benchmark measurements of gaze behavior in 360°, naturalistic environments.
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spelling pubmed-74593022020-09-01 Active vision in immersive, 360° real-world environments Haskins, Amanda J. Mentch, Jeff Botch, Thomas L. Robertson, Caroline E. Sci Rep Article How do we construct a sense of place in a real-world environment? Real-world environments are actively explored via saccades, head turns, and body movements. Yet, little is known about how humans process real-world scene information during active viewing conditions. Here, we exploited recent developments in virtual reality (VR) and in-headset eye-tracking to test the impact of active vs. passive viewing conditions on gaze behavior while participants explored novel, real-world, 360° scenes. In one condition, participants actively explored 360° photospheres from a first-person perspective via self-directed motion (saccades and head turns). In another condition, photospheres were passively displayed to participants while they were head-restricted. We found that, relative to passive viewers, active viewers displayed increased attention to semantically meaningful scene regions, suggesting more exploratory, information-seeking gaze behavior. We also observed signatures of exploratory behavior in eye movements, such as quicker, more entropic fixations during active as compared with passive viewing conditions. These results show that active viewing influences every aspect of gaze behavior, from the way we move our eyes to what we choose to attend to. Moreover, these results offer key benchmark measurements of gaze behavior in 360°, naturalistic environments. Nature Publishing Group UK 2020-08-31 /pmc/articles/PMC7459302/ /pubmed/32868788 http://dx.doi.org/10.1038/s41598-020-71125-4 Text en © The Author(s) 2020 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/.
spellingShingle Article
Haskins, Amanda J.
Mentch, Jeff
Botch, Thomas L.
Robertson, Caroline E.
Active vision in immersive, 360° real-world environments
title Active vision in immersive, 360° real-world environments
title_full Active vision in immersive, 360° real-world environments
title_fullStr Active vision in immersive, 360° real-world environments
title_full_unstemmed Active vision in immersive, 360° real-world environments
title_short Active vision in immersive, 360° real-world environments
title_sort active vision in immersive, 360° real-world environments
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7459302/
https://www.ncbi.nlm.nih.gov/pubmed/32868788
http://dx.doi.org/10.1038/s41598-020-71125-4
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