Anderson Nicola C, Bischof Walter F, Kingstone Alan
University of British Columbia, Vancouver, BC, Canada.
Curr Top Behav Neurosci. 2023;65:73-100. doi: 10.1007/7854_2022_409.
This chapter explores the current state of the art in eye tracking within 3D virtual environments. It begins with the motivation for eye tracking in Virtual Reality (VR) in psychological research, followed by descriptions of the hardware and software used for presenting virtual environments as well as for tracking eye and head movements in VR. This is followed by a detailed description of an example project on eye and head tracking while observers look at 360° panoramic scenes. The example is illustrated with descriptions of the user interface and program excerpts to show the measurement of eye and head movements in VR. The chapter continues with fundamentals of data analysis, in particular methods for the determination of fixations and saccades when viewing spherical displays. We then extend these methodological considerations to determining the spatial and temporal coordination of the eyes and head in VR perception. The chapter concludes with a discussion of outstanding problems and future directions for conducting eye- and head-tracking research in VR. We hope that this chapter will serve as a primer for those intending to implement VR eye tracking in their own research.
本章探讨了三维虚拟环境中眼动追踪技术的当前发展水平。首先介绍了在心理学研究中虚拟现实(VR)环境下进行眼动追踪的动机,接着描述了用于呈现虚拟环境以及追踪VR环境中眼睛和头部运动的硬件和软件。随后详细介绍了一个关于观察者观看360°全景场景时眼睛和头部追踪的示例项目。通过对用户界面和程序片段的描述来说明该示例,展示VR环境中眼睛和头部运动的测量方法。本章接着阐述了数据分析的基本原理,特别是在观看球形显示器时确定注视点和扫视的方法。然后,我们将这些方法扩展到确定VR感知中眼睛和头部的空间和时间协调。本章最后讨论了在VR中进行眼睛和头部追踪研究的突出问题和未来方向。我们希望本章能为那些打算在自己的研究中实施VR眼动追踪的人提供入门指导。