scholarly journals Feasibility of Eye Tracking Assisted Vestibular Rehabilitation Strategy Using Immersive Virtual Reality

2019 ◽  
Vol 12 (4) ◽  
pp. 376-384 ◽  
Author(s):  
Jeong Hye Park ◽  
Han Jae Jeon ◽  
Eun-Cheon Lim ◽  
Ja-Won Koo ◽  
Hyo-Jeong Lee ◽  
...  
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 ◽  
...  

BMJ Open ◽  
2021 ◽  
Vol 11 (11) ◽  
pp. e051478
Author(s):  
Cristina García-Muñoz ◽  
María Jesús Casuso-Holgado ◽  
Juan Carlos Hernández-Rodríguez ◽  
Elena Pinero-Pinto ◽  
Rocío Palomo-Carrión ◽  
...  

IntroductionVestibular system damage in patients with multiple sclerosis (MS) may have a central and/or peripheral origin. Subsequent vestibular impairments may contribute to dizziness, balance disorders and fatigue in this population. Vestibular rehabilitation targeting vestibular impairments may improve these symptoms. Furthermore, as a successful tool in neurological rehabilitation, immersive virtual reality (VRi) could also be implemented within a vestibular rehabilitation intervention.Methods and analysisThis protocol describes a parallel-arm, pilot randomised controlled trial, with blinded assessments, in 30 patients with MS with vestibular impairment (Dizziness Handicap Inventory ≥16). The experimental group will receive a VRi vestibular rehabilitation intervention based on the conventional Cawthorne-Cooksey protocol; the control group will perform the conventional protocol. The duration of the intervention in both groups will be 7 weeks (20 sessions, 3 sessions/week). The primary outcomes are the feasibility and safety of the vestibular VRi intervention in patients with MS. Secondary outcome measures are dizziness symptoms, balance performance, fatigue and quality of life. Quantitative assessment will be carried out at baseline (T0), immediately after intervention (T1), and after a follow-up period of 3 and 6 months (T2 and T3). Additionally, in order to further examine the feasibility of the intervention, a qualitative assessment will be performed at T1.Ethics and disseminationThe study was approved by the Andalusian Review Board and Ethics Committee, Virgen Macarena-Virgen del Rocio Hospitals (ID 2148-N-19, 25 March 2020). Informed consent will be collected from participants who wish to participate in the research. The results of this research will be disseminated by publication in peer-reviewed scientific journals.Trial registration numberNCT04497025.


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.


10.2196/31020 ◽  
2021 ◽  
Author(s):  
María-Dolores Cortés-Vega ◽  
Cristina García-Muñoz ◽  
Juan-Carlos Hernández-Rodríguez ◽  
Lourdes M Fernández-Seguín ◽  
Isabel Escobio-Prieto ◽  
...  

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