The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar No LookAt, and No Self-Avatar No LookAt) were applied to examine users' movement behavior based on kinematic measures. During the experiment, 52 participants were asked to walk from a starting position to a target position. A virtual character was placed at the midpoint. Participants were asked to wear a head-mounted display throughout the task, and their locomotion was captured using a motion capture suit. We analyzed the captured trajectories of the participants' routes on four kinematic measures to explore whether the four experimental conditions influenced the paths they took. The results indicated that the Self-Avatar LookAt condition affected the path the participants chose more significantly than the other three conditions in terms of length, duration, and deviation, but not in terms of speed. Overall, the length and duration of the task, as well as the deviation of the trajectory from the straight line, were greater when a self-avatar represented participants. An additional effect on kinematic measures was found in the LookAt (Gaze) conditions. Implications for future research are discussed.
Research on gaze and eye contact was organized within the framework of Patterson's (1982) sequential functional model of nonverbal exchange. Studies were reviewed showing how gaze functions to (a) provide information, (b) regulate interaction, (c) express intimacy, (d) exercise social control, and ( Abstract Tracking eye-movements provides easy access to cognitive processes involved in visual and sensorimotor processing. More recently, the underlying neural mechanisms have been examined by combining eye-tracking and functional neuroimaging methods. Apart from extracting visual information, gaze also serves important functions in social interactions. As a deictic cue, gaze can be used to direct the attention of another person to an object. Conversely, by following other persons’ gaze we gain access to their attentional focus, which is essential for understanding their mental states. Social gaze has therefore been studied extensively to understand the social brain. In this endeavor, gaze has mostly been investigated from an observational perspective using static displays of faces and eyes. However, there is growing consent that observational paradigms are insufficient for an understanding of the neural mechanisms of social gaze behavior, which typically involve active engagement in social interactions. Recent methodological advances have allowed increasing ecological validity by studying gaze in face-to-face encounters in real-time. Such improvements include interactions using virtual agents in gaze-contingent eye-tracking paradigms, live interactions via video feeds, and dual eye-tracking in two-person setups. These novel approaches can be used to analyze brain activity related to social gaze behavior. This review introduces these methodologies and discusses recent findings on the behavioral functions and neural mechanisms of gaze processing in social interaction.