Real-time recording and classification of eye movements in an immersive virtual environment
Identifieur interne : 001489 ( Pmc/Curation ); précédent : 001488; suivant : 001490Real-time recording and classification of eye movements in an immersive virtual environment
Auteurs : Gabriel Diaz [États-Unis] ; Joseph Cooper [États-Unis] ; Dmitry Kit [États-Unis] ; Mary Hayhoe [États-Unis]Source :
- Journal of Vision [ 1534-7362 ] ; 2013.
Abstract
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at
Url:
DOI: 10.1167/13.12.5
PubMed: 24113087
PubMed Central: 3795427
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PMC:3795427Le document en format XML
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<front><div type="abstract" xml:lang="en"><p>Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at <uri xlink:type="simple" xlink:href="http://sourceforge.net/p/utdvrlibraries/">http://sourceforge.net/p/utdvrlibraries/</uri>
. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.</p>
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<pmc article-type="research-article"><pmc-comment>The publisher of this article does not allow downloading of the full text in XML form.</pmc-comment>
<front><journal-meta><journal-id journal-id-type="nlm-ta">J Vis</journal-id>
<journal-id journal-id-type="iso-abbrev">J Vis</journal-id>
<journal-id journal-id-type="hwp">jov</journal-id>
<journal-id journal-id-type="pmc">jov</journal-id>
<journal-id journal-id-type="publisher-id">JOV</journal-id>
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<issn pub-type="epub">1534-7362</issn>
<publisher><publisher-name>The Association for Research in Vision and Ophthalmology</publisher-name>
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<article-id pub-id-type="sici">jovi-13-11-10</article-id>
<article-id pub-id-type="other">MS#: JOV-03427-2012</article-id>
<article-categories><subj-group subj-group-type="heading"><subject>Methods</subject>
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<title-group><article-title>Real-time recording and classification of eye movements in an immersive virtual environment</article-title>
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<contrib-group><contrib contrib-type="author"><name><surname>Diaz</surname>
<given-names>Gabriel</given-names>
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<xref ref-type="aff" rid="aff1">1</xref>
<email>gdiaz@mail.cps.utexas.edu</email>
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<contrib contrib-type="author"><name><surname>Cooper</surname>
<given-names>Joseph</given-names>
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<given-names>Dmitry</given-names>
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<email>dkit@cs.utexas.edu</email>
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<contrib contrib-type="author"><name><surname>Hayhoe</surname>
<given-names>Mary</given-names>
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<email>mary@mail.cps.utexas.edu</email>
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<aff id="aff1"><label>1</label>
Center for Perceptual Systems, University of Texas Austin, Austin, TX, USA</aff>
<aff id="aff2"><label>2</label>
Department of Computer Science, University of Texas Austin, Austin, TX, USA</aff>
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<pub-date pub-type="collection"><year>2013</year>
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<pub-date pub-type="epub"><day>10</day>
<month>10</month>
<year>2013</year>
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<volume>13</volume>
<issue>12</issue>
<elocation-id>5</elocation-id>
<history><date date-type="received"><day>31</day>
<month>10</month>
<year>2012</year>
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<date date-type="accepted"><day>24</day>
<month>6</month>
<year>2013</year>
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<permissions><copyright-statement>© 2013 ARVO</copyright-statement>
<copyright-year>2013</copyright-year>
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<abstract><p>Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at <uri xlink:type="simple" xlink:href="http://sourceforge.net/p/utdvrlibraries/">http://sourceforge.net/p/utdvrlibraries/</uri>
. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.</p>
</abstract>
<kwd-group><title>Keywords</title>
<kwd><italic>virtual reality</italic>
</kwd>
<kwd><italic>eye movements</italic>
</kwd>
<kwd><italic>gaze</italic>
</kwd>
<kwd><italic>methods</italic>
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