What are the visuo-motor tendencies of omnidirectional scene free-viewing in virtual reality?
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ABSTRACT: 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 omnidirectio
SUBMITTER: David EJ
PROVIDER: S-EPMC8963670 | biostudies-literature | 2022 Mar
REPOSITORIES: biostudies-literature
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