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The Proteus Effect: The Effect of Transformed Self-Representation on Behavior
Virtual environments, such as online games and web-based chat rooms, increasingly allow us to alter our digital self-representations dramatically and easily. But as we change our
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
Interpersonal Distance in Immersive Virtual Environments
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.
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
The current meta-analysis synthesizes decades of empirical research examining the effect of immersive system technology on user experiences of presence and finds that technological immersion has a medium-sized effect on presence.
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
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.
Increasing Saving Behavior Through Age-Progressed Renderings of the Future Self
The authors propose that allowing people to interact with age-progressed renderings of themselves will cause them to allocate more resources to the future, and show an increased tendency to accept later monetary rewards over immediate ones.
The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments
Data from avatars were collected to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different (i.e., via keyboard and mouse as opposed to eyes and legs).
The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments
Copresence was lowest when there was a large mismatch between the appearance and behavioral realism of an embodied agent, suggesting that assessing the impact of behavioral realism on copresence without taking into account the appearance of the embodied agent can lead to misleading conclusions.
Virtual Interpersonal Touch: Expressing and Recognizing Emotions Through Haptic Devices
A theoretical framework for understanding emotions expressed through touch as well as the implications of the current findings for the utilization of VIT in human-computer interaction are discussed.
Implications of Transformed Digital Self-Representation on Online and Offline Behavior
Virtual environments allow individuals to dramatically alter their self-representation. More important, studies have shown that people infer their expected behaviors and attitudes from observing