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  The potential of immersive virtual reality for the study of event perception

Misersky, J., Peeters, D., & Flecken, M. (2022). The potential of immersive virtual reality for the study of event perception. Frontiers in Virtual Reality, 3: 697934. doi:10.3389/frvir.2022.697934.

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© 2022 Misersky, Peeters and Flecken. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
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 Creators:
Misersky, Julia1, 2, Author           
Peeters, David3, Author           
Flecken, Monique1, 4, Author
Affiliations:
1Neurobiology of Language Department, MPI for Psycholinguistics, Max Planck Society, ou_792551              
2International Max Planck Research School for Language Sciences, MPI for Psycholinguistics, Max Planck Society, Nijmegen, NL, ou_1119545              
3Tilburg University, Tilburg, The Netherlands, ou_persistent22              
4University of Amsterdam, Amsterdam, The Netherlands, ou_persistent22              

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 Abstract: In everyday life, we actively engage in different activities from a first-person perspective. However, experimental psychological research in the field of event perception is often limited to relatively passive, third-person computer-based paradigms. In the present study, we tested the feasibility of using immersive virtual reality in combination with eye tracking with participants in active motion. Behavioral research has shown that speakers of aspectual and non-aspectual languages attend to goals (endpoints) in motion events differently, with speakers of non-aspectual languages showing relatively more attention to goals (endpoint bias). In the current study, native speakers of German (non-aspectual) and English (aspectual) walked on a treadmill across 3-D terrains in VR, while their eye gaze was continuously tracked. Participants encountered landmark objects on the side of the road, and potential endpoint objects at the end of it. Using growth curve analysis to analyze fixation patterns over time, we found no differences in eye gaze behavior between German and English speakers. This absence of cross-linguistic differences was also observed in behavioral tasks with the same participants. Methodologically, based on the quality of the data, we conclude that our dynamic eye-tracking setup can be reliably used to study what people look at while moving through rich and dynamic environments that resemble the real world.

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Language(s): eng - English
 Dates: 2022-07-01
 Publication Status: Published online
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 Rev. Type: Peer
 Identifiers: DOI: 10.3389/frvir.2022.697934
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Title: Frontiers in Virtual Reality
Source Genre: Journal
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Publ. Info: Lausanne : Frontiers Media
Pages: - Volume / Issue: 3 Sequence Number: 697934 Start / End Page: - Identifier: Other: 2673-4192
CoNE: https://pure.mpg.de/cone/journals/resource/2673-4192