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{{Userspace draft|source=ArticleWizard|date=January 2011}}
{{Infobox laboratory
|name = Stanford Virtual Human Interaction Lab
|image =
|established = 2003
|research_field = [[Virtual Reality]]
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</br>
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What if your virtual self could “feel” in a virtual world the same way your physical self can feel in the physical world? Navigating virtual 3D environments, performing remote surgery, and tanning on a virtual island would become second-nature at this level of full immersion. We are studying ways to create and measure this phenomenon, known as self-presence, or an out-of-body experience. Current questions we are asking in this research area include what stimuli are necessary to induce digital body ownership and what modifications of avatars and virtual environments increase self-presence.
</br>
'''Augmented Perspective Taking'''
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Perspective taking is the ability to mentally put oneself in the shoes of another to imagine what the other person might be thinking and feeling in a certain situation. Immersive virtual environments allow people to vividly share the perceptual experiences of others as if they are in the heat of the moment. In essence, our abilities to take the perspective of another person can be augmented by viscerally sharing their experiences - seeing, hearing, and feeling what the other person did in a particular situation. We can now literally climb into the skin of the other person to fully embody their body and senses. Current projects explore how novel affordances of interactive digital media such as immersion and interactivity can enhance the ability to understand other minds and how the virtual experience can influence our attitudes and behaviors.
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'''Self-endorsing'''
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Self-endorsing is a novel persuasion strategy made possible by the advancement of interactive digital media. The self is no longer just a passive receiver of information, but can simultaneously partake in the formation and dispersion of persuasive messages, persuading the self with the self. Imagine passing by a billboard where you see yourself selling a soft drink to none other than yourself - what may have sounded like a topic of a futuristic science fiction movie can now be easily and rapidly done using simple graphics software. Tapping into the framework of self-referencing, research on self-endorsing explores how using the self as the source of persuasive messages can powerfully influence attitudes and behaviors in various persuasive contexts.
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'''Automatic Facial Feature Detection and Analyses'''
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==
</br>
'''[[Proteus effect|Proteus Effect]]'''
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Researchers found that when subjects were presented with digital, older versions of themselves they subsequently adapted their spending behavior to save more for the future.
</br>
'''Eye Witness Testimony and Virtual Police Lineups'''
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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.
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'''Diversity Simulation'''
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== External links ==
*[http://www.stanfordvr.com/ Virtual Human Interaction Lab]
*[http://news.stanford.edu/news/2010/february22/avatar-behavior-study-022510.html/ Avatar Behavior Study]
*[http://abcnews.go.com/Technology/virtual-reality-study-encourages-subjects-save-future/story?id=12358259/ Virtual Reality Encourages Subject to Save for the Future]
*[
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