2021
DOI: 10.21203/rs.3.rs-332026/v1
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An Eye Tracking Based Virtual Reality System for Use Inside Magnetic Resonance Imaging Systems

Abstract: Patients undergoing Magnetic Resonance Imaging (MRI) often experience anxiety and sometimes distress prior to and during scanning. Here a full MRI compatible virtual reality (VR) system is described and tested with the aim of creating a radically different experience. Potential benefits could accrue from the strong sense of immersion that can be created with VR, which could create sense experiences designed to avoid the perception of being enclosed and could also provide new modes of diversion and interaction … Show more

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Cited by 2 publications
(2 citation statements)
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“…Gaze tracking technology is a technology aimed at understanding user intent and interests [10], focusing on the relationship between image data and gaze direction. Gaze tracking technology has a wide range of applications in various fields, including human-computer interaction [11], [12], medical diagnosis [13], defense and military [14], aviation safety [15], traffic safety [16], [17], [18], virtual reality [19], [20], biosecurity [21], and more. Gaze can be considered one of the behaviors that reflect human attention.…”
Section: A Based On Non-invasive Appearance Gaze Tracking Technologymentioning
confidence: 99%
“…Gaze tracking technology is a technology aimed at understanding user intent and interests [10], focusing on the relationship between image data and gaze direction. Gaze tracking technology has a wide range of applications in various fields, including human-computer interaction [11], [12], medical diagnosis [13], defense and military [14], aviation safety [15], traffic safety [16], [17], [18], virtual reality [19], [20], biosecurity [21], and more. Gaze can be considered one of the behaviors that reflect human attention.…”
Section: A Based On Non-invasive Appearance Gaze Tracking Technologymentioning
confidence: 99%
“…Taking the virtual tangent plane determined by the corneal reflection points of light sources as the medium, the screen point corresponding to the 3D pupil center is calculated using the CR invariance, which is regarded as the POR. However, this method has two deficiencies: (1) The CR mapping point on the screen of the pupil center is essentially the intersection of the OA and the screen (POA), rather than the actual POR; (2) The premise of CR calculation is that the corneal reflection points of four light sources are coplanar with the 3D pupil center, but they are only assumed to be coplanar. This deviation is related to parameters such as the distance from 3D corneal center to 3D pupil center and the corneal radius [6].…”
Section: Introductionmentioning
confidence: 99%