AbstractThe present experiments aimed to characterize the visual performance of subjects with long-standing, unilateral cortical blindness when walking in a naturalistic, virtual environment. Under static, seated testing conditions, cortically blind subjects are known to exhibit compensatory eye movement strategies. However, they still complain of significant impairment in visual detection during navigation. To assess whether this is due to a change in compensatory eye movement strategy between sitting and walking, we measured eye and head movements in subjects asked to detect peripherally-presented, moving basketballs. When seated, cortically blind subjects detected ∼80% of balls, while controls detected almost all balls. Seated blind subj...
From birth, the human visual system shows a remarkable sensitivity for perceiving biological motion....
When walking in our natural environment, we often solve additional cognitive tasks. This increases t...
Immersive computer-generated environments (aka virtual reality, VR) are limited by the physical spac...
AbstractThe present experiments aimed to characterize the visual performance of subjects with long-s...
Here, we isolated and examined the effect of lateralised vision loss on walking behaviour in real an...
Central and peripheral fields of view extract information of different quality and serve different r...
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a...
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a...
AbstractAim of the present study was to identify efficient compensatory gaze patterns applied by pat...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
Most of us do not know how a visually impaired person perceives and acts within theenvironment in ev...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
In this study we asked healthy young adult participants to find a phone in a range of rooms in virtu...
From birth, the human visual system shows a remarkable sensitivity for perceiving biological motion....
When walking in our natural environment, we often solve additional cognitive tasks. This increases t...
Immersive computer-generated environments (aka virtual reality, VR) are limited by the physical spac...
AbstractThe present experiments aimed to characterize the visual performance of subjects with long-s...
Here, we isolated and examined the effect of lateralised vision loss on walking behaviour in real an...
Central and peripheral fields of view extract information of different quality and serve different r...
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a...
To examine the effect of stereo vision on performance, presence and oculomotor disturbances within a...
AbstractAim of the present study was to identify efficient compensatory gaze patterns applied by pat...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
Most of us do not know how a visually impaired person perceives and acts within theenvironment in ev...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
International audienceCentral and peripheral vision during visual tasks have been extensively studie...
In this study we asked healthy young adult participants to find a phone in a range of rooms in virtu...
From birth, the human visual system shows a remarkable sensitivity for perceiving biological motion....
When walking in our natural environment, we often solve additional cognitive tasks. This increases t...
Immersive computer-generated environments (aka virtual reality, VR) are limited by the physical spac...