Finding landmarks - An investigation of viewing behavior during spatial navigation in VR using a graph-theoretical analysis approach

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Finding landmarks - An investigation of viewing behavior during spatial navigation in VR using a graph-theoretical analysis approach. / Walter, Jasmin L; Essmann, Lucas; König, Sabine U; König, Peter.

In: PLOS COMPUT BIOL, Vol. 18, No. 6, 06.2022, p. e1009485.

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@article{11c8879433b647e3be4c4f6e7ab0fe0a,
title = "Finding landmarks - An investigation of viewing behavior during spatial navigation in VR using a graph-theoretical analysis approach",
abstract = "Vision provides the most important sensory information for spatial navigation. Recent technical advances allow new options to conduct more naturalistic experiments in virtual reality (VR) while additionally gathering data of the viewing behavior with eye tracking investigations. Here, we propose a method that allows one to quantify characteristics of visual behavior by using graph-theoretical measures to abstract eye tracking data recorded in a 3D virtual urban environment. The analysis is based on eye tracking data of 20 participants, who freely explored the virtual city Seahaven for 90 minutes with an immersive VR headset with an inbuild eye tracker. To extract what participants looked at, we defined {"}gaze{"} events, from which we created gaze graphs. On these, we applied graph-theoretical measures to reveal the underlying structure of visual attention. Applying graph partitioning, we found that our virtual environment could be treated as one coherent city. To investigate the importance of houses in the city, we applied the node degree centrality measure. Our results revealed that 10 houses had a node degree that exceeded consistently two-sigma distance from the mean node degree of all other houses. The importance of these houses was supported by the hierarchy index, which showed a clear hierarchical structure of the gaze graphs. As these high node degree houses fulfilled several characteristics of landmarks, we named them {"}gaze-graph-defined landmarks{"}. Applying the rich club coefficient, we found that these gaze-graph-defined landmarks were preferentially connected to each other and that participants spend the majority of their experiment time in areas where at least two of those houses were visible. Our findings do not only provide new experimental evidence for the development of spatial knowledge, but also establish a new methodology to identify and assess the function of landmarks in spatial navigation based on eye tracking data.",
keywords = "Humans, Knowledge, Spatial Navigation, Virtual Reality, Vision, Ocular",
author = "Walter, {Jasmin L} and Lucas Essmann and K{\"o}nig, {Sabine U} and Peter K{\"o}nig",
year = "2022",
month = jun,
doi = "10.1371/journal.pcbi.1009485",
language = "English",
volume = "18",
pages = "e1009485",
journal = "PLOS COMPUT BIOL",
issn = "1553-734X",
publisher = "Public Library of Science",
number = "6",

}

RIS

TY - JOUR

T1 - Finding landmarks - An investigation of viewing behavior during spatial navigation in VR using a graph-theoretical analysis approach

AU - Walter, Jasmin L

AU - Essmann, Lucas

AU - König, Sabine U

AU - König, Peter

PY - 2022/6

Y1 - 2022/6

N2 - Vision provides the most important sensory information for spatial navigation. Recent technical advances allow new options to conduct more naturalistic experiments in virtual reality (VR) while additionally gathering data of the viewing behavior with eye tracking investigations. Here, we propose a method that allows one to quantify characteristics of visual behavior by using graph-theoretical measures to abstract eye tracking data recorded in a 3D virtual urban environment. The analysis is based on eye tracking data of 20 participants, who freely explored the virtual city Seahaven for 90 minutes with an immersive VR headset with an inbuild eye tracker. To extract what participants looked at, we defined "gaze" events, from which we created gaze graphs. On these, we applied graph-theoretical measures to reveal the underlying structure of visual attention. Applying graph partitioning, we found that our virtual environment could be treated as one coherent city. To investigate the importance of houses in the city, we applied the node degree centrality measure. Our results revealed that 10 houses had a node degree that exceeded consistently two-sigma distance from the mean node degree of all other houses. The importance of these houses was supported by the hierarchy index, which showed a clear hierarchical structure of the gaze graphs. As these high node degree houses fulfilled several characteristics of landmarks, we named them "gaze-graph-defined landmarks". Applying the rich club coefficient, we found that these gaze-graph-defined landmarks were preferentially connected to each other and that participants spend the majority of their experiment time in areas where at least two of those houses were visible. Our findings do not only provide new experimental evidence for the development of spatial knowledge, but also establish a new methodology to identify and assess the function of landmarks in spatial navigation based on eye tracking data.

AB - Vision provides the most important sensory information for spatial navigation. Recent technical advances allow new options to conduct more naturalistic experiments in virtual reality (VR) while additionally gathering data of the viewing behavior with eye tracking investigations. Here, we propose a method that allows one to quantify characteristics of visual behavior by using graph-theoretical measures to abstract eye tracking data recorded in a 3D virtual urban environment. The analysis is based on eye tracking data of 20 participants, who freely explored the virtual city Seahaven for 90 minutes with an immersive VR headset with an inbuild eye tracker. To extract what participants looked at, we defined "gaze" events, from which we created gaze graphs. On these, we applied graph-theoretical measures to reveal the underlying structure of visual attention. Applying graph partitioning, we found that our virtual environment could be treated as one coherent city. To investigate the importance of houses in the city, we applied the node degree centrality measure. Our results revealed that 10 houses had a node degree that exceeded consistently two-sigma distance from the mean node degree of all other houses. The importance of these houses was supported by the hierarchy index, which showed a clear hierarchical structure of the gaze graphs. As these high node degree houses fulfilled several characteristics of landmarks, we named them "gaze-graph-defined landmarks". Applying the rich club coefficient, we found that these gaze-graph-defined landmarks were preferentially connected to each other and that participants spend the majority of their experiment time in areas where at least two of those houses were visible. Our findings do not only provide new experimental evidence for the development of spatial knowledge, but also establish a new methodology to identify and assess the function of landmarks in spatial navigation based on eye tracking data.

KW - Humans

KW - Knowledge

KW - Spatial Navigation

KW - Virtual Reality

KW - Vision, Ocular

U2 - 10.1371/journal.pcbi.1009485

DO - 10.1371/journal.pcbi.1009485

M3 - SCORING: Journal article

C2 - 35666726

VL - 18

SP - e1009485

JO - PLOS COMPUT BIOL

JF - PLOS COMPUT BIOL

SN - 1553-734X

IS - 6

ER -