### Description ### This repository contains eye tracking data samples from a total of 18.427 trials in virtual reality. The trials were captured from two groups of eight participants each and within three different visual tasks. There are 6487 trials of a target tracking task, 6472 trials of a visual search task, and 5468 trials of a navigation task. All trials were carried out within a Virtual Reality environment, with participants remaining in seated or stationary standing position. Participants are divided into two groups: Group A consists of patients living with the condition of Retinitis Pigmentosa (tunnel vision), with visual field diameter ranging from 8-25°. Group B constists of age-matched visually healthy participants who experienced a gaze-contingent simulation of the same visual field defect that were measured in Group A. The visual field simulation of each participant in Group B was modeled after the measured visual field of the matched participant from Group A (e.g. Participant 1b experienced a simulation of the visual field defect of Participant 1). Experimental trials were carried out by each patient in 20 sessions over the course of approximately four weeks, in an unsupervised at-home environment. ---------------------- ### Variable descriptions ### The eye tracking files contain the following information: 'time_stamp' - Describes the time (in s) at which the respective data sample was captured. 'total_gaze_angles' - Describes the azimuth and elevation angles of the world-centric gaze direction, considering both head and eye directions. 'eye_gaze_angles' - Describes the azimuth and elevation angles of the head-centric gaze direction, only considering eye direction relative to the head. 'head_rotation' - Describes the yaw, pitch, and roll or the head (or headset) rotation. 'head_position' - Describes the position (x,y,z) of the head relative to the coordinate center of the virtual scene (in meter). 'total_gaze_vector' - Euler angles of the world-centric gaze direction, as used in Unity3D. 'eye_gaze_vector' - Euler angles of the head-centric gaze direction, as used in Unity3D. 'head_rotation_vector' - A quaternion describing the rotation of the headset, as ued in Unity3D. 'is_blinking' - Describes whether the eye tracking devices detects blinking during the sample (0=not blinking, 1=blinking). 'is_valid' - Describes whether the eye tracking device was actively tracking during the sample (0=not tracking, 1=tracking). ---------------------- ### Utilized software and hardware ### The application in which this data was captured was developed with the Unity3D game engine (version 2021.3LTS), using the Pico XR SDK (version 1.2.4) and Tobii XR SDK (version 3.0.1). The software was installed on a Pico Neo 2 Eye Virtual Reality headset, utilizing a tobii eye tracker (https://www.tobii.com/products/integration/xr-headsets/device-integrations/pico-neo-2-eye) ---------------------- ### Related work ### Data for Group A was acquired and evaluated in: Neugebauer A, Sipatchin A, Stingl K, Ivanov I, Wahl S (2024) Influence of open-source virtual-reality based gaze training on navigation performance in Retinitis pigmentosa patients in a crossover randomized controlled trial. PLOS ONE 19(2): e0291902. https://doi.org/10.1371/journal.pone.0291902 Data for Group B was acquired and compared to data for Group A in: Neugebauer A, Castner N, Severitt B, Stingl K, Ivanov I, Wahl S (2023) Simulating Vision Impairment in Virtual Reality - A Comparison of Visual Task Performance with Real and Simulated Tunnel Vision. 2023. arXiv:2312.02812 ---------------------- ### Contact ### Please report feedback, comments, or errors to Alexander Neugebauer: a.neugebauer@uni-tuebingen.de