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Digital Eyes: Social Implications of XR EyeSight

Maurizio Vergari, Tanja Kojić, Wafaa Wardah, Maximilian Warsinke, Sebastian Möller, Jan-Niklas Voigt-Antons, Robert P. Spang

TL;DR

This pilot study investigates the social implications of the EyeSight feature on Apple Vision Pro by comparing observer perceptions across three conditions: AVP with EyeSight, Meta Quest 3, and direct face-to-face interaction. Using a lab-based conversational task and predominantly descriptive analyses from questionnaires (SAM, observer Social Acceptability, NMSPI, and TAM), the study assesses social acceptability, social presence, and emotional responses. Findings suggest EyeSight can modestly enhance social presence and acceptability relative to a reference XR headset but does not reach the naturalness or depth of in-person interaction, with variability tied to individual comfort with XR and concerns about privacy and uncanny eye behavior. The results imply potential for EyeSight to bridge digital and physical interactions while highlighting the need for more diverse trials to validate generalizability and guide XR design improvements.

Abstract

The EyeSight feature, introduced with the new Apple Vision Pro XR headset, promises to revolutionize user interaction by simulating real human eye expressions on a digital display. This feature could enhance XR devices' social acceptability and social presence when communicating with others outside the XR experience. In this pilot study, we explore the implications of the EyeSight feature by examining social acceptability, social presence, emotional responses, and technology acceptance. Eight participants engaged in conversational tasks in three conditions to contrast experiencing the Apple Vision Pro with EyeSight, the Meta Quest 3 as a reference XR headset, and a face-to-face setting. Our preliminary findings indicate that while the EyeSight feature improves perceptions of social presence and acceptability compared to the reference headsets, it does not match the social connectivity of direct human interactions.

Digital Eyes: Social Implications of XR EyeSight

TL;DR

This pilot study investigates the social implications of the EyeSight feature on Apple Vision Pro by comparing observer perceptions across three conditions: AVP with EyeSight, Meta Quest 3, and direct face-to-face interaction. Using a lab-based conversational task and predominantly descriptive analyses from questionnaires (SAM, observer Social Acceptability, NMSPI, and TAM), the study assesses social acceptability, social presence, and emotional responses. Findings suggest EyeSight can modestly enhance social presence and acceptability relative to a reference XR headset but does not reach the naturalness or depth of in-person interaction, with variability tied to individual comfort with XR and concerns about privacy and uncanny eye behavior. The results imply potential for EyeSight to bridge digital and physical interactions while highlighting the need for more diverse trials to validate generalizability and guide XR design improvements.

Abstract

The EyeSight feature, introduced with the new Apple Vision Pro XR headset, promises to revolutionize user interaction by simulating real human eye expressions on a digital display. This feature could enhance XR devices' social acceptability and social presence when communicating with others outside the XR experience. In this pilot study, we explore the implications of the EyeSight feature by examining social acceptability, social presence, emotional responses, and technology acceptance. Eight participants engaged in conversational tasks in three conditions to contrast experiencing the Apple Vision Pro with EyeSight, the Meta Quest 3 as a reference XR headset, and a face-to-face setting. Our preliminary findings indicate that while the EyeSight feature improves perceptions of social presence and acceptability compared to the reference headsets, it does not match the social connectivity of direct human interactions.
Paper Structure (3 sections, 1 figure)

This paper contains 3 sections, 1 figure.

Figures (1)

  • Figure 1: Contrasts between the Apple Vision Pro with EyeSight (A), the Meta Quest 3 (M), and a direct face-to-face (F) conversational setting. Top row: Seven Social Acceptability contrasts. Bottom row from left to right: Social Presence sub-dimensions, and Valence, Arousal, and Dominance.