Virtual Human Interaction Lab: Difference between revisions

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The '''Virtual Human Interaction Lab''' ('''VHIL''') at [[Stanford University]] was founded in 2003 by Professor Jeremy Bailenson, associate Professorprofessor of Communicationcommunication at Stanford University. 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, Professorprofessor of Communicationcommunication, VHIL Founder
* Shawnee Baughman, Lab Manager, B.S. and M.S. in Communicationcommunication at Stanford University
 
==Current research==
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<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>