The Stare-in-the-Crowd Effect in Virtual Reality
Pierre Raimbaud, Alberto Jovane, Katja Zibrek, Claudio Pacchierotti, Marc Christie, Ludovic Hoyet, Julien Pettré, Anne-Hélène Olivier
Abstract
Nonverbal cues are paramount in real-world interactions. Among these cues, gaze has received much attention in the literature. In particular, previous work has shown a search asymmetry between directed and averted gaze towards the observer using photographic stimuli, with faster detection and longer fixation towards directed gaze by the observer. This is known as the stare-in-the-crowd effect. In this study, we investigate whether stare-in-the crowd effect is preserved in Virtual Reality (VR). To this end, we designed a within-subject experiment where 30 human users were immersed in a virtual environment in front of an audience of 11 virtual agents following 4 different gaze behaviours. We analysed the user’s gaze behaviour when observing the audience, computing fixations and dwell time. We also collected the users’ social anxiety score using a post-experiment questionnaire to control for some potential influencing factors. Results show that the stare-in-the-crowd effect is preserved in VR, as demonstrated by the significant differences between gaze behaviours, similarly to what was found in previous studies using photographic stimuli. Additionally, we found a negative correlation between dwell time towards directed gazes and users’ social anxiety scores. Such results are encouraging for the development of expressive and reactive virtual humans, which can be animated to express natural interactive behaviour.
Ask about this paper
Your agent reads all of it.
Lune indexed this paper to the last equation, along with the top-tier papers that cite it. Ask a question and the answer quotes them.
Your agent calls
Luneget_paper_fulltext
Free to start. No credit card required.
Terminal
Install the CLIlune papers fulltext 2aebcc28-712a-48aa-a338-6c974360ab6fCited by top-tier papers2
- Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR ExergamesZixuan Guo, Hongyu Wang, Hanxiao Deng, Wenge Xu et al.IEEE VR 2024 · 18 citations
- With or Without You: Effect of Contextual and Responsive Crowds on VR-based Crowd Motion CaptureTairan Yin, Ludovic Hoyet, Marc Christie, Marie-Paule Cani et al.IEEE VR 2024 · 6 citations
Related papers
- Navigating the Virtual Gaze: Social Anxiety's Role in VR ProxemicsBeatriz Mello, Robin Welsch, Marissa Christien Verbokkem, Pascal Knierim et al.CHI 2024 · 13 citations
- Estimating Detection Thresholds of Being Looked at in Virtual Reality for Avatar RedirectionEphraim Schott, Irene López García, Lauren August Semple, Bernd FroehlichCHI 2025 · 2 citations
- Effects of Interacting with a Crowd of Emotional Virtual Humans on Users' Affective and Non-Verbal BehaviorsMatias Volonte, Yu-Chun Hsu, Kuan-Yu Liu, Joe P. Mazer et al.IEEE VR 2020 · 22 citations
- The Effects of Virtual Audience Size on Social Anxiety during Public SpeakingFariba Mostajeran, Melik Berk Balci, Frank Steinicke, Simone Kühn et al.IEEE VR 2020 · 24 citations
- A Large-Scale Study of Proxemics and Gaze in GroupsMark Roman Miller, Cyan DeVeaux, Eugy Han, Nilam Ram et al.IEEE VR 2023 · 24 citations
