Website review: VHIL: Projects
Someone discovered this in Science/Tech
•1 reviews since May 14, 2008
science
•vhil.stanford.edu/projects/
People who like this website

- thinkingserious
Riverside

- MaxWest
Arizona

- PUAEmerys
Tempe

- ashnight01
Texas

- jcmreis
Brazil

- Fatgadget2
Wales

- Stellare
ÅSA

- xineann
North By Northwes…

- IntrepidDreamer
Xineann For Presi…

- elledark
Vaguely Virtuous …

- Serinadruid
Xineann For Presi…
StumbleUpon is the best way to discover great web sites, videos, photos, blogs and more - based on your interests.
Everything is submitted and rated by the community. Discover, share and review the best of the web!
Reviews of this website

xineann rated 8 weeks ago
-
Projects include:
Avatars and Behavioral Modeling
Virtual reality enables us to create a powerful and persuasive stimulus: the virtual self. Using digital photographs, we can create avatars that have a striking resemblance to the self. We can then manipulate the virtual self in myriad ways that would be difficult or even impossible in the real world. The virtual self can modify its appearance or perform a behavior that the real self cannot, thus serving as a novel type of model. According to social cognitive theory, models can be valuable stimuli for encouraging the imitation of particular behaviors. Thus, we are investigating how using self-models and virtually manipulating social cognitive constructs such as identification, self-efficacy, and vicarious reinforcement can influence imitation, particularly in the context of health and consumer behaviors. Is seeing the virtual self engage in a healthful activity more or less effective than a virtual other? When an avatar shows positive benefits of using a product in the third person, does the consumer then go out and buy that product? Can behaviors be encouraged by seeing the virtual self model health-related rewards and punishments such as weight loss, weight gain?
The Proteus Effect
Cyberspace grants us great control over our self-representations. At the click of a button, we can alter our gender, age, attractiveness, and skin tone. But as we choose our avatars online, do our avatars change us in turn? In a series of studies, we've explored how putting people in avatars of different attractiveness or height change how they behave in a virtual environment.
Transformed Social Interaction
In collaboration with the Research Center for Virtual Environments and Behavior, we are interested in the experience of social presence as well as task performance within collaborative virtual environments. We are utilizing virtual reality simulations in which people interact in real-time within a collaborative virtual environment. Specifically, we seek to: 1) learn more about the behaviors that occur during collaboration, and 2) explore the idea of transforming social interaction by selectively augmenting and decrementing these behaviors in order to provide the interactants with novel tools during interaction. In other words, by selectively rendering behaviors that were not actually performed, or alternatively by not rendering behaviors that were in fact performed, immersive virtual environments allow for conversational strategies that are not possible in face-to-face interactions or videoconferencing. We are examining the effect of implementing these novel strategies, and testing their influence on conversation in terms of task performance, learning, persuasion. See our wikipedia entry on TSI.
Avatar Identity
What are the implications of having an avatar, that is, a digital model that represents you in virtual reality? We are studying the ties that individuals have to an avatar. Specifically, how much does an avatar need to resemble (both visually and behaviorally) its respective owner in order for person-specific influences to take effect?
Using a variety of affective, behavioral, and cognitive measures we are exploring the phenomenon of virtual self, and examining the implications of avatar representation.
More about these and other projects
Subscribe to updates