2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) 2020
DOI: 10.1109/vr46266.2020.1581264804299
|View full text |Cite
|
Sign up to set email alerts
|

Eye-Gaze Activity in Crowds: Impact of Virtual Reality and Density

Abstract: Figure 1: Our objective is to analyze eye-gaze activity within a crowd to better understand walkers' interaction neighborhood and simulate crowd behaviour. We designed 2 experiments where participants physically walked both in a real and virtual street populated with other walkers, while we measured their eye-gaze activity (red circle). We evaluated the effect of virtual reality on eye-gaze activity by comparing real and virtual conditions (left and middle-right) and investigated the effect of crowd density (r… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
6
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
6
1

Relationship

1
6

Authors

Journals

citations
Cited by 12 publications
(6 citation statements)
references
References 57 publications
0
6
0
Order By: Relevance
“…In fact, during the experiment we saw different techniques: communication through eye contact or asking verbally, but also shoving the waiting person aside. Recent virtual reality experiments that track eye-gaze in dense crowds underline pedestrians’ focus on the closest vicinity for interactions [ 44 ]. This supports our hypothesis that collaboration with the next neighbours enables pedestrians to navigate through a dense crowd.…”
Section: Methodsmentioning
confidence: 99%
“…In fact, during the experiment we saw different techniques: communication through eye contact or asking verbally, but also shoving the waiting person aside. Recent virtual reality experiments that track eye-gaze in dense crowds underline pedestrians’ focus on the closest vicinity for interactions [ 44 ]. This supports our hypothesis that collaboration with the next neighbours enables pedestrians to navigate through a dense crowd.…”
Section: Methodsmentioning
confidence: 99%
“…Thus far, researchers have examined human movement behaviors in either real or virtual environments or both 13‐16 . Virtual environments can evoke responses similar to those occurring in the physical world, 17‐19 and understanding the influence of virtual crowds on the manner by which humans conduct themselves can be beneficial in the development of more immersive applications in the future 5 .…”
Section: Related Workmentioning
confidence: 99%
“…Thus far, researchers have examined human movement behaviors in either real or virtual environments or both. [13][14][15][16] Virtual environments can evoke responses similar to those occurring in the physical world, [17][18][19] and understanding the influence of virtual crowds on the manner by which humans conduct themselves can be beneficial in the development of more immersive applications in the future. 5 Furthermore, virtual environments are safe for participants and advantageous to simulations of the same condition for each participant in a controlled laboratory environment.…”
Section: Related Workmentioning
confidence: 99%
“…Nevertheless, VR opens large perspectives in the design of new experiments for understanding pedestrian behaviours. For examples, having only one participant at the same time, researchers were able to evaluate the effect of specific factors such as emotions of the crowd on participant behaviours and proxemics [7], [23], [49] or the effect of density on gaze behaviour [3], user experience [19] as well as navigation strategies when facing a group of moving people (i.e., going around or going through the group) [9].…”
Section: Pedestrian Interaction Behavioursmentioning
confidence: 99%