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Virtual Human Interaction Lab

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Virtual Human Interaction Lab


The Virtual Human Interaction Lab (VHIL) at Stanford University was founded in ____ by Professor Jeremy Bailenson. The lab conducts research for the Communication Department. VHIL's mission statement includes: "The mission of the Virtual Human Interaction Lab is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games. Researchers in the lab are most concerned with understanding the social interaction that occurs within the confines of VR, and the majority of our work is centered on using empirical, behavioral science methodologies to explore people as they interact in these digital worlds. However, oftentimes it is necessary to develop new gesture tracking systems, three-dimensional modeling techniques, or agent-behavior algorithms in order to answer these basic social questions. Consequently, we also engage in research geared towards developing new ways to produce these VR simulations."

Faculty and research staff

- Jeremy Bailenson, Professor of Communication, VHIL Founder
- Cody Karutz, Lab Manager, Psychology Degree from University fo Santa Barbara
- Sun Joo Grace Ahn, Ph.D Candidate in Communication at Stanford University
- Kathryn Segovia, Ph. D Candidate in Communication at Stanford University, B.A. In Communication at Stanford University

Current Research

The lab is currently doing research on the how affecting the environment in a virtual space leads to change in behavior in the physical world.

Past Research

Proteus Effect: http://en.wikipedia.org/wiki/Proteus_effect
Transformed Social Interaction http://en.wikipedia.org/wiki/Transformed_social_interaction
Facial Identity Capture and Presidential Candidate Preference
Virtual Aging’s Affect on Financial Decisions
Eye Witness Testimony and Virtual Police Lineups
The Daedalus Project - Learning the Psychology of MMORPGs
Diversity Simulation
...


References

[1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18]

  1. ^ Fox, J. & Bailenson, J.N. (2010). The use of doppelgängers to promote health behavior change. CyberTherapy & Rehabilitation, 3 (2), 16-17.
  2. ^ Leonetti, C., & Bailenson, J.N. (2010). High-Tech view: The use of immersive virtual environments in jury trials. 93 (3) Marquette Law Review, 1073.
  3. ^ Bailenson, J.N. & Segovia, K.Y. (2010). Virtual doppelgangers: Psychological effects of avatars who ignore their owners. In W. S. Bainbridge (Ed.), Online worlds: Convergence of the real and the virtual (175-186). Springer: New York.
  4. ^ Segovia, K.Y. & Bailenson, J.N. (2009). Virtually true: Children's acquisition of false memories in virtual reality.Media Psychology, 12, 371-393.
  5. ^ Fox, J., Bailenson, J.N., & Binney, J. (2009). Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar. PRESENCE: Teleoperators & Virtual Environments, 18(4), 294-303.
  6. ^ Yee, N., Bailenson, J.N., & Ducheneaut, N. (2009). The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36 (2), 285-312.
  7. ^ Fox, J., & Bailenson, J.N. (2009). Virtual virgins and vamps: The effects of exposure to female characters' sexualized appearance and gaze in an immersive virtual environment. Sex Roles, 61 (3-4), 147-157.
  8. ^ Groom, V., Bailenson, J.N., & Nass, C. (2009). The influence of racial embodiment on racial bias in immersive virtual environments. Social Influence, 4(1), 1-18.
  9. ^ Bailenson, J.N., Iyengar, S., Yee, N., & Collins, N. (2008). Facial similarity between voters and candidates causes influence. Public Opinion Quarterly, 72 (5), 935-961.
  10. ^ Ersner-Hershfield, H., Bailenson, J., & Carstensen, L.L. (2008). Feeling more connected to your future self: Using immersive virtual reality to increase retirement saving. Poster presented at the Association for Psychological Science Annual Convention, Chicago, IL.
  11. ^ Yee, N., Bailenson, J.N. (2008). A method for longitudinal behavioral data collection in Second Life,PRESENCE: Teleoperators and Virtual Environments. 17(6), 594-596.
  12. ^ Bailenson, J.N., Davies, A., Beall. A.C., Blascovich, J., Guadagno, R.E., & McCall, C. (2008). The effects of witness viewpoint distance, angle, and choice on eyewitness accuracy in police lineups conducted in immersive virtual environments. PRESENCE: Teleoperators and Virtual Environments, 17(3), 242-255.
  13. ^ Yee, N., Bailenson, J.N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital; The persistence of nonverbal social norms in online virtual environments. Cyberpsychology and Behavior, 10, 115-121.
  14. ^ Bailenson, J.N. (2006). Transformed social interaction in collaborative virtual environments. In Messaris, P. and Humphreys, L. (Ed.) Digital Media: Transformations in Human Communication. 255-264. New York: Peter Lang.
  15. ^ Yee, N., & Bailenson, J.N. (2006). Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. August 24 &ndash 26, Cleveland, Ohio, USA.
  16. ^ Yee, N (2006). Motivations of play in online games. CyberPsychology and Behavior, 9, 772-775. Williams, D., Ducheneaut, N., Li, X., Zhang, Y., Yee, N., Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1, 338-361.
  17. ^ Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2006). "Alone together? Exploring the social dynamics of massively multiplayer games." In conference proceedings on human factors in computing systems CHI 2006, pp.407-416. April 22-27, Montreal, PQ, Canada.
  18. ^ Yee, N. (2006). The psychology of MMORPGs: Emotional investment, motivations, relationship formation, and problematic usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag.