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The Stare-in-the-Crowd Effect When Navigating a Crowd in Virtual Reality

Published: 05 August 2023 Publication History

Abstract

Nonverbal communication is paramount in daily life, as well as in populated virtual reality (VR) environments. In this paper, we focused on gaze behaviour, which is key to initiate and drive social interactions. Previous work on photographs and on virtual agents showed the importance of gaze, even in the presence of multiple stimuli, by demonstrating the stare-in-the-crowd effect: humans detect faster and observe gazes directed towards them longer than the averted ones. While previous studies focused on static scenarios, which fail in representing the complexity of real-life social interactions, we propose to explore the stare-in-the-crowd effect in dynamic situations. To this end, we designed a within-subject experiment where 21 users navigated a virtual street through an idle or moving crowd of virtual agents. Agents’ gaze was manipulated to display averted, directed, or shifting gaze. We analysed the user’s gaze (fixations, dwell time) and locomotor behaviours (path decisions, proximity to agents) as well as their social anxiety. Results showed that the stare-in-the-crowd effect is preserved when walking through both types of crowd, and that social anxiety decreases gaze interaction time and affects proximity behaviours in case of agents with directed gazes. However, virtual agents’ gaze did not elicit significant changes on users’ locomotion. These findings highlight the importance of considering virtual agents’ gaze when creating VR environments, and open future work perspectives to better understand factors that would strengthen or decrease this effect at gaze and locomotor levels.

Supplemental Material

MP4 File
Video that displays some examples of virtual reality exposure to participants in our experiment

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Cited By

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  • (2024)Social Crowd Simulation: Improving Realism with Social Rules and Gaze BehaviorProceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games10.1145/3677388.3696337(1-11)Online publication date: 21-Nov-2024
  • (2024)Exploring the Role of Expected Collision Feedback in Crowded Virtual Environments2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00068(472-481)Online publication date: 16-Mar-2024
  • (2024)PLUME: Record, Replay, Analyze and Share User Behavior in 6DoF XR ExperiencesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337210730:5(2087-2097)Online publication date: 4-Mar-2024
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cover image ACM Conferences
SAP '23: ACM Symposium on Applied Perception 2023
August 2023
111 pages
ISBN:9798400702525
DOI:10.1145/3605495
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Published: 05 August 2023

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Author Tags

  1. crowd
  2. gaze
  3. locomotion
  4. social interaction
  5. virtual agents
  6. virtual reality

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SAP '23: ACM Symposium on Applied Perception 2023
August 5 - 6, 2023
CA, Los Angeles, USA

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Cited By

View all
  • (2024)Social Crowd Simulation: Improving Realism with Social Rules and Gaze BehaviorProceedings of the 17th ACM SIGGRAPH Conference on Motion, Interaction, and Games10.1145/3677388.3696337(1-11)Online publication date: 21-Nov-2024
  • (2024)Exploring the Role of Expected Collision Feedback in Crowded Virtual Environments2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00068(472-481)Online publication date: 16-Mar-2024
  • (2024)PLUME: Record, Replay, Analyze and Share User Behavior in 6DoF XR ExperiencesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337210730:5(2087-2097)Online publication date: 4-Mar-2024
  • (2024)With or Without You: Effect of Contextual and Responsive Crowds on VR-based Crowd Motion CaptureIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.337203830:5(2785-2795)Online publication date: May-2024

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