Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density
Florian Berton, Ludovic Hoyet, Anne-Hélène Olivier, Julien Bruneau, Olivier Le Meur, Julien Pettré
Abstract
When we are walking in crowds, we mainly use visual information to avoid collisions with other pedestrians. Thus, gaze activity should be considered to better understand interactions between people in a crowd. In this work, we use Virtual Reality (VR) to facilitate motion and gaze tracking, as well as to accurately control experimental conditions, in order to study the effect of crowd density on eye-gaze behavior. Our motivation is to better understand how interaction neighborhood (i.e., the subset of people actually influencing one’s locomotion trajectory) changes with density. To this end, we designed two experiments. The first one evaluates the biases introduced by the use of VR on the visual activity when walking among people, by comparing eye-gaze activity while walking in a real and virtual street. We then designed a second experiment where participants walked in a virtual street with different levels of pedestrian density. We demonstrate that gaze fixations are performed at the same frequency despite increases in pedestrian density, while the eyes scan a narrower portion of the street. These results suggest that in such situations walkers focus more on people in front and closer to them. These results provide valuable insights regarding eye-gaze activity during interactions between people in a crowd, and suggest new recommendations in designing more realistic crowd simulations.
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 41dd0225-ac95-406a-a4ee-fed1fffe3c79Cited by top-tier papers3
- The One-Man-Crowd: Single User Generation of Crowd Motions Using Virtual RealityTairan Yin, Ludovic Hoyet, Marc Christie, Marie-Paule Cani et al.IEEE VR 2022 · 34 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
- You Walkin' to Me? How Footstep Sound Primes Anticipation in Virtual Pedestrian Collision AvoidanceAline Hufschmitt, Agathe Bilhaut, Ludovic Hoyet, Julien Pettré et al.IEEE VR 2026
Related papers
- Toward Virtual Reality-based Evaluation of Robot Navigation among PeopleFabien Grzeskowiak, Marie Babel, Julien Bruneau, Julien PettréIEEE VR 2020 · 13 citations
- The Stare-in-the-Crowd Effect in Virtual RealityPierre Raimbaud, Alberto Jovane, Katja Zibrek, Claudio Pacchierotti et al.IEEE VR 2022 · 11 citations
- Effects of Depth Information on Visual Target Identification Task Performance in Shared Gaze EnvironmentsAustin Erickson, Nahal Norouzi, Kangsoo Kim, Joseph J. LaViola et al.IEEE VR 2020 · 19 citations
- Eye Tracking-based LSTM for Locomotion Prediction in VRNiklas Stein, Gianni Bremer, Markus LappeIEEE VR 2022 · 39 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
