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TARGET ARTICLE: Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology
Historically, at least 3 methodological problems have dogged experimental social psychology: the experimental control-mundane realism trade-off, lack of replication, and unrepresentative sampling. We
Spatial Updating of Self-Position and Orientation During Real, Imagined, and Virtual Locomotion
TLDR
Simulated optic flow was not by itself sufficient to induce spatial updating that supported correct turn responses, and systematic overturning was found in the description and watching conditions, but not with physical walking.
Interpersonal Distance in Immersive Virtual Environments
TLDR
Results indicated that participants maintained greater distance from virtual humans when approaching their fronts compared to their backs, and gave more personal space to virtual agents who engaged them in mutual gaze.
Locomotion Mode Affects the Updating of Objects Encountered During Travel: The Contribution of Vestibular and Proprioceptive Inputs to Path Integration
TLDR
Two findings suggest the advisability of having subjects explore virtual environments using real rotations and translations in tasks involving spatial orientation, and the degree of motion sickness depended upon locomotion mode, with the lowest incidence occurring in the Walk mode.
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
TLDR
The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance in the study of proxemics via immersive virtual environment technology.
Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments?
TLDR
This study investigates whether or not the compression in apparent distances is the result of the low-quality computer graphics utilized in previous investigations.
The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first
Immersive virtual environment technology as a basic research tool in psychology
TLDR
A discussion of the various devices needed to implement immersive virtual environments, including object manipulation and social interaction, and the benefits and drawbacks associated with virtual environment technology in comparison with more conventional ways of doing basic experimental research.
Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments
TLDR
A CVE-based research paradigm that transforms nonverbal behaviors during social interaction is discussed, concepts underlying transformed social interaction (TSI), the ethics and implications of such a research paradigm, and data from a pilot study examining TSI are discussed.
Comparing Behavioral and Self-Report Measures of Embodied Agents' Social Presence in Immersive Virtual Environments
Recent work [1, 2, 3] has argued that subjective questionnaires may be ineffective at measuring copresence towards agents and avatars in immersive virtual environments (IVEs). The current work
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