scholarly journals Post-processing integration and semi-automated analysis of eye-tracking and motion-capture data obtained in immersive virtual reality environments to measure visuomotor integration

Author(s):  
Haylie L. Miller ◽  
Ian Raphael Zurutuza ◽  
Nicholas Fears ◽  
Suleyman Polat ◽  
Rodney Nielsen
Sensors ◽  
2020 ◽  
Vol 20 (17) ◽  
pp. 4956
Author(s):  
Jose Llanes-Jurado ◽  
Javier Marín-Morales ◽  
Jaime Guixeres ◽  
Mariano Alcañiz

Fixation identification is an essential task in the extraction of relevant information from gaze patterns; various algorithms are used in the identification process. However, the thresholds used in the algorithms greatly affect their sensitivity. Moreover, the application of these algorithm to eye-tracking technologies integrated into head-mounted displays, where the subject’s head position is unrestricted, is still an open issue. Therefore, the adaptation of eye-tracking algorithms and their thresholds to immersive virtual reality frameworks needs to be validated. This study presents the development of a dispersion-threshold identification algorithm applied to data obtained from an eye-tracking system integrated into a head-mounted display. Rules-based criteria are proposed to calibrate the thresholds of the algorithm through different features, such as number of fixations and the percentage of points which belong to a fixation. The results show that distance-dispersion thresholds between 1–1.6° and time windows between 0.25–0.4 s are the acceptable range parameters, with 1° and 0.25 s being the optimum. The work presents a calibrated algorithm to be applied in future experiments with eye-tracking integrated into head-mounted displays and guidelines for calibrating fixation identification algorithms


2016 ◽  
Vol 17 (1) ◽  
pp. 23-31 ◽  
Author(s):  
Pedro Rosa ◽  
Pedro Gamito ◽  
Jorge Oliveira ◽  
Diogo Morais ◽  
Matthew Pavlovic ◽  
...  

Author(s):  
Maria Mikhailenko ◽  
Mikhail Kurushkin

The concept of using eye-tracking in virtual reality for education has been researched in various fields over the past years. With this review, we aim to discuss the recent advancements and applications in this area, explain the technological aspects, highlight the advantages of this approach and inspire interest in the field. Eye-tracking has already been used in science for many decades and now has been substantially reinforced by the addition of virtual and augmented reality technologies. The first part of the review is a general overview of eye-tracking concepts and its applications. In the second part, the focus shifted towards application of eye-tracking in virtual reality. The third part is the description of the recently emerged concept of eye-tracking in virtual reality when applied to education and studying, which has not been thoroughly described before. We describe the main findings, technological aspects and advantages of this approach.


2020 ◽  
Author(s):  
Eleanor Huizeling ◽  
David Peeters ◽  
Peter Hagoort

Traditional experiments indicate that prediction is important for the efficient processing of incoming speech. In three virtual reality (VR) visual world paradigm experiments, we here tested whether such findings hold in naturalistic settings (Experiment 1) and provided novel insights into whether disfluencies in speech (repairs/hesitations) inform one’s predictions in rich environments (Experiments 2-3). In all three experiments, participants’ eye movements were recorded while they listened to sentences spoken by a virtual agent during a virtual tour of eight scenes. Experiment 1 showed that listeners predict upcoming speech in naturalistic environments, with a higher proportion of anticipatory target fixations in Restrictive (predictable) compared to Unrestrictive (unpredictable) trials. Experiments 2-3 provided novel findings that disfluencies reduce anticipatory fixations towards a predicted referent in naturalistic environments, compared to Conjunction sentences (Experiment 2) and Fluent sentences (Experiment 3). Unexpectedly, Experiment 2 provided no evidence that participants made new predictions from a repaired verb – there was no increase in the proportion of fixations towards objects compatible with the repaired verb – thereby supporting an attention rather than a predictive account of effects of repair disfluencies on sentence processing. Experiment 3 provided novel evidence that the proportion of fixations to the speaker increased upon hearing a hesitation, supporting current theories of the effects of hesitations on sentence processing. Together, these findings contribute to a better understanding of how listeners make use of visual (objects, speaker) and auditory (speech, including disfluencies) information to predict upcoming words.


2020 ◽  
Author(s):  
Jenifer C. Miehlbradt ◽  
Luigi F. Cuturi ◽  
Silvia Zanchi ◽  
Monica Gori ◽  
Silvestro Micera

AbstractThe acquisition of postural control is an elaborate process, which relies on the balanced integration of multisensory inputs. Current models suggest that young children rely on an ‘en-block’ control of their upper body before sequentially acquiring a segmental control around the age of 7, and that they resort to the former strategy under challenging conditions. While recent works suggest that a virtual sensory environment alters visuomotor integration in healthy adults, little is known about the effects on younger individuals.Here we show that this coordination pattern is disrupted by an immersive virtual reality framework where a steering role is assigned to the trunk, which causes 6- to 8-year-olds to employ an ill-adapted segmental strategy. These results provide an alternate trajectory of motor development and emphasize the immaturity of postural control at these ages.


2021 ◽  
Author(s):  
◽  
F. J. Rodal Martínez

Virtual Reality is defined as an interactive and multisensory computer system in which an environment is simulated in real time, and there can be two categories: Immersive Virtual Reality and Non-Immersive Virtual Reality. To date, Virtual Reality has been used in different areas such as education, entertainment and rehabilitation. The WHO estimates that around 15% of the world's population suffers from a disabling condition. This organization in conjunction with the ISPO determined that about 0.5% of the world's population requires an orthotic or prosthetic system. In Mexico, in the National Survey of Demographic Dynamics it is estimated that 10.9% of the population has difficulty walking or moving. The objective of this project is to design a Virtual Reality system that allows training transhumeral amputees in the use of the prosthesis. 2 virtual environments and 8 3D-characters were created so that the subjects to be trained can select between these possibilities to carry out the training sessions. The subjects control these 3D-characters in real time through a motion capture system, which also generates a biomechanical analysis of the movement of the shoulder during the execution of the movements.


Sign in / Sign up

Export Citation Format

Share Document