Cited by 129Spatial Cognition and NavigationVisual perception and processing mechanismsTactile and Sensory Interactions

Optic-flow and egocentric-direction strategies in walking: central vs peripheral visual field

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Turano, Kathleen A., Yu, Dylan, Hao, Lei, Hicks, John C.·2005·Vision Research

Abstract

The impact of a central or peripheral visual field loss on the vision strategy used to guide walking was determined by measuring walking paths of visually impaired participants. An immersive virtual environment was used to dissociate the expected paths of the optic-flow and egocentric-direction strategies by offsetting the walker's point of view from the actual direction of walking. Environments consisted of a goal within a forest, the goal alone, or the forest alone following a brief presentation of the goal. The first two environments allowed an evaluation of the visual information used in a goal-directed task whereas the third environment investigated the information used in a memory-guided task. Participants had either a central (CFL) or peripheral visual field loss (PFL) or were fully sighted (FS). Results showed that, for the goal-directed task, the CFL group was less influenced by optic flow than was an age-matched FS group. Optic flow decreased heading error by only 1.3 degrees (16%) in the CFL group compared to 3.6 degrees (42%) in the FS group. The PFL group showed an optic-flow influence (2.4 degrees or 26%) comparable to an older, age-matched FS group (2.9 degrees or 31%). For the memory-guided task, all but the PFL group had heading errors comparable to those obtained in the goal-alone scene, demonstrating the ability to use an egocentric-direction strategy with a stored representation of either the goal's position or an offset relative to a landmark instead of a visible goal. The paths of the PFL group veered significantly from the predicted paths of both the optic-flow and egocentric-direction strategies. The findings of this study suggest that central vision is important for using optic flow to guide walking, whereas peripheral vision is important for establishing and/or updating an accurate representation of spatial structure for navigation.

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Crossref · 10.1016/j.visres.2005.06.017

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  • Humans flexibly adapt visual navigation strategies depending on available visual cues; in texture-rich environments they might use optic flow, but in texture-scarce environments they might rely on perceived goal location and extraretinal information about head and eye position.

    “For example, humans are able to flexibly adapt their visual navigation strategies depending on the visual cues that are available to them—in texture-rich environments they might use optic flow, but in texture-scarce environments they might rely on the perceived location of the goal, together with extraretinal information about their head and eye position (Turano et al., 2005).”

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References 65 · Cited by 129

Authors
Turano, K. A., Yu, D., Hao, L., & Hicks, J. C.
Affiliations
Johns Hopkins University (US)
Corresponding author
Turano, Kathleen A.
Venue
Vision Research
Publisher
Elsevier BV
Published
2005-11
Volume
45
Issue
25-26
Pages
3117-3132
ISSN
0042-6989 (ISSN-L)
OpenAlex
W2126627545
Cited by
129
References
65
Citations by year
2026: 7 · 2025: 5 · 2024: 7 · 2023: 1 · 2022: 5 · 2021: 13 · 2020: 6 · 2019: 9 · 2018: 7 · 2017: 7 · 2016: 7 · 2015: 7 · 2014: 5 · 2013: 6 · 2012: 4
FWCI
20.76
Type
journal article
Language
en
Open access
Locations
  • Vision Research (publishedVersion)
  • PubMed (publishedVersion)
Funders
  • National Eye Institute (EY07839)
  • National Institutes of Health
Topics
  • Physical Sciences › Engineering › Automotive Engineering › Spatial Cognition and Navigation
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Visual perception and processing mechanisms
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Tactile and Sensory Interactions
Keywords
optical flow, walking, visual field defects, central vision, peripheral vision, visually impaired navigation, heading error, goal-directed navigation, spatial representation, virtual worlds, landmark use
MeSH terms
Adult, Aged, Goals, Humans, Memory, Middle Aged, Motion Perception, Photic Stimulation, Psychomotor Performance, Vision Disorders, Vision Tests, Visual Fields, Walking, Head Movements

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