Stanford University

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Childhood Development and Immersion

There is little research on children and immersive virtual reality.  Our research seeks to examine how young children behaviorally and socially respond to immersive virtual reality, and the characters within it. We have conducted an extended review of the literature that currently exists in this realm and are preparing a white paper on the “state of the art” of the overlap between developmental psychology and VR.  Moreover, we have run a series of studies that will contribute to a better understanding of children’s experiences with this new technology.   
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The See Change, Stanford Magazine

We are going from essentially no VR to potentially pervasive use of the most powerful medium ever. VHIL studies the consequences of a world where anything can happen at the touch of a button and feel like it’s actually happening.
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Tricking Your Brain in Virtual Reality, Tested

We experience a VHIL demo that alters our sense of body (proprioception). We learn how easy it brain can adapt to controlling virtual limbs, and the power of visual information to override our own movements in the real world.
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Meet Virtual You: How Your VR Self Influences Your Real-Life Self

You know your thoughts and feelings affect your body language — but this works the other way around, too. Happiness causes us to smile, of course, but smiling also causes us to feel happy. VHIL Experimental research suggests that this concept also applies to the virtual space, and that the physical traits of your avatar can change the way you behave in real life.
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Experience on Demand, mediaX

Real experiences can change you, and virtual reality experiences can feel like real ones so virtual reality experiences can change you too. Jeremy Bailenson delves into how to create these experiences, on demand, that will change who we are as people.
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Homuncular Flexibility

In this line of studies, we are examining a concept first developed by Jaron Lanier called "homuncular flexibility" – the ability to learn to control novel avatars in interactive tasks. For example, in order to reach further in virtual space, can users learn to control avatar bodies with extra limbs? This line of research looks at whether the way these avatar bodies look, and the way they are controlled, affects task success, liking and the sense of presence.
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