Prummer Franziska, Sidenmark Ludwig, Gellersen Hans
Lancaster University, Lancaster, United Kingdom.
University of Toronto, Toronto, Ontario, Canada.
J Eye Mov Res. 2024 Feb 28;17(3). doi: 10.16910/jemr.17.3.2. eCollection 2024.
Prior research has shown that sighting eye dominance is a dynamic behavior and dependent on horizontal viewing angle. Virtual reality (VR) offers high flexibility and control for studying eye movement and human behavior, yet eye dominance has not been given significant attention within this domain. In this work, we replicate Khan and Crawford's (2001) original study in VR to confirm their findings within this specific context. Additionally, this study extends its scope to study alignment with objects presented at greater depth in the visual field. Our results align with previous results, remaining consistent when targets are presented at greater distances in the virtual scene. Using greater target distances presents opportunities to investigate alignment with objects at varying depths, providing greater flexibility for the design of methods that infer eye dominance from interaction in VR.
先前的研究表明,优势眼视向是一种动态行为,并且依赖于水平视角。虚拟现实(VR)为研究眼球运动和人类行为提供了高度的灵活性和可控性,然而在这一领域中,优势眼尚未得到足够的重视。在这项研究中,我们在VR环境中重复了Khan和Crawford(2001)的原始研究,以在这一特定背景下证实他们的发现。此外,本研究还扩展了其范围,以研究与视野中更深位置呈现的物体的对齐情况。我们的结果与先前的结果一致,当在虚拟场景中更远的距离呈现目标时,结果保持一致。使用更大的目标距离为研究与不同深度物体的对齐提供了机会,为从VR交互中推断优势眼的方法设计提供了更大的灵活性。