• KOL
  • Disease
  • Virtual
  • Virtual Reality
  • Jeremy N Bailenson
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    Prominent publications by Jeremy N Bailenson

    KOL Index score: 8882

    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 environments are comparable to those in the physical world. In an observational study of Second Life, a virtual community, we collected data ...

    Also Ranks for: Virtual Environments |  nonverbal social |  unbearable likeness |  eye contact |  gaze avoidance
    KOL Index score: 8856

    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 which a virtual human stood. In Study 2, a virtual human approached participants. In both studies, participant gender, virtual human ...

    Also Ranks for: Interpersonal Distance |  virtual humans |  personal space |  human behavior |  participant gender
    KOL Index score: 8741

    Virtual reality (VR) has been proposed as a methodological tool to study the basic science of psychology and other fields. One key advantage of VR is that sharing of virtual content can lead to more robust replication and representative sampling. A database of standardized content will help fulfill this vision. There are two objectives to this study. First, we seek to establish and allow public access to a database of immersive VR video clips that can act as a potential resource for ...

    Also Ranks for: Head Movements |  immersive vr |  valence arousal |  virtual reality |  public database
    KOL Index score: 8405

    The current study examined how assessments of copresence in an immersive virtual environment are influenced by variations in how much an embodied agent resembles a human being in appearance and behavior. We measured the extent to which virtual representations were both perceived and treated as if they were human via self-report, behavioral, and cognitive dependent measures. Distinctive patterns of findings emerged with respect to the behavior and appearance of embodied agents depending ...

    Also Ranks for: Immersive Virtual Environments |  agent appearance |  behavioral realism |  virtual representations |  consistent previous
    KOL Index score: 7663

    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 describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that teachers with augmented social perception (i.e., receiving visual warnings alerting them to students not receiving enough teacher eye gaze) were ...

    Also Ranks for: Virtual Environments |  social context |  learning sciences |  teachers students |  digital transformations
    KOL Index score: 7563

    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-first century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic and compelling experimental settings without sacrificing experimental control. The experiment reported here tested Argyle and Dean's ...

    Also Ranks for: Mutual Gaze |  equilibrium theory |  personal space |  virtual environments |  eye contact
    KOL Index score: 7399

    Social science research demonstrates that people are drawn to others perceived as similar. We extend this finding to political candidates by comparing the relative effects of candidate familiarity as well as partisan, issue, gender, and facial similarity on voters’ evaluations of candidates. In Experiment 1, during the week of the 2006 Florida gubernatorial race, a national representative sample of voters viewed images of two unfamiliar candidates (Crist and Davis) morphed with either ...

    Also Ranks for: Facial Similarity |  voters candidates |  conscious awareness |  social science |  effects candidate
    KOL Index score: 6819

    People often choose one route when traveling from point A to point B and a different route when traveling from point B to point A. To explain these route asymmetries, we propose that people rely on a heuristic (the initial segment strategy, or ISS) during route planning. This heuristic involves basing decisions disproportionately on the straightness of the initial segments of the routes. Asymmetries arise because the characteristics that favor selection of a particular route in one ...

    Also Ranks for: Route Selection |  initial segment strategy |  people choose |  maps topic |  planning heuristic
    KOL Index score: 6639

    The realism of avatars in terms of behavior and form is critical to the development of collaborative virtual environments. In the study we utilized state of the art, real-time face tracking technology to track and render facial expressions unobtrusively in a desktop CVE. Participants in dyads interacted with each other via either a video-conference (high behavioral realism and high form realism), voice only (low behavioral realism and low form realism), or an “emotibox” that rendered the ...

    Also Ranks for: Behavioral Realism |  verbal disclosure |  emotion recognition |  facial expressions |  time avatar
    KOL Index score: 6632

    Impairments in social attention play a major role in autism, but little is known about their role in development after preschool. In this study, a public speaking task was used to study social attention, its moderators, and its association with classroom learning in elementary and secondary students with higher functioning autism spectrum disorder (HFASD). Thirty-seven students with HFASD and 54 age- and intelligence quotient (IQ)-matched peers without symptoms of ASD were assessed in a ...

    Also Ranks for: Social Attention |  public speaking |  asd hfasd |  higher functioning |  child development
    KOL Index score: 6391

    Immersive virtual environments (IVEs) produce simulations that mimic unmediated sensory experiences. 3 experiments (N = 228) tested how different modalities increase environmental involvement by allowing users to inhabit the body of animals in IVEs or watch the experience on video. Embodying sensory-rich experiences of animals in IVEs led to greater feeling of embodiment, perception of being present in the virtual world, and interconnection between the self and nature compared to video. ...

    Also Ranks for: Immersive Virtual Environments |  environmental issues |  1 week |  embodied experiences |  effective tool
    KOL Index score: 6269

    Intelligent Virtual Agents (lVAs) are becoming part of our everyday life, thanks to artificial intelligence technology and Internet of Things devices. For example, users can control their connected home appliances through natural voice commands to the IVA. However, most current-state commercial IVAs, such as Amazon Alexa, mainly focus on voice commands and voice feedback, and lack the ability to provide non-verbal cues which are an important part of social interaction. Augmented Reality ...

    Also Ranks for: Visual Embodiment |  intelligent virtual agents |  digital assistant |  augmented reality |  social interaction
    KOL Index score: 6007

    Precision medicine models for personalizing achieving sustained behavior change are largely outside of current clinical practice. Yet, changing self-regulatory behaviors is fundamental to the self-management of complex lifestyle-related chronic conditions such as depression and obesity - two top contributors to the global burden of disease and disability. To optimize treatments and address these burdens, behavior change and self-regulation must be better understood in relation to their ...

    Also Ranks for: Virtual Reality |  precision medicine |  weight outcomes |  selfregulation targets |  comorbid depression
    KOL Index score: 5696

    BACKGROUND: Major depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one's ability to engage in behavioral activation, with COVID-19 "shelter-in-place" and social distancing orders being current and large impediments. Virtual reality (VR) has ...

    Also Ranks for: Behavioral Activation |  virtual reality |  acceptability tolerability |  major depressive |  increasing incidence
    KOL Index score: 5614

    There have been decades of research on the usability and educational value of augmented reality. However, less is known about how augmented reality affects social interactions. The current paper presents three studies that test the social psychological effects of augmented reality. Study 1 examined participants' task performance in the presence of embodied agents and replicated the typical pattern of social facilitation and inhibition. Participants performed a simple task better, but a ...

    Also Ranks for: Augmented Reality |  social facilitation |  embodied agents |  rotation direction |  agent participants

     

    Jeremy N Bailenson: Influence Statistics

    Sample of concepts for which Jeremy N Bailenson is among the top experts in the world.
    Concept World rank
    virtual virtual human #1
    vamps gaze #1
    dogs virtual #1
    olfactory virtual food #1
    clad gaze #1
    iva message understanding #1
    behavioral anthropomorphic #1
    perception virtual embodiment #1
    cues virtual donut #1
    exposure therapy fnd #1
    video learning condition #1
    headset agent #1
    avatar real #1
    seat social #1
    media interactivity ability #1
    unprepared education field #1
    representation vrpt task #1
    virtual stereotype #1
    potential posthoc mechanism #1
    proposed moove model #1
    augmented reality animals #1
    speaker claim #1
    experiences ives #1
    initial segment strategy #1
    time new challenges #1
    nonimmersive virtual environment #1
    reasons low concordance #1
    doppelgangers virtual #1
    facial movements dyads #1
    equipment vr #1
    realism social #1
    avatarrepresented virtual groups #1
    early childhood senses #1
    virtual model candy #1
    relationship maintenance initial #1
    paper conservation experiment #1
    zoom fatigue selfvideo #1
    vr decades #1
    participants virtual handshake #1
    argument experiment #1
    verbal disclosure #1
    stereotypes virtual virgins #1
    realism form #1
    clips head movements #1
    headset participants #1

    Key People For Virtual Reality

    Top KOLs in the world
    #1
    Mel Slater
    virtual reality body ownership social anxiety
    #2
    Giuseppe Riva
    virtual reality anorexia nervosa patient engagement
    #3
    Albert A Rizzo
    virtual reality exposure therapy posttraumatic stress disorder
    #4
    Hunter G Hoffman
    virtual reality physical therapy vr patients
    #5
    Cristina Botella
    virtual reality emotional disorders randomized controlled trial
    #6
    Barbara Olasov Rothbaum
    exposure therapy posttraumatic stress disorder virtual reality

    Jeremy N Bailenson:Expert Impact

    Concepts for whichJeremy N Bailensonhas direct influence:Virtual reality,  Social presence,  Virtual environments,  Facial similarity,  Social influence,  Zoom fatigue,  Behavioral realism,  Augmented reality.

    Jeremy N Bailenson:KOL impact

    Concepts related to the work of other authors for whichfor which Jeremy N Bailenson has influence:Virtual reality,  Social presence,  Facial expressions,  User experience,  Emotion recognition.


     

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    Stanford University, 450 Serra Mall, Stanford, CA 94305, USA | Department of Communication, Stanford University, Stanford, CA, United States | Stanford Virtual Human Interaction Lab | Virtual Human Interaction Lab, Stanford University, McClatchy Hall