I’m wary of treating gaze and head position as ordinary interface input in social VR. “Paying attention,” eye contact, distraction, and recommendation signals are judgments about a person, not just button presses. Eye-movement patterns have been shown to support authentication, and platform documentation already treats abstracted gaze and headset position as user data. That seems enough to justify caution even where the legal classification varies by purpose.
The sensible default is local processing: keep raw streams on the headset and expose only a narrowly defined, short-lived result when a feature genuinely needs one. Accessibility, moderation, or meeting tools may need aggregate signals, but participants should control whether those are produced, who sees them, and when they disappear.
Would you permit gaze-derived indicators in a shared virtual room? If so, what safeguards would you require?