TY - JOUR
T1 - Eye Movements and Vestibulo-Ocular Reflex as User Response in Virtual Reality
AU - Palomino-Roldan, Geovanny
AU - Rojas-Cessa, Roberto
AU - Suaste-Gomez, Ernesto
N1 - Funding Information: This work involved human subjects or animals in its research. Approval of all ethical and experimental procedures and protocols was granted by the Institutional Review Board of New Jersey Institute of Technology (NJIT), Office of Research and Development. Publisher Copyright: © 2013 IEEE.
PY - 2023
Y1 - 2023
N2 - Virtual reality (VR) is increasingly used in gaming, training, and health-related applications. However, the level of immersion and presence generated by VR can significantly influence the user and the achievement of desired outcomes. Therefore, methods to assess levels of immersion and presence need to be established. In this paper, we investigate the vestibulo-ocular reflex (VOR) and saccadic eye movements in multiple subjects exposed to VR to determine if VR triggers these responses as in real life. Using an HTC VIVE Pro Eye headset and Tobii Pro Lab software, we record head and eye movements in response to a 3D video of a roller coaster ride. Our results show that critical scenes in the video triggered VOR and saccadic eye movements in most subjects, indicating a strong correlation between VOR and saccadic eye movements during VR immersion. These findings may have implications for the study of human behavior and suggest the use of eye movement measures as feedback mechanisms during VR experiences.
AB - Virtual reality (VR) is increasingly used in gaming, training, and health-related applications. However, the level of immersion and presence generated by VR can significantly influence the user and the achievement of desired outcomes. Therefore, methods to assess levels of immersion and presence need to be established. In this paper, we investigate the vestibulo-ocular reflex (VOR) and saccadic eye movements in multiple subjects exposed to VR to determine if VR triggers these responses as in real life. Using an HTC VIVE Pro Eye headset and Tobii Pro Lab software, we record head and eye movements in response to a 3D video of a roller coaster ride. Our results show that critical scenes in the video triggered VOR and saccadic eye movements in most subjects, indicating a strong correlation between VOR and saccadic eye movements during VR immersion. These findings may have implications for the study of human behavior and suggest the use of eye movement measures as feedback mechanisms during VR experiences.
KW - Eye movements
KW - head movements
KW - measurement of level of immersion
KW - saccadic movements
KW - vestibular-ocular reflex
KW - virtual reality
KW - virtual-reality immersion
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U2 - https://doi.org/10.1109/ACCESS.2023.3264637
DO - https://doi.org/10.1109/ACCESS.2023.3264637
M3 - Article
SN - 2169-3536
VL - 11
SP - 36856
EP - 36864
JO - IEEE Access
JF - IEEE Access
ER -