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Eye movements to absent objects during mental imagery and visual memory in immersive virtual reality
Virtual Reality ( IF 4.2 ) Pub Date : 2020-10-23 , DOI: 10.1007/s10055-020-00478-y
Sandra Chiquet , Corinna S. Martarelli , Fred W. Mast

The role of eye movements in mental imagery and visual memory is typically investigated by presenting stimuli or scenes on a two-dimensional (2D) computer screen. When questioned about objects that had previously been presented on-screen, people gaze back to the location of the stimuli, even though those regions are blank during retrieval. It remains unclear whether this behavior is limited to a highly controlled experimental setting using 2D screens or whether it also occurs in a more naturalistic setting. The present study aims to overcome this shortcoming. Three-dimensional (3D) objects were presented along a circular path in an immersive virtual room. During retrieval, participants were given two tasks: to visualize the objects, which they had encoded before, and to evaluate a statement about visual details of the object. We observed longer fixation duration in the area, on which the object was previously displayed, when compared to other possible target locations. However, in 89% of the time, participants fixated none of the predefined areas. On the one hand, this shows that looking at nothing may be overestimated in 2D screen-based paradigm, on the other hand, the looking at nothing effect was still present in the 3D immersive virtual reality setting, and thus it extends external validity of previous findings. Eye movements during retrieval reinstate spatial information of previously inspected stimuli.



中文翻译:

沉浸式虚拟现实中在心理成像和视觉记忆过程中眼睛对缺少物体的运动

通常通过在二维(2D)计算机屏幕上呈现刺激或场景来研究眼睛运动在心理图像和视觉记忆中的作用。当被问及以前在屏幕上呈现的物体时,人们凝视着刺激的位置,即使在检索过程中这些区域是空白的。尚不清楚此行为是否仅限于使用2D屏幕的高度受控的实验设置,还是是否也出现在更自然的设置中。本研究旨在克服这一缺点。在沉浸式虚拟房间中,沿圆形路径显示了三维(3D)对象。在检索过程中,参与者被赋予两项任务:可视化他们之前编码过的对象,以及评估有关对象视觉细节的陈述。与其他可能的目标位置相比,我们观察到先前显示对象的区域中的固定时间更长。但是,在89%的时间内,参与者没有固定任何预定义区域。一方面,这表明在基于2D屏幕的范例中,什么都不看可能被高估了;另一方面,在3D沉浸式虚拟现实设置中仍然存在“什么都不看”效果,因此它扩展了先前的外部有效性发现。检索过程中的眼球运动可恢复先前检查的刺激的空间信息。这表明在基于2D屏幕的范例中,什么都不看可能被高估了;另一方面,在3D身临其境的虚拟现实设置中仍然存在“什么都不看”效果,因此它扩展了先前发现的外部有效性。检索过程中的眼球运动可恢复先前检查的刺激的空间信息。这表明在基于2D屏幕的范例中,什么都不看可能被高估了;另一方面,在3D身临其境的虚拟现实设置中仍然存在“什么都不看”效果,因此它扩展了先前发现的外部有效性。检索过程中的眼球运动可恢复先前检查的刺激的空间信息。

更新日期:2020-10-30
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