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1.
Sci Rep ; 14(1): 8596, 2024 Apr 13.
Artigo em Inglês | MEDLINE | ID: mdl-38615047

RESUMO

A popular technique to modulate visual input during search is to use gaze-contingent windows. However, these are often rather discomforting, providing the impression of visual impairment. To counteract this, we asked participants in this study to search through illuminated as well as dark three-dimensional scenes using a more naturalistic flashlight with which they could illuminate the rooms. In a surprise incidental memory task, we tested the identities and locations of objects encountered during search. Importantly, we tested this study design in both immersive virtual reality (VR; Experiment 1) and on a desktop-computer screen (Experiment 2). As hypothesized, searching with a flashlight increased search difficulty and memory usage during search. We found a memory benefit for identities of distractors in the flashlight condition in VR but not in the computer screen experiment. Surprisingly, location memory was comparable across search conditions despite the enormous difference in visual input. Subtle differences across experiments only appeared in VR after accounting for previous recognition performance, hinting at a benefit of flashlight search in VR. Our findings highlight that removing visual information does not necessarily impair location memory, and that screen experiments using virtual environments can elicit the same major effects as VR setups.

2.
J Vis ; 22(4): 12, 2022 03 02.
Artigo em Inglês | MEDLINE | ID: mdl-35323868

RESUMO

Central and peripheral vision during visual tasks have been extensively studied on two-dimensional screens, highlighting their perceptual and functional disparities. This study has two objectives: replicating on-screen gaze-contingent experiments removing central or peripheral field of view in virtual reality, and identifying visuo-motor biases specific to the exploration of 360 scenes with a wide field of view. Our results are useful for vision modelling, with applications in gaze position prediction (e.g., content compression and streaming). We ask how previous on-screen findings translate to conditions where observers can use their head to explore stimuli. We implemented a gaze-contingent paradigm to simulate loss of vision in virtual reality, participants could freely view omnidirectional natural scenes. This protocol allows the simulation of vision loss with an extended field of view (\(\gt \)80°) and studying the head's contributions to visual attention. The time-course of visuo-motor variables in our pure free-viewing task reveals long fixations and short saccades during first seconds of exploration, contrary to literature in visual tasks guided by instructions. We show that the effect of vision loss is reflected primarily on eye movements, in a manner consistent with two-dimensional screens literature. We hypothesize that head movements mainly serve to explore the scenes during free-viewing, the presence of masks did not significantly impact head scanning behaviours. We present new fixational and saccadic visuo-motor tendencies in a 360° context that we hope will help in the creation of gaze prediction models dedicated to virtual reality.


Assuntos
Fixação Ocular , Realidade Virtual , Movimentos Oculares , Humanos , Movimentos Sacádicos , Percepção Visual
3.
J Vis ; 21(7): 3, 2021 07 06.
Artigo em Inglês | MEDLINE | ID: mdl-34251433

RESUMO

Visual search in natural scenes is a complex task relying on peripheral vision to detect potential targets and central vision to verify them. The segregation of the visual fields has been particularly established by on-screen experiments. We conducted a gaze-contingent experiment in virtual reality in order to test how the perceived roles of central and peripheral visions translated to more natural settings. The use of everyday scenes in virtual reality allowed us to study visual attention by implementing a fairly ecological protocol that cannot be implemented in the real world. Central or peripheral vision was masked during visual search, with target objects selected according to scene semantic rules. Analyzing the resulting search behavior, we found that target objects that were not spatially constrained to a probable location within the scene impacted search measures negatively. Our results diverge from on-screen studies in that search performances were only slightly affected by central vision loss. In particular, a central mask did not impact verification times when the target was grammatically constrained to an anchor object. Our findings demonstrates that the role of central vision (up to 6 degrees of eccentricities) in identifying objects in natural scenes seems to be minor, while the role of peripheral preprocessing of targets in immersive real-world searches may have been underestimated by on-screen experiments.


Assuntos
Realidade Virtual , Humanos , Escotoma , Visão Ocular , Campos Visuais , Percepção Visual
4.
J Vis ; 19(14): 22, 2019 12 02.
Artigo em Inglês | MEDLINE | ID: mdl-31868896

RESUMO

Visual field defects are a world-wide concern, and the proportion of the population experiencing vision loss is ever increasing. Macular degeneration and glaucoma are among the four leading causes of permanent vision loss. Identifying and characterizing visual field losses from gaze alone could prove crucial in the future for screening tests, rehabilitation therapies, and monitoring. In this experiment, 54 participants took part in a free-viewing task of visual scenes while experiencing artificial scotomas (central and peripheral) of varying radii in a gaze-contingent paradigm. We studied the importance of a set of gaze features as predictors to best differentiate between artificial scotoma conditions. Linear mixed models were utilized to measure differences between scotoma conditions. Correlation and factorial analyses revealed redundancies in our data. Finally, hidden Markov models and recurrent neural networks were implemented as classifiers in order to measure the predictive usefulness of gaze features. The results show separate saccade direction biases depending on scotoma type. We demonstrate that the saccade relative angle, amplitude, and peak velocity of saccades are the best features on the basis of which to distinguish between artificial scotomas in a free-viewing task. Finally, we discuss the usefulness of our protocol and analyses as a gaze-feature identifier tool that discriminates between artificial scotomas of different types and sizes.


Assuntos
Escotoma/fisiopatologia , Testes de Campo Visual/métodos , Campos Visuais , Adulto , Cegueira , Feminino , Glaucoma/fisiopatologia , Humanos , Degeneração Macular/fisiopatologia , Masculino , Cadeias de Markov , Pessoa de Meia-Idade , Redes Neurais de Computação , Movimentos Sacádicos , Transtornos da Visão , Adulto Jovem
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