Gaze During Locomotion in Virtual Reality and the Real World

How vision guides gaze in realistic settings has been researched for decades. Human gaze behavior is typically measured in laboratory settings that are well controlled but feature-reduced and movement-constrained, in sharp contrast to real-life gaze control that combines eye, head, and body movement...

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Main Authors: Jan Drewes, Sascha Feder, Wolfgang Einhäuser
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-05-01
Series:Frontiers in Neuroscience
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fnins.2021.656913/full
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author Jan Drewes
Jan Drewes
Sascha Feder
Wolfgang Einhäuser
author_facet Jan Drewes
Jan Drewes
Sascha Feder
Wolfgang Einhäuser
author_sort Jan Drewes
collection DOAJ
description How vision guides gaze in realistic settings has been researched for decades. Human gaze behavior is typically measured in laboratory settings that are well controlled but feature-reduced and movement-constrained, in sharp contrast to real-life gaze control that combines eye, head, and body movements. Previous real-world research has shown environmental factors such as terrain difficulty to affect gaze; however, real-world settings are difficult to control or replicate. Virtual reality (VR) offers the experimental control of a laboratory, yet approximates freedom and visual complexity of the real world (RW). We measured gaze data in 8 healthy young adults during walking in the RW and simulated locomotion in VR. Participants walked along a pre-defined path inside an office building, which included different terrains such as long corridors and flights of stairs. In VR, participants followed the same path in a detailed virtual reconstruction of the building. We devised a novel hybrid control strategy for movement in VR: participants did not actually translate: forward movements were controlled by a hand-held device, rotational movements were executed physically and transferred to the VR. We found significant effects of terrain type (flat corridor, staircase up, and staircase down) on gaze direction, on the spatial spread of gaze direction, and on the angular distribution of gaze-direction changes. The factor world (RW and VR) affected the angular distribution of gaze-direction changes, saccade frequency, and head-centered vertical gaze direction. The latter effect vanished when referencing gaze to a world-fixed coordinate system, and was likely due to specifics of headset placement, which cannot confound any other analyzed measure. Importantly, we did not observe a significant interaction between the factors world and terrain for any of the tested measures. This indicates that differences between terrain types are not modulated by the world. The overall dwell time on navigational markers did not differ between worlds. The similar dependence of gaze behavior on terrain in the RW and in VR indicates that our VR captures real-world constraints remarkably well. High-fidelity VR combined with naturalistic movement control therefore has the potential to narrow the gap between the experimental control of a lab and ecologically valid settings.
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spelling doaj.art-caa8700dba92486f9e95f7e600f38e092022-12-21T18:45:38ZengFrontiers Media S.A.Frontiers in Neuroscience1662-453X2021-05-011510.3389/fnins.2021.656913656913Gaze During Locomotion in Virtual Reality and the Real WorldJan Drewes0Jan Drewes1Sascha Feder2Wolfgang Einhäuser3Institute of Brain and Psychological Sciences, Sichuan Normal University, Chengdu, ChinaPhysics of Cognition Group, Institute of Physics, Chemnitz University of Technology, Chemnitz, GermanyCognitive Systems Lab, Institute of Physics, Chemnitz University of Technology, Chemnitz, GermanyPhysics of Cognition Group, Institute of Physics, Chemnitz University of Technology, Chemnitz, GermanyHow vision guides gaze in realistic settings has been researched for decades. Human gaze behavior is typically measured in laboratory settings that are well controlled but feature-reduced and movement-constrained, in sharp contrast to real-life gaze control that combines eye, head, and body movements. Previous real-world research has shown environmental factors such as terrain difficulty to affect gaze; however, real-world settings are difficult to control or replicate. Virtual reality (VR) offers the experimental control of a laboratory, yet approximates freedom and visual complexity of the real world (RW). We measured gaze data in 8 healthy young adults during walking in the RW and simulated locomotion in VR. Participants walked along a pre-defined path inside an office building, which included different terrains such as long corridors and flights of stairs. In VR, participants followed the same path in a detailed virtual reconstruction of the building. We devised a novel hybrid control strategy for movement in VR: participants did not actually translate: forward movements were controlled by a hand-held device, rotational movements were executed physically and transferred to the VR. We found significant effects of terrain type (flat corridor, staircase up, and staircase down) on gaze direction, on the spatial spread of gaze direction, and on the angular distribution of gaze-direction changes. The factor world (RW and VR) affected the angular distribution of gaze-direction changes, saccade frequency, and head-centered vertical gaze direction. The latter effect vanished when referencing gaze to a world-fixed coordinate system, and was likely due to specifics of headset placement, which cannot confound any other analyzed measure. Importantly, we did not observe a significant interaction between the factors world and terrain for any of the tested measures. This indicates that differences between terrain types are not modulated by the world. The overall dwell time on navigational markers did not differ between worlds. The similar dependence of gaze behavior on terrain in the RW and in VR indicates that our VR captures real-world constraints remarkably well. High-fidelity VR combined with naturalistic movement control therefore has the potential to narrow the gap between the experimental control of a lab and ecologically valid settings.https://www.frontiersin.org/articles/10.3389/fnins.2021.656913/fullgazeeye trackingvirtual realityreal worldvirtual locomotion
spellingShingle Jan Drewes
Jan Drewes
Sascha Feder
Wolfgang Einhäuser
Gaze During Locomotion in Virtual Reality and the Real World
Frontiers in Neuroscience
gaze
eye tracking
virtual reality
real world
virtual locomotion
title Gaze During Locomotion in Virtual Reality and the Real World
title_full Gaze During Locomotion in Virtual Reality and the Real World
title_fullStr Gaze During Locomotion in Virtual Reality and the Real World
title_full_unstemmed Gaze During Locomotion in Virtual Reality and the Real World
title_short Gaze During Locomotion in Virtual Reality and the Real World
title_sort gaze during locomotion in virtual reality and the real world
topic gaze
eye tracking
virtual reality
real world
virtual locomotion
url https://www.frontiersin.org/articles/10.3389/fnins.2021.656913/full
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