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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 self-representations, do our self-representations change our behavior in turn? In 2 experimental studies, we explore the hypothesis that an individual's behavior conforms to their(More)
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 argue that immersive virtual environment technology (IVET) can help ameliorate, if not solve, these methodological problems and, thus, holds promise as a new(More)
This article examines the phenomenon of Virtual Interpersonal Touch (VIT), people touching one another via force-feedback haptic devices. As collaborative virtual environments become utilized more effectively, it is only natural that interactants will have the ability to touch one another. In the work presented here, we used relatively basic devices to(More)
Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in(More)
Two studies examined whether participant attitudes would change toward positions advocated by an ingroup member even if the latter was known to be an embodied agent; that is, a human-like representation of a computer algorithm. While immersed in a virtual environment, participants listened to a persuasive communication from a digital representation of(More)
Previous research demonstrated social influence resulting from mimicry (the chameleon effect); a confederate who mimicked participants was more highly regarded than a confederate who did not, despite the fact that participants did not explicitly notice the mimicry. In the current study, participants interacted with an embodied artificial intelligence agent(More)
Every day, millions of users interact in real-time via avatars in online environments, such as massively-multiplayer online role-playing games (MMORPGs). These online environments could potentially be unique research platforms for the social sciences and clinical therapy, but it is crucial to first establish that social behavior and norms in virtual(More)
Social cognitive theory is often implemented when researchers develop treatments and campaigns for health behavior change. Im-mersive virtual environment technology (IVET) enables novel explorations of health behavior modeling. In Study 1, participants were randomly assigned to one of three treatments: vicarious reinforcement , in which a virtual(More)
During the last half of the twentieth century, psychologists and anthropologists have studied proxemics, or spacing behavior, among people in many contexts. As we enter the twenty-rst century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic(More)
We present automated, real-time models built with machine learning algorithms which use videotapes of subjects' faces in conjunction with physiological measurements to predict rated emotion (trained coders' second-by-second assessments of sadness or amusement). Input consisted of videotapes of 41 subjects watching emotionally evocative films along with(More)