Virtual Human Interaction Lab
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Established | 2003 |
---|---|
Field of research | Virtual reality |
Director | Jeremy Bailenson |
Address | McClatchy Hall, Building 120 450 Serra Mall Stanford, CA 94309 USA |
Location | Stanford, California, USA |
Nickname | VHIL |
Operating agency | Stanford University |
Website | Official Website |
The Virtual Human Interaction Lab (VHIL) at Stanford University was founded in 2003 by Jeremy Bailenson, associate professor of communication at Stanford University. The lab conducts research for the Communication Department.
History
Faculty and research staff
- Jeremy Bailenson, professor of communication, VHIL Founder
- Shawnee Baughman, Lab Manager, B.S. and M.S. in communication at Stanford University
VR projects
- The Crystal Reef (2016) - had it's world premiere at the Tribeca Film Festival in 2016. It was later featured by TIME. A 360-degree video VR experience, it is about effects of ocean acidification.[1]
- The Stanford Ocean Acidification Experience (2016) - (SOAE) had it's world premiere at the Tribeca Film Festival in 2016 (then-called The Crystal Reef: Interactive) in conjunction with the 360 video. SOAE is an immersive VR experience, which allows users to become a scientist and interact with their environment. SOAE has been exhibited at the U.S. Senate and the Palau National Congress.[2]
- Becoming Homeless: A Human Experience (2017) - had it's world premiere at the Tribeca Film Festival in 2017. It was originally developed for the Lab's Empathy At Scale research project.[3]
- Coral Compass: Fighting Climate Change in Palau (2018) - world premiere at the Tribeca Film Festival in 2018. In this 360 experience, viewers travel to Palau. The piece focuses on how the leaders of Palau is working with scientists to adapt to climate change.[4]
Research
Current
- Digital anonymity - in 2010, the group was studying how digital media users who anonymize themselves via their avatars may be perceived differently from media users who use avatars that resemble their physical world selves.[5]
- Mediators and mimicry - researching how online dispute resolution (ODR) may help mediators strike a delicate balance between developing rapport and maintaining impartiality.
- Out-of-body experience - studies self-presence, or an out-of-body experience.
- Augmented perspective taking - researching how immersion and interactivity can enhance the ability to understand other minds and how the virtual experience can influence our attitudes and behaviors.
- Self-endorsing - researches how using the self as the source of persuasive messages can influence attitudes and behaviors in various persuasive contexts.
- Automatic facial feature detection and analyses - this methodology uses just a small webcam and computer software to predict an individual's errors and performance quality based only on facial features that are tracked and logged automatically.
Former topics
The lab has studied topics such as:
- Proteus effect
- Transformed social interaction
- Facial Identity Capture[6] and Presidential Candidate Preference - it was found that by morphing a subject's face in a 40:60 ratio with that of John Kerry and George W. Bush, the subject was more likely to prefer the candidate that shared their features. This study has implications concerning the use of a voter's image and overall face morphing during national elections to sway a voter's decision.
- Virtual aging's affect on financial decisions[7]
- Eye witness testimony and virtual police lineups - In collaboration with the Research Center for Virtual Environments and Behavior, the National Science Foundation, and the Federal Judicial Center, VHIL examined the capabilities of pointing out witnesses during a police lineup while in a virtual environment.
- Diversity simulation - allowing participants to experience another race or gender
References
[8] [9] [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22]
- ^ https://vhil.stanford.edu/the-crystal-reef/
- ^ https://vhil.stanford.edu/soae/
- ^ http://vhil.stanford.edu/becominghomeless/
- ^ http://vhil.stanford.edu/coralcompass/
- ^ Avatar Behavior Study
- ^ Identity Capture
- ^ Virtual Reality Encourages Subject to Save for the Future
- ^ Fox, J. & Bailenson, J.N. (2010). The use of doppelgängers to promote health behavior change. CyberTherapy & Rehabilitation, 3 (2), 16-17.
- ^ Leonetti, C., & Bailenson, J.N. (2010). High-Tech view: The use of immersive virtual environments in jury trials. 93 (3) Marquette Law Review, 1073.
- ^ 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.
- ^ Segovia, K.Y. & Bailenson, J.N. (2009). Virtually true: Children's acquisition of false memories in virtual reality. Media Psychology, 12, 371-393.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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.
- ^ 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 – 26, Cleveland, Ohio, USA.