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J Vis. 2020 Jul 1;20(7):23. doi: 10.1167/jov.20.7.23.
How do we explore the visual environment around us, and how are head and eye movements coordinated during our exploration? To investigate this question, we had observers look at omnidirectional panoramic scenes, composed of both landscape and fractal images, using a virtual reality viewer while their eye and head movements were tracked. We analyzed the spatial distribution of eye fixations and the distribution of saccade directions and the spatial distribution of head positions and the distribution of head shifts, as well as the relation between eye and head movements. The results show that, for landscape scenes, eye and head behavior best fit the allocentric frame defined by the scene horizon, especially when head tilt (i.e., head rotation around the view axis) is considered. For fractal scenes, which have an isotropic texture, eye and head movements were executed primarily along the cardinal directions in world coordinates. The results also show that eye and head movements are closely linked in space and time in a complementary way, with stimulus-driven eye movements predominantly leading the head movements. Our study is the first to systematically examine eye and head movements in a panoramic virtual reality environment, and the results demonstrate that a virtual reality environment constitutes a powerful and informative research alternative to traditional methods for investigating looking behavior.
我们如何探索周围的视觉环境,以及在探索过程中如何协调头部和眼睛的运动?为了研究这个问题,我们让观察者在虚拟现实查看器中观看全景的、由景观和分形图像组成的全方位场景,同时跟踪他们的眼睛和头部运动。我们分析了眼注视点的空间分布以及扫视方向和头部位置的空间分布,以及头部移动的分布,以及眼睛和头部运动之间的关系。结果表明,对于景观场景,眼睛和头部行为最适合由场景地平线定义的客观框架,尤其是当考虑到头部倾斜(即,围绕视线轴的头部旋转)时。对于具有各向同性纹理的分形场景,眼睛和头部运动主要沿世界坐标的基本方向执行。结果还表明,眼睛和头部运动在空间和时间上以互补的方式紧密相连,受刺激驱动的眼睛运动主要引领头部运动。我们的研究首次系统地检查了全景虚拟现实环境中的眼睛和头部运动,结果表明虚拟现实环境构成了一种强大而有信息量的研究替代传统方法,用于研究观察行为。