Virtual Human Interaction Lab: Difference between revisions

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{{Infobox laboratory
|name = Stanford Virtual Human Interaction Lab
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==Current research==
 
===Digital anonymity===
 
Digital media, and avatars more specifically, have made it increasingly easy for users to interact anonymously. In digital worlds our avatars may differ from our physical world selves on a variety of characteristics ranging from name and physical appearance to demographics and attitudes. We are 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. We are asking questions such as, is ostracism more aversive when it comes from an anonymous or identified digital media user? And, are media users who choose to be anonymous treated differently from media users who are merely assigned anonymous avatars?
 
===Mediators and mimicry===
 
A mediator's success hinges on two important factors: impartiality and rapport. Ironically, the process of establishing rapport can undermine the mediator's ability to convey a sense of impartiality. Thus, mediators face a dilemma – a dilemma that we believe [[digital media]] might be able to help solve. We are how exploring the affordances of [[online dispute resolution]] (ODR) may help mediators strike a delicate balance between developing rapport and maintaining impartiality. One area that is of particular interest to us is digital mimicry. Mimicry is known to elicit a wide variety of favorable responses; using tracking technology and computer algorithms we can make virtual mediators subtly yet perfectly mimic disputants' head movements.
 
===Out-of-body experience===
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===Augmented perspective taking===
 
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.
 
===Self-endorsing===
 
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. 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.
 
===Automatic facial feature detection and analyses===
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==Past research==
 
===Proteus effect===
{{main article|Proteus effect}}
Researchers discovered that by allowing a subject to use an avatar of varying attractiveness or height, this affected how they acted in a virtual environment. They adapted to the role they felt their avatar played.
 
===Transformed social interaction===
{{main article|Transformed social interaction}}
The phenomenon of transformed social interaction hopes to explore what occurs when behaviors that take place in collaborative virtual environments are augmented or decremented. The lab's hope is to see how permitting commonly impossible behaviors in virtual environments alters and ultimately enhances the way that people perform in learning and business meetings.
 
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== References ==
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<!--- See http://en.wikipedia.org/wiki/Wikipedia:Footnotes on how to create references using <ref></ref> tags which will then appear here automatically -->
<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>