2020
DOI: 10.3389/fpsyt.2020.572938
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Assessing Saccadic Eye Movements With Head-Mounted Display Virtual Reality Technology

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Cited by 51 publications
(33 citation statements)
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“…The latency of HTC Vive Pro Eye is explained by the built-in low-pass filter applied to the eye tracking signal [26,27], so this device cannot be used to study high-frequency saccade dynamics [27]. However, the spatial accuracy of HTC Vive Pro Eye eye tracker is quite reasonable for eye-tracking-based research [27], and the corresponding HMD possesses high display resolution (1440⨉1600 pixels per eye, 90 Hz refresh rate, 110° field of view), enables precise head positioning (using dual-camera outer tracking), and overall ergonomics of this device is rated high [28]. Moreover, HTC provides a reliable SDK and the HMD is supported by the most popular VR engines (Unreal Engine and Unity) out of the box.…”
Section: Eye Tracking Hardwarementioning
confidence: 99%
“…The latency of HTC Vive Pro Eye is explained by the built-in low-pass filter applied to the eye tracking signal [26,27], so this device cannot be used to study high-frequency saccade dynamics [27]. However, the spatial accuracy of HTC Vive Pro Eye eye tracker is quite reasonable for eye-tracking-based research [27], and the corresponding HMD possesses high display resolution (1440⨉1600 pixels per eye, 90 Hz refresh rate, 110° field of view), enables precise head positioning (using dual-camera outer tracking), and overall ergonomics of this device is rated high [28]. Moreover, HTC provides a reliable SDK and the HMD is supported by the most popular VR engines (Unreal Engine and Unity) out of the box.…”
Section: Eye Tracking Hardwarementioning
confidence: 99%
“…The gaze position data was accessed using a customized written Unity script utilizing the HTC SRanipal SDK package functions [63]. The time variable was taken using the system time, as it was previously shown that the time function from SRanipal package returns not always reliable values [64]. In Table 1 the main recorded variables are described.…”
Section: Eye Movement Raw Data Pre-processingmentioning
confidence: 99%
“…To prepare the data for further processing, first, similar to [64], the raw data were filtered based on the eye data validity bit mask value, which represents the bits containing all validity for the current frame. After the filtering, only the data where the eye data validity bit mask had value 31 for both eyes, were selected.…”
Section: Eye Movement Raw Data Pre-processingmentioning
confidence: 99%
“…The gaze position data was accessed using a customized written Unity script utilizing the HTC SRanipal SDK package functions (SRa) (2021). To prepare the data for further processing, first, similar to (Imaoka et al, 2020), the raw data were filtered based on the eye data validity bitmask value, which represents the bits containing all validity for the current frame. After the filtering, only the data where the eye data validity bit mask had value 31 for both eyes, were selected.…”
Section: Gaze Direction Datamentioning
confidence: 99%