Stanford University

Monthly Archives: December 2015

Empathy at Scale

The following project seeks to design, test, and distribute virtual reality interventions that teach empathy. Virtual reality simulations allow learners to experience the life of someone else by “walking a mile” in his or her shoes. Through the capabilities of the technology, learners can see their appearance and behaviors reflected in a virtual mirror as someone who is different, and perceptually experience a scenario from the perspective of any party in a social interaction.

Sustainable Behaviors

Extreme weather events are now dramatizing the effect humans are having on the planet. Yet we still face great challenges in staving off irrevocable climate change. It isn’t simply about convincing skeptical politicians — it’s about getting the public to visualize how their behaviors (like driving a gas-guzzling car or living in an energy inefficient home) are contributing to a problem that may only manifest itself completely in future decades. Our previous research has shown that Virtual Reality is uniquely effective at changing conservation behavior, as evidenced in studies about reducing paper use and about hot water conservation.

Immersion and Presence

As virtual reality technology moves from laboratories to living rooms, the question, “how immersive is enough” has become uniquely important. For governments and corporations who seek to build systems, it is critical to know exactly how immersive these systems need to be. Inspired by an exhaustive meta-analysis on the qualities that make up an ideal virtual experience, the Immersion at Scale project seeks to explore the degree of immersion required for an ideal virtual experience through the use of mobile virtual reality systems.

Task Success in Novel Avatars

Won, A. S., Bailenson, J. N., Lanier, J. (in press) Task Success in Novel Avatars. PRESENCE, Teleoperators and Virtual Environments, (24) 4.