虚拟现实中眼睛支配行为的动态变化

IF 1.3 4区 心理学 Q3 OPHTHALMOLOGY
Franziska Prummer, Ludwig Sidenmark, Hans Gellersen
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引用次数: 0

摘要

先前的研究表明,视线支配是一种动态行为,取决于水平视角。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,但在这一领域中,眼球优势还未受到重视。在本研究中,我们复制了 Khan 和 Crawford(2001 年)在虚拟现实中的原始研究,以证实他们在这一特定环境中的发现。此外,本研究还扩展了研究范围,以研究在视野中更深位置呈现的物体的对齐情况。我们的研究结果与之前的研究结果一致,当目标在虚拟场景中以更远的距离出现时,研究结果仍保持一致。使用更大的目标距离提供了研究与不同深度物体对齐的机会,为设计从 VR 交互中推断眼球主导地位的方法提供了更大的灵活性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dynamics of eye dominance behavior in virtual reality
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.
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来源期刊
CiteScore
2.90
自引率
33.30%
发文量
10
审稿时长
10 weeks
期刊介绍: The Journal of Eye Movement Research is an open-access, peer-reviewed scientific periodical devoted to all aspects of oculomotor functioning including methodology of eye recording, neurophysiological and cognitive models, attention, reading, as well as applications in neurology, ergonomy, media research and other areas,
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