@article{BerlijnHildebrandtGamer2022, author = {Berlijn, Adam M. and Hildebrandt, Lea K. and Gamer, Matthias}, title = {Idiosyncratic viewing patterns of social scenes reflect individual preferences}, series = {Journal of Vision}, volume = {22}, journal = {Journal of Vision}, number = {13}, doi = {10.1167/jov.22.13.10}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-301029}, year = {2022}, abstract = {In general, humans preferentially look at conspecifics in naturalistic images. However, such group-based effects might conceal systematic individual differences concerning the preference for social information. Here, we investigated to what degree fixations on social features occur consistently within observers and whether this preference generalizes to other measures of social prioritization in the laboratory as well as the real world. Participants carried out a free viewing task, a relevance taps task that required them to actively select image regions that are crucial for understanding a given scene, and they were asked to freely take photographs outside the laboratory that were later classified regarding their social content. We observed stable individual differences in the fixation and active selection of human heads and faces that were correlated across tasks and partly predicted the social content of self-taken photographs. Such relationship was not observed for human bodies indicating that different social elements need to be dissociated. These findings suggest that idiosyncrasies in the visual exploration and interpretation of social features exist and predict real-world behavior. Future studies should further characterize these preferences and elucidate how they shape perception and interpretation of social contexts in healthy participants and patients with mental disorders that affect social functioning.}, language = {en} } @phdthesis{Grossekathoefer2022, author = {Großekath{\"o}fer, Jonas David}, title = {Virtually Valid? On the Importance of Ecological Validity and Virtual Reality for Social Attention Research}, doi = {10.25972/OPUS-26041}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-260417}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2022}, abstract = {Gazes are of central relevance for people. They are crucial for navigating the world and communicating with others. Nevertheless, research in recent years shows that many findings from experimental research on gaze behavior cannot be transferred from the laboratory to everyday behavior. For example, the frequency with which conspecifics are looked at is considerably higher in experimental contexts than what can be observed in daily behavior. In short: findings from laboratories cannot be generalized into general statements. This thesis is dedicated to this matter. The dissertation describes and documents the current state of research on social attention through a literature review, including a meta-analysis on the /gaze cueing/ paradigm and an empirical study on the robustness of gaze following behavior. In addition, virtual reality was used in one of the first studies in this research field. Virtual reality has the potential to significantly improve the transferability of experimental laboratory studies to everyday behavior. This is because the technology enables a high degree of experimental control in naturalistic research designs. As such, it has the potential to transform empirical research in the same way that the introduction of computers to psychological research did some 50 years ago. The general literature review on social attention is extended to the classic /gaze cueing/ paradigm through a systematic review of publications and a meta-analytic evaluation (Study 1). The cumulative evidence supported the findings of primary studies: Covert spatial attention is directed by faces. However, the experimental factors included do not explain the surprisingly large variance in the published results. Thus, there seem to be further, not well-understood variables influencing these social processes. Moreover, classic /gaze cueing/ studies have limited ecological validity. This is discussed as a central reason for the lack of generalisability. Ecological validity describes the correspondence between experimental factors and realistic situations. A stimulus or an experimental design can have high and low ecological validity on different dimensions and have different influences on behavior. Empirical research on gaze following behavior showed that the /gaze cueing/ effect also occurs with contextually embedded stimuli (Study 2). The contextual integration of the directional cue contrasted classical /gaze cueing/ studies, which usually show heads in isolation. The research results can thus be transferred /within/ laboratory studies to higher ecologically valid research paradigms. However, research shows that the lack of ecological validity in experimental designs significantly limits the transferability of experimental findings to complex situations /outside/ the laboratory. This seems to be particularly the case when social interactions and norms are investigated. However, ecological validity is also often limited in these studies for other factors, such as contextual embedding /of participants/, free exploration behavior (and, thus, attentional control), or multimodality. In a first study, such high ecological validity was achieved for these factors with virtual reality, which could not be achieved in the laboratory so far (Study 3). Notably, the observed fixation patterns showed differences even under /most similar/ conditions in the laboratory and natural environments. Interestingly, these were similar to findings also derived from comparisons of eye movement in the laboratory and field investigations. These findings, which previously came from hardly comparable groups, were thus confirmed by the present Study 3 (which did not have this limitation). Overall, /virtual reality/ is a new technical approach to contemporary social attention research that pushes the boundaries of previous experimental research. The traditional trade-off between ecological validity and experimental control thus becomes obsolete, and laboratory studies can closely inherit an excellent approximation of reality. Finally, the present work describes and discusses the possibilities of this technology and its practical implementation. Within this context, the extent to which this development can still guarantee a constructive classification of different laboratory tests in the future is examined.}, subject = {Aufmerksamkeit}, language = {en} } @article{RuboGamer2021, author = {Rubo, Marius and Gamer, Matthias}, title = {Stronger reactivity to social gaze in virtual reality compared to a classical laboratory environment}, series = {British Journal of Psychology}, volume = {112}, journal = {British Journal of Psychology}, number = {1}, doi = {10.1111/bjop.12453}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-215972}, pages = {301 -- 314}, year = {2021}, abstract = {People show a robust tendency to gaze at other human beings when viewing images or videos, but were also found to relatively avoid gaze at others in several real-world situations. This discrepancy, along with theoretical considerations, spawned doubts about the appropriateness of classical laboratory-based experimental paradigms in social attention research. Several researchers instead suggested the use of immersive virtual scenarios in eliciting and measuring naturalistic attentional patterns, but the field, struggling with methodological challenges, still needs to establish the advantages of this approach. Here, we show using eye-tracking in a complex social scenario displayed in virtual reality that participants show enhanced attention towards the face of an avatar at near distance and demonstrate an increased reactivity towards her social gaze as compared to participants who viewed the same scene on a computer monitor. The present study suggests that reactive virtual agents observed in immersive virtual reality can elicit natural modes of information processing and can help to conduct ecologically more valid experiments while maintaining high experimental control.}, language = {en} } @phdthesis{Roesler2020, author = {R{\"o}sler, Lara}, title = {Behavioral and Neural Mechanisms of Social Attention}, doi = {10.25972/OPUS-21609}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-216092}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2020}, abstract = {Humans in our environment are of special importance to us. Even if our minds are fixated on tasks unrelated to their presence, our attention will likely be drawn towards other people's appearances and their actions. While we might remain unaware of this attentional bias at times, various studies have demonstrated the preferred visual scanning of other humans by recording eye movements in laboratory settings. The present thesis aims to investigate the circumstances under and the mechanisms by which this so-called social attention operates. The first study demonstrates that social features in complex naturalistic scenes are prioritized in an automatic fashion. After 200 milliseconds of stimulus presentation, which is too brief for top-down processing to intervene, participants targeted image areas depicting humans significantly more often than would be expected from a chance distribution of saccades. Additionally, saccades towards these areas occurred earlier in time than saccades towards non-social image regions. In the second study, we show that human features receive most fixations even when bottom-up information is restricted; that is, even when only the fixated region was visible and the remaining parts of the image masked, participants still fixated on social image regions longer than on regions without social cues. The third study compares the influence of real and artificial faces on gaze patterns during the observation of dynamic naturalistic videos. Here we find that artificial faces, belonging to humanlike statues or machines, significantly predicted gaze allocation but to a lesser extent than real faces. In the fourth study, we employed functional magnetic resonance imaging to investigate the neural correlates of reflexive social attention. Analyses of the evoked blood-oxygenation level dependent responses pointed to an involvement of striate and extrastriate visual cortices in the encoding of social feature space. Collectively, these studies help to elucidate under which circumstances social features are prioritized in a laboratory setting and how this prioritization might be achieved on a neuronal level. The final experimental chapter addresses the question whether these laboratory findings can be generalized to the real world. In this study, participants were introduced to a waiting room scenario in which they interacted with a confederate. Eye movement analyses revealed that gaze behavior heavily depended on the social context and were influenced by whether an interaction is currently desired. We further did not find any evidence for altered gaze behavior in socially anxious participants. Alleged gaze avoidance or hypervigilance in social anxiety might thus represent a laboratory phenomenon that occurs only under very specific real-life conditions. Altogether the experiments described in the present thesis thus refine our understanding of social attention and simultaneously challenge the inferences we can draw from laboratory research.}, subject = {Aufmerksamkeit}, language = {en} } @article{RoeslerRuboGamer2019, author = {R{\"o}sler, Lara and Rubo, Marius and Gamer, Matthias}, title = {Artificial faces predict gaze allocation in complex dynamic scenes}, series = {Frontiers in Psychology}, volume = {10}, journal = {Frontiers in Psychology}, number = {2877}, issn = {1664-1078}, doi = {10.3389/fpsyg.2019.02877}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-193024}, year = {2019}, abstract = {Both low-level physical saliency and social information, as presented by human heads or bodies, are known to drive gaze behavior in free-viewing tasks. Researchers have previously made use of a great variety of face stimuli, ranging from photographs of real humans to schematic faces, frequently without systematically differentiating between the two. In the current study, we used a Generalized Linear Mixed Model (GLMM) approach to investigate to what extent schematic artificial faces can predict gaze when they are presented alone or in competition with real human faces. Relative differences in predictive power became apparent, while GLMMs suggest substantial effects for real and artificial faces in all conditions. Artificial faces were accordingly less predictive than real human faces but still contributed significantly to gaze allocation. These results help to further our understanding of how social information guides gaze in complex naturalistic scenes.}, language = {en} } @phdthesis{Rubo2019, author = {Rubo, Marius}, title = {Social Attention in the Laboratory, in Real Life and in Virtual Reality}, doi = {10.25972/OPUS-18845}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-188452}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2019}, abstract = {Social attention is a ubiquitous, but also enigmatic and sometimes elusive phenomenon. We direct our gaze at other human beings to see what they are doing and to guess their intentions, but we may also absorb social events en passant as they unfold in the corner of the eye. We use our gaze as a discrete communication channel, sometimes conveying pieces of information which would be difficult to explicate, but we may also find ourselves avoiding eye-contact with others in moments when self-disclosure is fear-laden. We experience our gaze as the most genuine expression of our will, but research also suggests considerable levels of predictability and automaticity in our gaze behavior. The phenomenon's complexity has hindered researchers from developing a unified framework which can conclusively accommodate all of its aspects, or from even agreeing on the most promising research methodologies. The present work follows a multi-methods approach, taking on several aspects of the phenomenon from various directions. Participants in study 1 viewed dynamic social scenes on a computer screen. Here, low-level physical saliency (i.e. color, contrast, or motion) and human heads both attracted gaze to a similar extent, providing a comparison of two vastly different classes of gaze predictors in direct juxtaposition. In study 2, participants with varying degrees of social anxiety walked in a public train station while their eye movements were tracked. With increasing levels of social anxiety, participants showed a relative avoidance of gaze at near compared to distant people. When replicating the experiment in a laboratory situation with a matched participant group, social anxiety did not modulate gaze behavior, fueling the debate around appropriate experimental designs in the field. Study 3 employed virtual reality (VR) to investigate social gaze in a complex and immersive, but still highly controlled situation. In this situation, participants exhibited a gaze behavior which may be more typical for real-life compared to laboratory situations as they avoided gaze contact with a virtual conspecific unless she gazed at them. This study provided important insights into gaze behavior in virtual social situations, helping to better estimate the possible benefits of this new research approach. Throughout all three experiments, participants showed consistent inter-individual differences in their gaze behavior. However, the present work could not resolve if these differences are linked to psychologically meaningful traits or if they instead have an epiphenomenal character.}, subject = {Aufmerksamkeit}, language = {en} }