1 Introduction
Crowd motion data plays a critical role in understanding and modeling crowd dynamics and local pedestrian behaviors. While comprehensive datasets that include body movements, eye gaze direction, and hand gestures would be valuable, most of the existing crowd datasets primarily document pedestrian positional data, due to technological constraints [22]. However, with the emergence of data-driven crowd modeling approaches, the need for rich and large datasets is paramount. As traditional approaches struggle to find a good compromise between data reconstruction and time-money cost efficiency, Virtual Reality (VR) has recently been explored as a data collection tool [3], [8], [48]–. Indeed, performing data acquisition in an immersive virtual environ- ment allows for improved scene control and repeatability, a wider range of acquired modalities, as well as more efficient data processing with guaranteed synchronization.