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

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 virtu...

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Autores principales: David, Erwan Joël, Lebranchu, Pierre, Perreira Da Silva, Matthieu, Le Callet, Patrick
Formato: Online Artículo Texto
Lenguaje:English
Publicado: The Association for Research in Vision and Ophthalmology 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963670/
https://www.ncbi.nlm.nih.gov/pubmed/35323868
http://dx.doi.org/10.1167/jov.22.4.12
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author David, Erwan Joël
Lebranchu, Pierre
Perreira Da Silva, Matthieu
Le Callet, Patrick
author_facet David, Erwan Joël
Lebranchu, Pierre
Perreira Da Silva, Matthieu
Le Callet, Patrick
author_sort David, Erwan Joël
collection PubMed
description 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 ([Formula: see text] 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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spelling pubmed-89636702022-03-30 What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality? David, Erwan Joël Lebranchu, Pierre Perreira Da Silva, Matthieu Le Callet, Patrick J Vis Article 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 ([Formula: see text] 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. The Association for Research in Vision and Ophthalmology 2022-03-24 /pmc/articles/PMC8963670/ /pubmed/35323868 http://dx.doi.org/10.1167/jov.22.4.12 Text en Copyright 2022 The Authors https://creativecommons.org/licenses/by/4.0/This work is licensed under a Creative Commons Attribution 4.0 International License.
spellingShingle Article
David, Erwan Joël
Lebranchu, Pierre
Perreira Da Silva, Matthieu
Le Callet, Patrick
What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
title What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
title_full What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
title_fullStr What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
title_full_unstemmed What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
title_short What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
title_sort what are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8963670/
https://www.ncbi.nlm.nih.gov/pubmed/35323868
http://dx.doi.org/10.1167/jov.22.4.12
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