scholarly journals Perception and Action under Different Stimulus Presentations: A Review of Eye-Tracking Studies with an Extended View on Possibilities of Virtual Reality

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.

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.


2015 ◽  
Vol 68 (1) ◽  
pp. 95-101 ◽  
Author(s):  
Erik Wästlund ◽  
Tobias Otterbring ◽  
Anders Gustafsson ◽  
Poja Shams

2020 ◽  
Vol 104 (4) ◽  
pp. 59-81
Author(s):  
Maximilian Krug

Narrating is a crucial activity in theatre rehearsals. Through this activity, narratives are performed, expanded, reinterpreted, or even completely improvised. The communicative practices used by theatre professionals to develop a play as a theatrical narrative have rarely been researched, both in linguistics and theatre studies. Therefore, this paper addresses how actors, directors, and other members of a theatre production collectively develop monologues as self-contained narratives within a play. The research focuses on how narrators and listeners, as an interactional ensemble, use multimodal actions to realize such monologues. Surprisingly, the co-narrators don’t appear to imagine their future audience but construct the narrations in situ with and for the present members. This observation especially becomes evident when mobile eye-tracking glasses measure the co-narrators’ gaze behavior. It shows that members of a theatre rehearsal perform different activities (e. g., improvising, reading, prompting, instructing, discussing, monitoring) with regard to local interactional requirements. This paper illustrates the procedures with which theatre-makers produce monologues as multimodal narratives and highlights the differences that distinguish such narratives in theatre from spontaneous everyday storytellings.


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 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.


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

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

Sign in / Sign up

Export Citation Format

Share Document