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Active vision in immersive, 360° real-world environments.


ABSTRACT: How do we construct a sense of place in a real-world environment? Real-world environments are actively explored via saccades, head turns, and body movements. Yet, little is known about how humans process real-world scene information during active viewing conditions. Here, we exploited recent developments in virtual reality (VR) and in-headset eye-tracking to test the impact of active vs. passive viewing conditions on gaze behavior while participants explored novel, real-world, 360° scenes. In one condition, participants actively explored 360° photospheres from a first-person perspective via self-directed motion (saccades and head turns). In another condition, photospheres were passively displayed to participants while they were head-restricted. We found that, relative to passive viewers, active viewers displayed increased attention to semantically meaningful scene regions, suggesting more exploratory, information-seeking gaze behavior. We also observed signatures of exploratory behavior in eye movements, such as quicker, more entropic fixations during active as compared with passive viewing conditions. These results show that active viewing influences every aspect of gaze behavior, from the way we move our eyes to what we choose to attend to. Moreover, these results offer key benchmark measurements of gaze behavior in 360°, naturalistic environments.

SUBMITTER: Haskins AJ 

PROVIDER: S-EPMC7459302 | biostudies-literature | 2020 Aug

REPOSITORIES: biostudies-literature

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Active vision in immersive, 360° real-world environments.

Haskins Amanda J AJ   Mentch Jeff J   Botch Thomas L TL   Robertson Caroline E CE  

Scientific reports 20200831 1


How do we construct a sense of place in a real-world environment? Real-world environments are actively explored via saccades, head turns, and body movements. Yet, little is known about how humans process real-world scene information during active viewing conditions. Here, we exploited recent developments in virtual reality (VR) and in-headset eye-tracking to test the impact of active vs. passive viewing conditions on gaze behavior while participants explored novel, real-world, 360° scenes. In on  ...[more]

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