Cognitive Monitoring via Eye Tracking in Virtual Reality Pedestrian Environments

Author(s):  
Daniel Sonntag ◽  
Jason Orlosky ◽  
Markus Weber ◽  
Yecheng Gu ◽  
Sergey Sosnovsky ◽  
...  
2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


Author(s):  
Bin Li ◽  
Yun Zhang ◽  
Xiujuan Zheng ◽  
Xiaoping Huang ◽  
Sheng Zhang ◽  
...  

2021 ◽  
Vol 11 (12) ◽  
pp. 5546
Author(s):  
Florian Heilmann ◽  
Kerstin Witte

Visual anticipation is essential for performance in sports. This review provides information on the differences between stimulus presentations and motor responses in eye-tracking studies and considers virtual reality (VR), a new possibility to present stimuli. A systematic literature search on PubMed, ScienceDirect, IEEE Xplore, and SURF was conducted. The number of studies examining the influence of stimulus presentation (in situ, video) is deficient but still sufficient to describe differences in gaze behavior. The seven reviewed studies indicate that stimulus presentations can cause differences in gaze behavior. Further research should focus on displaying game situations via VR. The advantages of a scientific approach using VR are experimental control and repeatability. In addition, game situations could be standardized and movement responses could be included in the analysis.


2021 ◽  
pp. 100432
Author(s):  
C.N.W. Geraets ◽  
S. Klein Tuente ◽  
B.P. Lestestuiver ◽  
M. van Beilen ◽  
S.A. Nijman ◽  
...  

2021 ◽  
Author(s):  
Wolfgang Mehringer ◽  
Markus Wirth ◽  
Franka Risch ◽  
Daniel Roth ◽  
Georg Michelson ◽  
...  
Keyword(s):  

Author(s):  
Jorge Bacca-Acosta ◽  
Julian Tejada ◽  
Carlos Ospino-Ibañez

Learning how to give and follow directions in English is one of the key topics in regular English as a Foreign Language (EFL) courses. However, this topic is commonly taught in the classroom with pencil and paper exercises. In this chapter, a scaffolded virtual reality (VR) environment for learning the topic of following directions in English is introduced. An eye tracking study was conducted to determine how students perceive the scaffolds for completing the learning task, and an evaluation of acceptance and usability was conducted to identify the students' perceptions. The results show that scaffolds in the form of text and images are both effective for increasing the students' learning performance. The gaze frequency is higher for the textual scaffold, but the duration of gaze fixations is lower for the scaffolds in the form of images. The acceptance and usability of the VR environment were found to be positive.


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