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{{Infobox laboratory
|name = Stanford Virtual Human Interaction Lab
|image =
|established = 2003
|research_field = [[Virtual
|director =
|city = [[Stanford, California
|address = McClatchy Hall, Building 120 <br/>450 Serra Mall<br/>Stanford, CA 94309<br/>USA
|nickname = VHIL
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}}
The '''Virtual Human Interaction Lab''' ('''VHIL''') at [[Stanford University]]. It was founded in 2003 by Jeremy Bailenson, associate professor of communication at Stanford University. The lab conducts research for the Communication Department.
==History==
Its founding director was Stanford professor Jeremy Bailenson.<ref name="Chronicle">Everett Cook, December 22, 2017 [https://www.sfchronicle.com/collegesports/article/Now-used-far-beyond-Stanford-virtual-reality-12451227.php Now used far beyond Stanford, virtual reality keeps growing at the Farm], ''[[San Francisco Chronicle]]''</ref> As of April 2014, it had an advanced [[virtual reality]] lab and setup,<ref name="NewYork">Farhad Manjoo, April 2, 2014 [https://www.nytimes.com/2014/04/03/technology/personaltech/virtual-reality-perfect-for-an-immersive-society.html If You Like Immersion, You’ll Love This Reality], ''[[The New York Times]]''</ref> which was used to teach visitors and students on various topics.<ref name="Nbc">Joe Rosato Jr., December 20, 2018 [https://www.nbcbayarea.com/news/local/Stanford-Takes-Students-on-Virtual-Undersea-Journey-503250741.html Stanford Takes Students on Virtual Undersea Journey], ''[[NBC]]''</ref> The company's VR software is "free to any interested organization."<ref name="Today">Marco della Cava, April 8, 2016 [https://www.usatoday.com/story/tech/news/2016/04/08/virtual-reality-tested-tool-confront-racism-sexism/82674406/ Virtual reality tested by NFL as tool to confront racism, sexism], ''[[USA Today]]''</ref> According to the ''[[Los Angeles Times]],'' it is at the "forefront" of the [virtual reality content] movement" in 2015, at which point Jeremy Bailenson remained the head of the organization.<ref name="Times">Steven Zeitchik, April 24, 2015 [https://www.latimes.com/entertainment/movies/moviesnow/la-et-mn-vr-watch-stanford-bailenson-zuckerburg-tribeca-20150424-story.html Title], ''[[Los Angeles Times]]''</ref>
==VR projects==
*''The Crystal Reef'' (2016) - Premiered at the 2016 [[Tribeca Film Festival]]. It was later featured by ''[[TIME]]''. It is a 360-degree video VR experience about [[ocean acidification]].<ref name="Stanford">Stanford University [https://vhil.stanford.edu/the-crystal-reef/ The Crystal Reef], ''[[Stanford]]''</ref><ref name="Phys">Rob Jordan of Stanford University, November 30, 2018 [https://phys.org/news/2018-11-virtual-reality-powerful-environmental-tool.html Virtual reality could serve as powerful environmental education tool], ''[[Phys.org]]''</ref>
*''The Stanford Ocean Acidification Experience'' (2016) - Also called ''SOAE'', the "experience" premiered at the Tribeca 2016 Film Festival (then-called ''The Crystal Reef: Interactive'') in conjunction with the 360 video. SOAE allows users to become a scientist and interact with their environment. ''SOAE has'' been exhibited at the [[US Senate]] and the [[Palau National Congress]].<ref>{{Cite web|url=https://vhil.stanford.edu/soae/|title = The Stanford Ocean Acidification Experience}}</ref>
*''Becoming Homeless: A Human Experience'' (2017) - Premiered at the 2017 Tribeca Film Festival,<ref>{{Cite web|url=http://vhil.stanford.edu/becominghomeless/|title=Becoming Homeless: A Human Experience}}</ref> it was originally developed for the lab's "Empathy At Scale" research project.<ref name="Kqed">Rachael Myrow, June 27, 2016 [https://www.kqed.org/arts/11744066/stanfords-virtual-reality-lab-cultivates-empathy-for-the-homeless Stanford's Virtual Reality Lab Cultivates Empathy for the Homeless], ''[[KQED Inc.|KQED]]''</ref>
*''Coral Compass: Fighting Climate Change in Palau'' (2018) - world premiere at the Tribeca Film Festival in 2018. Viewers travel to Palau, looking at how the country is working with scientists to adapt to [[climate change]].<ref>{{Cite web|url=http://vhil.stanford.edu/coralcompass/|title = Coral Compass}}</ref>
==
===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.<ref name="Avatar">[http://news.stanford.edu/news/2010/february22/avatar-behavior-study-022510.html/ Avatar Behavior Study]</ref>
*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:
*Virtual aging's effect on financial decisions<ref name="Abc">{{cite web |title=Virtual Reality Study Encourages Subjects to Save for the Future |website=[[ABC News (United States)|ABC News]] |url=https://abcnews.go.com/Technology/virtual-reality-study-encourages-subjects-save-future/story?id=12358259/}}</ref>
*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
▲'''[[Proteus effect|Proteus Effect]]'''
▲'''[[Transformed social interaction|Transformed Social Interaction]]'''
▲Through this line of research, 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.
▲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. VR gives witnesses the opportunities to examine in a 3D environment, at different distances and even gives them the opportunity to examine the suspect at the recreated scene of the crime.
== References ==
<ref>Fox, J. & Bailenson, J.N. (2010). The use of doppelgängers to promote health behavior change. CyberTherapy & Rehabilitation, 3 (2), 16-17.</ref>
<ref>Leonetti, C., & Bailenson, J.N. (2010). High-Tech view: The use of immersive virtual environments in jury trials. 93 (3) Marquette Law Review, 1073.</ref>
<ref>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.</ref>
<ref>Segovia, K.Y. & Bailenson, J.N. (2009). Virtually true: Children's acquisition of false memories in
virtual reality. Media Psychology, 12, 371-393.</ref>
<ref>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.</ref>
<ref>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.</ref>
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<ref>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.</ref>
<ref>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.</ref>
<ref>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.</ref>
<ref>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.</ref>
<ref>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.</ref>
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== External links ==
*[http://www.stanfordvr.com/ Virtual Human Interaction Lab]
[[Category:Stanford University]]
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