1. Introduction
Visual attention orienting is a fundamental process in perceiving the environment and guiding human behaviors [
1]. The capacity to direct attention to relevant stimuli is crucial, enabling us to effectively navigate and engage with our complex environment. In everyday scenarios, this skill allows individuals to focus on crucial information while filtering out distractions, thereby ensuring safety and efficiency in activities such as driving, working, or studying. It is therefore important to understand how it works outside the laboratory (see, for example, ref. [
2]). Notably, in high-demand professions like aviation and medicine, attentional orienting becomes paramount, facilitating swift decision making and precise responses to sudden changes or emergencies (see, for example, [
3,
4]).
Posner’s spatial cueing paradigm [
5] is widely recognized as the most widely used experimental approach for examining the influence of spatial cues on attention, in particular, their ability to enhance information processing. Many factors influencing the orienting of attention have been explored using this paradigm, such as the cognitive load [
6], emotions [
7], or aging [
8]. In this paradigm, a spatial cue is briefly presented before a target stimulus, prompting participants to respond as quickly and/or accurately as possible upon the target’s presentation. The cue might accurately indicate the target’s spatial location (“valid cue”) or mislead by pointing to an incorrect location (“invalid cue”). This distinction allows researchers to gauge the efficacy of the cue in orienting participants’ attention. Essentially, the paradigm evaluates the effectiveness of attentional direction and its subsequent impact on the speed and precision of target responses.
Studies using this paradigm, such as [
9,
10,
11], traditionally focused on the visual field in front of individuals. Yet, with advances in virtual reality technology, the research landscape has expanded considerably. Virtual reality provides a more naturalistic framework for investigating cognitive processes [
12,
13] and attentional orienting [
14] and enables a deeper understanding of how attentional processes work by exploring previously unexplored influencing factors. Thus, in a virtual reality cueing paradigm, it has been observed that when attention is directed forward or backward, response times are shorter for targets located in the front space than for those located in the rear space. This observation suggests an attentional bias in favor of the space in front of the participant. For example, [
15] adapted Posner’s paradigm: Participants, seated within a simulated spaceship, were tasked with swiftly and accurately identifying the color (red or blue) of an approaching spaceship. The target could appear in four different locations—two positions in front (visible through transparent glass) and two positions reflecting rear space (observable through a rearview mirror). Before this, participants were presented with a predictive or non-predictive cue. The results showed faster responses when the target appeared in front (through the transparent glass), rather than behind (through the rearview mirrors). These results suggest faster attentional orienting in front of us rather than behind us. This finding is particularly relevant for human–computer interfaces, where understanding attentional dynamics can lead to more intuitive designs.
The impact of the body position on cognitive function has also gained attention, in particular, the impact of the vestibular system, for example, [
16,
17]. Indeed, traditional research often limited participants to seated positions facing computer screens. In contrast, recent studies emphasize the role of the body position and body orientation in attentional processes [
18,
19]. This is particularly pertinent in contexts like aviation and spaceflight, where the body position and movement are variable and critical for performance. In these operational contexts, visual stimuli can appear unexpectedly, and the body position/rotation or aircraft orientation can vary considerably. Pilots must be able to react quickly to unforeseen and dangerous situations, even when the aircraft is tilted forward or backward or experiencing turbulence [
20]. Similarly, astronauts must also be able to adapt quickly to unexpected situations while maintaining adequate visual orientation in a microgravity environment, where the body position is constantly changing and spatial cues may be unreliable [
21,
22].
In summary, the integration of virtual reality with Posner’s paradigm has markedly enhanced our understanding of attentional orienting, enabling the analysis of the entire perceptual space, encompassing both frontal and rear spaces. Such advancements bear substantial implications for human–computer interface design. In this context, our study endeavors to explore a novel factor that can impact the orienting of attention: the body position. To achieve this goal, we employed a modified version of the Posner paradigm within a virtual reality setting with different body orientations—seated at a 90° angle and reclined at 45°. We posit that the body position could modulate the forward attentional bias observed by Soret [
14] and Soret et al. [
15], due to changes in the vestibular system induced by different body positions. Specifically, in a seated position, we anticipate replicating their findings, with significantly faster responses to targets viewed directly (in front) compared to those discerned via mirror reflection (in rear). In the reclined position, the altered body posture could impact the orienting of attention, potentially resulting in varied response times for targets in front and behind.
2. Materials and Methods
2.2. Apparatus
For the study, we used an HTC Vive virtual reality headset equipped with an integrated Tobii eye-tracking system, as well as HTC Vive controllers. The modified Posner task was developed using Unity3D, C#, and OpenVR, with the addition of SteamVR, Tobii, and Tobii Pro Stimuli plugins. We utilized a virtual environment identical to that featured in the study by Soret et al. [
15]. See
Figure 1 for an overview of the environment.
However, our research diverged in several key aspects. While the original study employed both auditory and visual cues, we exclusively focused on the use of visual cues in the form of directional arrows. Moreover, we chose to manipulate cue validity rather than predictivity, as the latter did not appear to exert any significant impact on attentional orienting or ocular responses [
15]. Cue validity refers to whether a cue correctly indicates the target location on each trial (valid or invalid), while cue predictivity relates to the proportion of valid versus invalid cues within a set of trials (e.g., 50% valid/50% invalid being non-predictive, more than 60% valid being predictive).
The arrangement of rearview mirrors, transparent sights, and response buttons was counterbalanced across participants. This means that half of the participants experienced the setup with rearview mirrors positioned above and sights below, while the other half had the sights above and rearview mirrors below. Additionally, for half of the participants, the right grip button was associated with the red spaceship and the left grip button with the blue spaceship and vice versa for the other half.
We did not provide any specific instructions regarding hand placement. To record eye responses, we used the Tobii eye-tracking system, which operates on the raycast principle. This system determines the direction of the user’s gaze by drawing a virtual line from the eyes to the object being viewed in the virtual reality environment. The eye-tracking system was essential to ensure that participants complied with the instruction not to move their eyes before the target appeared, an important condition in the study of covert orienting of attention. If premature eye movement was detected, the trial was automatically restarted.
The predictability of the cue was set at 80%; i.e., it was valid, accurately indicating the target position, in 80% of the trials and invalid, indicating an incorrect position, in the remaining 20% of trials. Trials were randomized within each block, with the stipulation that the target could not appear in the directly opposite diagonal position for invalid trials. We selected this 80% predictability to motivate participants to use the cue to orient their attention, given that a non-predictive cue could be dismissed as unreliable. In the discrimination task, participants were required to identify the color of the target (a virtual spaceship, either blue or red) and choose the appropriate response (teleport the blue ones and destroy the red ones). The target was colored (blue or red) for 250 ms and then turned white.
Participants were positioned on a medical bed with an adjustable backrest, which was set at either a 45° or 90° angle. When participants were tilted at 45°, the virtual reality view was adjusted so that they perceived themselves as sitting at 90° in virtual reality. In other words, there was no difference perceived in virtual reality in the two positions, only the real body position changed. Each participant performed the experiment in both positions. We counterbalanced the starting position (reclined or seated) across participants.
Author Contributions
Conceptualization, R.S. and V.P.; software, R.S.; validation, V.P.; formal analysis, R.S.; investigation, R.S. and N.P.; data curation, R.S. and N.P.; writing—original draft preparation, R.S. and V.P.; writing—review and editing, R.S. and V.P.; visualization, R.S. and V.P.; supervision, V.P.; project administration, V.P.; funding acquisition, V.P. All authors have read and agreed to the published version of this manuscript.
Funding
This work was supported by the AID/DGA program (ATTARI project).
Institutional Review Board Statement
This study was conducted according to the guidelines of the Declaration of Helsinki and approved by the Institutional Review Board of ISAE-SUPAERO.
Informed Consent Statement
Informed consent was obtained from all subjects involved in this study.
Data Availability Statement
No new data were created or analyzed in this study. Data sharing is not applicable to this article.
Conflicts of Interest
The authors declare no conflicts of interest. The funders had no role in the design of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript; or in the decision to publish the results.
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