Using Gaze Behavior and Head Orientation for Implicit Identification in Virtual Reality

2021 ◽  
Author(s):  
Jonathan Liebers ◽  
Patrick Horn ◽  
Christian Burschik ◽  
Uwe Gruenefeld ◽  
Stefan Schneegass
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.


2012 ◽  
Vol 107 (2) ◽  
pp. 573-590 ◽  
Author(s):  
Farshad Farshadmanesh ◽  
Patrick Byrne ◽  
Gerald P. Keith ◽  
Hongying Wang ◽  
Brian D. Corneil ◽  
...  

The object of this study was to model the relationship between neck electromyography (EMG) and three-dimensional (3-D) head kinematics during gaze behavior. In two monkeys, we recorded 3-D gaze, head orientation, and bilateral EMG activity in the sternocleidomastoid, splenius capitis, complexus, biventer cervicis, rectus capitis posterior major, and occipital capitis inferior muscles. Head-unrestrained animals fixated and made gaze saccades between targets within a 60° × 60° grid. We performed a stepwise regression in which polynomial model terms were retained/rejected based on their tendency to increase/decrease a cross-validation-based measure of model generalizability. This revealed several results that could not have been predicted from knowledge of musculoskeletal anatomy. During head holding, EMG activity in most muscles was related to horizontal head orientation, whereas fewer muscles correlated to vertical head orientation and none to small random variations in head torsion. A fourth-order polynomial model, with horizontal head orientation as the only independent variable, generalized nearly as well as higher order models. For head movements, we added time-varying linear and nonlinear perturbations in velocity and acceleration to the previously derived static (head holding) models. The static models still explained most of the EMG variance, but the additional motion terms, which included horizontal, vertical, and torsional contributions, significantly improved the results. Several coordinate systems were used for both static and dynamic analyses, with Fick coordinates showing a marginal (nonsignificant) advantage. Thus, during gaze fixations, recruitment within the neck muscles from which we recorded contributed primarily to position-dependent horizontal orientation terms in our data set, with more complex multidimensional contributions emerging during the head movements that accompany gaze shifts. These are crucial components of the late neuromuscular transformations in a complete model of 3-D head-neck system and should help constrain the study of premotor signals for head control during gaze behaviors.


2018 ◽  
Vol 18 (10) ◽  
pp. 230
Author(s):  
Diego Buitrago-Piza ◽  
Hitarth Dalal ◽  
Borna Mahmoudian ◽  
Rob Nicolson ◽  
Julio Martinez-Trujillo

2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-15
Author(s):  
Matthias Hoppe ◽  
Daria Oskina ◽  
Albrecht Schmidt ◽  
Thomas Kosch

Virtual Reality (VR) experiences have massively improved in the mediation of feedback. However, the simulation of forces is still limited. This paper presents Odin's Helmet, a head-worn device to simulate g-forces that act on the human head in real-life situations. Odin's Helmet uses four head-mounted propellers as actuators to simulate g-forces through pushing and pulling the user's head while being immersed in VR. Odin's Helmet's goal is to increase presence and manipulate the user's perception of the otolith organ in the vestibular system. The user's perception will be tricked to experience a sensation of self-movement in VR. A technical evaluation shows Odin's Helmet's applicability to apply perceivable g-forces to the user's head. We conclude with future use cases of Odin's Helmet, such as redirected walking by controlling the user's head orientation, attention guidance, and wind simulations through Odin's Helmet.


Author(s):  
Amanda J. Haskins ◽  
Jeff Mentch ◽  
Thomas L. Botch ◽  
Caroline E. Robertson

AbstractVision is an active process. Humans actively sample their sensory environment via saccades, head turns, and body movements. Yet, little is known about active visual processing in real-world environments. Here, we exploited recent advances in immersive virtual reality (VR) and in-headset eye-tracking to show that active viewing conditions impact how humans process complex, real-world scenes. Specifically, we used quantitative, model-based analyses to compare which visual features participants prioritize over others while encoding a novel environment in two experimental conditions: active and passive. In the active condition, participants used head-mounted VR displays to explore 360º scenes from a first-person perspective via self-directed motion (saccades and head turns). In the passive condition, 360º scenes were passively displayed to participants within the VR headset while they were head-restricted. Our results show that signatures of top-down attentional guidance increase in active viewing conditions: active viewers disproportionately allocate their attention to semantically relevant scene features, as compared with passive viewers. We also observed increased signatures of exploratory behavior in eye movements, such as quicker, more entropic fixations during active as compared with passive viewing conditions. These results have broad implications for studies of visual cognition, suggesting that active viewing influences every aspect of gaze behavior – from the way we move our eyes to what we choose to attend to – as we construct a sense of place in a real-world environment.Significance StatementEye-tracking in immersive virtual reality offers an unprecedented opportunity to study human gaze behavior under naturalistic viewing conditions without sacrificing experimental control. Here, we advanced this new technique to show how humans deploy attention as they encode a diverse set of 360º, real-world scenes, actively explored from a first-person perspective using head turns and saccades. Our results build on classic studies in psychology, showing that active, as compared with passive, viewing conditions fundamentally alter perceptual processing. Specifically, active viewing conditions increase information-seeking behavior in humans, producing faster, more entropic fixations, which are disproportionately deployed to scene areas that are rich in semantic meaning. In addition, our results offer key benchmark measurements of gaze behavior in 360°, naturalistic environments.


2021 ◽  
Vol 12 ◽  
Author(s):  
Bastian I. Hougaard ◽  
Hendrik Knoche ◽  
Jim Jensen ◽  
Lars Evald

Purpose: Virtual reality (VR) and eye tracking may provide detailed insights into spatial cognition. We hypothesized that virtual reality and eye tracking may be used to assess sub-types of spatial neglect in stroke patients not readily available from conventional assessments.Method: Eighteen stroke patients with spatial neglect and 16 age and gender matched healthy subjects wearing VR headsets were asked to look around freely in a symmetric 3D museum scene with three pictures. Asymmetry of performance was analyzed to reveal group-level differences and possible neglect sub-types on an individual level.Results: Four out of six VR and eye tracking measures revealed significant differences between patients and controls in this free-viewing task. Gaze-asymmetry between-pictures (including fixation time and count) and head orientation were most sensitive to spatial neglect behavior on a group level analysis. Gaze-asymmetry and head orientation each identified 10 out of 18 (56%), compared to 12 out of 18 (67%) for the best conventional test. Two neglect patients without deviant performance on conventional measures were captured by the VR and eyetracking measures. On the individual level, five stroke patients revealed deviant gaze-asymmetry within-pictures and six patients revealed deviant eye orientation in either direction that were not captured by the group-level analysis.Conclusion: This study is a first step in using VR in combination with eye tracking measures as individual differential neglect subtype diagnostics. This may pave the way for more sensitive and elaborate sub-type diagnostics of spatial neglect that may respond differently to various treatment approaches.


2021 ◽  
Vol 2 ◽  
Author(s):  
Juliana Melendrez-Ruiz ◽  
Isabelle Goisbault ◽  
Jean-Christophe Charrier ◽  
Kevin Pagnat ◽  
Laurence Dujourdy ◽  
...  

Despite numerous health and environmental benefits, the consumption of pulses (i.e. lentils, chickpeas … ) in France has decreased over the past few decades. One potential barrier to pulse consumption may be their shelf placement in French supermarkets. We studied gaze behavior toward pulses in a virtual supermarket. Products from four food categories (animal-based, pulses, starches, and vegetables) were randomly presented on four shelves (canned, dried, ready-to-eat, and refrigerated). Then, a composite super-shelf combined the canned, dried, and refrigerated shelves. Gaze behavior was recorded for the 108 participants in two screening phases: i) the four shelves one-by-one, ii) the super-shelf. Pulses were not strong “eye-catchers”: gaze behavior toward pulses varied from shelf to shelf. Similarly, visual attention was different for each food-group during super-shelf screening. These results could be used to implement specific strategies that should be developed in supermarkets to encourage the choice of pulses by consumers, and thus increase pulse consumption.


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