TY - JOUR
T1 - Sit, stand, and swivel
T2 - posture affects visual exploration of panoramic scenes in virtual reality
AU - Mehrotra, Avi
AU - Silver, Crystal
AU - Bischof, Walter F.
AU - Kingstone, Alan
N1 - © 2025 Mehrotra et al. This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Data Availability Statement:
All the data and all the major author-generated code has been made available without restrictions, posting it in the OpenScience Framework: URL = https://osf.io/hb6nt.
PY - 2025/10/28
Y1 - 2025/10/28
N2 - This 45-minute study, composed of 27 participants (20 female, 7 male) from the University of British Columbia (mean age 21.5 years), systematically examined how posture - sitting in a stationary chair, standing, or swiveling in a chair - affects visual exploration of immersive virtual environments. Using 360° panoramic scenes, we analysed eye, head, and torso movements to assess the spatial extent and coordination of visual behavior. Standing posture enabled the greatest movement range and scene coverage, while fixed sitting constrained exploration, resulting in compensatory eye-in-head activity. The swivel condition closely approximated standing, suggesting that rotational freedom, not upright posture alone, drives naturalistic gaze behavior. Analyses confirmed that posture significantly shapes horizontal movement distribution, especially for head and torso. Eyes led head and torso movements, revealing a dynamic, nested coordination pattern. These findings, based on the unique integration of high-precision oculomotor data with a systematic comparison of different postures, extend prior work and emphasise posture’s critical role in shaping embodied vision in virtual reality. Beyond research design implications, our results inform VR-based physical therapy and immersive skill training, highlighting the need to consider physical movement affordances in immersive contexts.
AB - This 45-minute study, composed of 27 participants (20 female, 7 male) from the University of British Columbia (mean age 21.5 years), systematically examined how posture - sitting in a stationary chair, standing, or swiveling in a chair - affects visual exploration of immersive virtual environments. Using 360° panoramic scenes, we analysed eye, head, and torso movements to assess the spatial extent and coordination of visual behavior. Standing posture enabled the greatest movement range and scene coverage, while fixed sitting constrained exploration, resulting in compensatory eye-in-head activity. The swivel condition closely approximated standing, suggesting that rotational freedom, not upright posture alone, drives naturalistic gaze behavior. Analyses confirmed that posture significantly shapes horizontal movement distribution, especially for head and torso. Eyes led head and torso movements, revealing a dynamic, nested coordination pattern. These findings, based on the unique integration of high-precision oculomotor data with a systematic comparison of different postures, extend prior work and emphasise posture’s critical role in shaping embodied vision in virtual reality. Beyond research design implications, our results inform VR-based physical therapy and immersive skill training, highlighting the need to consider physical movement affordances in immersive contexts.
UR - https://osf.io/hb6nt
U2 - 10.1371/journal.pone.0334182
DO - 10.1371/journal.pone.0334182
M3 - Article
AN - SCOPUS:105020033255
SN - 1932-6203
VL - 20
JO - PLOS ONE
JF - PLOS ONE
IS - 10
M1 - e0334182
ER -