Virtual Human Interaction Lab – Stanford University


{ Publications }

Transformed Social Interaction

Bailenson, J.N., Iyengar, S., Yee, N., & Collins, N. (2008, in press). Facial similarity as a voting heuristic. Public Opinion Quarterly.

Bailenson, J.N., Yee, N., Blascovich, J., Beall, A.C., Lundblad, N., & Jin, M. (2008). The use of immersive virtual reality in the learning sciences: Digital transformations of teachers, students, and social context. The Journal of the Learning Sciences, 17, 102-141.

Bailenson, J.N., & Yee, N. (2008, in press). Virtual interpersonal touch and digital chameleons. Journal of Nonverbal Behavior.

Bailenson, J.N., Yee, N., Blascovich, J., & Guadagno, R.E. (2008, in press). Transformed social interaction in mediated interpersonal communication. In Konijn, E., Tanis, M., Utz, S. & Linden, A. (Eds.), Mediated Interpersonal Communication, Lawrence Erlbaum Associates.

Ersner-Hershfield, H., Bailenson, J., & Carstensen, L.L. (2008). A vivid future self: Immersive virtual reality enhances retirement saving. Poster to be presented at the Association for Psychological Science Annual Convention, Chicago, IL.

Bailenson, J.N., Yee, N., Patel, K., & Beall, A.C. (2007). Detecting digital chameleons. Computers in Human Behavior, 24, 66-87.

Yee, N. & Bailenson, J.N. (2007). The Proteus Effect: Self transformations in virtual reality. Human Communication Research, 33, 271-290.

Bailenson, J.N. (2006). Transformed social interaction in collaborative virtual environments. In Messaris, P. and Humphreys, L. (Ed.) Digital Media: Transformations in Human Communication. 255-264. New York: Peter Lang.

Yee, N., & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. August 24 &ndash 26, Cleveland, Ohio, USA.

Bailenson, J.N., Garland , P., Iyengar, S., & Yee, N. (2006). Transformed facial similarity as a political cue: A preliminary investigation. Political Psychology, 27, 373-386.

Bailenson, J.N. & Beall, A.C. (2006). Transformed social interaction: Exploring the digital plasticity of avatars. In Schroeder, R. & Axelsson, A.'s (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, Springer-Verlag, 1-16.

Bailenson, J.N., Beall., A.C., Blascovich, J., Loomis, J., & Turk, M. (2005). Transformed social interaction, augmented gaze, and social influence in immersive virtual environments. Human Communication Research, 31, 511-537.

Bailenson, J.N. & Yee, N. (2005). Digital Chameleons: Automatic assimilation of nonverbal gestures in immersive virtual environments. Psychological Science, 16, 814-819. VIDEO

Turk, M., Bailenson, J. N., Beall, A.C., Blascovich, J., Guadagno, R. (2004). Multimodal transformed social interaction. Proceedings of the ACM Sixth International Conference on Multimodal Interfaces (ICMI), October 14 - 15, State College, PA, USA.

Bailenson, J.N., Beall, A.C., Loomis, J., Blascovich, J., & Turk, M. (2004). Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments. PRESENCE: Teleoperators and Virtual Environments, 13(4), 428-441.

Beall, A.C., Bailenson, J.N., Loomis, J., Blascovich, J., & Rex, C. (2003). Non-zero-sum mutual Gaze in collaborative virtual environments. Proceedings of HCI International, 2003, Crete.

Bailenson, J.N., Beall, A.C., Blascovich, J., Weisbuch, M., & Raimmundo, R. (2001). Intelligent agents who wear your face: Users' reactions to the virtual self. Lecture Notes in Artificial Intelligence, 2190, 86-99.

Agent/Avatar Distinction, Realism, and Presence

Loomis, J.M., Kelly, J.W., Pusch, M., Bailenson, J.N., & Beall, A.C. (2008, in press). Psychophysics of perceiving eye and head direction with peripheral vision: Implications for the dynamics of eye gaze behavior. Perception.

Bailenson, J.N., Pontikakis, E.D., Mauss, I.B., Gross, J.J., Jabon, M.E., Hutcherson, C.A., Nass, C., & John, O. (2008). Real-time classification of evoked emotions using facial feature tracking and physiological responses. International Journal of Human Machine Studies, 66, 303-317.

Bailenson, J.N., Blascovich, J., & Guadagno, R.E. (2008, in press). Self representations in immersive virtual environments. Journal of Applied Social Psychology.

Bailenson, J.N., Yee, N., Kim, A., & Tecarro, J (2008, in press). Sciencepunk: The influence of informed science fiction on virtual reality research. In, Margret Grebowicz, ed. The Joy of SF: Essays in Science and Technology Studies. Open Court Publishing.

Bailenson, J.N. & Yee, N. (2007). Virtual interpersonal touch: Haptic interaction and copresence in collaborative virtual environments. International Journal of Multimedia Tools and Applications, 37(1), 5-14.

Okita, S.Y., Bailenson, J., Schwartz, D. L. (2007). The mere belief of social interaction improves learning, In Proceedings of the Twenty-ninth Meeting of the Cognitive Science Society. August, Nashville, USA.

Bailenson, J.N., Yee, N., Brave, S., Merget, D., & Koslow, D. (2007). Virtual interpersonal touch: Expressing and recognizing emotions through haptic devices. Human-Computer Interaction, 22, 325-353.

Yee, N., Bailenson, J.N., Rickertsen, K. (2007). A meta-analysis of the impact of the inclusion and realism of human-like faces on user experiences in interfaces. Nominated for Best Paper Award in Proceedings of the Conference on Computer-Human Interaction (CHI). April 28 - May 3, California, USA.

Guadagno, R.E., Blascovich, J., Bailenson, J.N., McCall, C. (2007). Virtual humans and persuasion: The effects of agency and behavioral realism. Media Psychology, 10, 1-22.

Bailenson, J.N., Yee, N., Merget, D., & Schroeder, R. (2006). The effect of behavioral realism and form realism of real-time avatar faces on verbal disclosure, nonverbal disclosure, emotion recognition, and copresence in dyadic interaction. PRESENCE: Teleoperators and Virtual Environments.

Bailenson, J.N., & Yee, N. (2006). A longitudinal study of task performance, head movements, subjective report, simulator sickness, and transformed social interaction in collaborative virtual environments. PRESENCE: Teleoperators and Virtual Environments, 15(6).

Patel, K., Bailenson, J.N., Hack-Jung, S., Diankov , R., & Bajcsy , R. (2006). The effects of fully immersive virtual reality on the learning of physical tasks. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA.

Deng, Z., Bailenson, J.N., Lewis J.P., & Neumann, U. (2006). Perceiving visual emotions with speech. Proceedings of the 6th International Conference on Intelligent Virtual Agents. California , USA . 21-23 August.

Bailenson, J.N., Swinth, K. R., Hoyt, C. L., Persky, S., Dimov, A., and Blascovich, J. (2005). The independent and interactive effects of embodied agent appearance and behavior on self-report, cognitive, and behavioral markers of copresence in immersive virtual environments. PRESENCE: Teleoperators and Virtual Environments, 14, 379-393.

Bailenson, J.N., Aharoni, E. Beall, A.C., Guadagno, R.E., Dimov, A., & Blascovich, J. (2004). Comparing behavioral and self-report measures of embodied agents' social presence in immersive virtual environments. Proceedings of the 7th Annual International Workshop on PRESENCE ( Valencia , Spain ).

Bailenson, J.N., & Blascovich, J. (2004) Avatars. Encyclopedia of Human-Computer Interaction, Berkshire Publishing Group, 64-68.

Bailenson, J.N., Blascovich, J.,Beall, A.C., & Loomis, J.M., (2003). Interpersonal distance in immersive virtual environments. Personality and Social Psychology Bulletin, 29. 1-15.

Bailenson, J.N., Beall. A.C., & Blascovich, J. (2002). Mutual gaze and task performance in shared virtual environments. Journal of Visualization and Computer Animation, 13, 1-8.

Blascovich, J., Loomis, J., Beall, A., Swinth, K., Hoyt, C., & Bailenson, J.N. (2002). Immersive virtual environment technology as a methodological tool for social psychology. Psychological Inquiry, 13, 103-124.

Blascovich, J., Loomis, J., Beall, A., Swinth, K., Hoyt, C., & Bailenson, J. (2002). Immersive virtual environment technology: Not just another research tool for social psychology. Psychological Inquiry, 13, 146-149.

Bailenson, J.N., Blascovich, J., Beall, A.C., & Loomis, J.M. (2001). Equilibrium revisited: Mutual gaze and personal space in virtual environments. PRESENCE: Teleoperators and Virtual Environments, 10. 583-598.

Online Games

Yee, N., Bailenson, J.N., Urbanek, M., Chang, F., & Merget, D. (2007). The unbearable likeness of being digital; The persistence of nonverbal social norms in online virtual environments. Cyberpsychology and Behavior, 10, 115-121.

Ducheneaut, N., Yee, N., Nickell, E., Moore, R. (2006). Building an MMO with mass appeal: A look at gameplay in World of Warcraft. Games and Culture, 1, 281-317.

Yee, N (2006). Motivations of play in online games. CyberPsychology and Behavior, 9, 772-775.

Williams, D., Ducheneaut, N., Li, X., Zhang, Y., Yee, N., Nickell, E. (2006). From tree house to barracks: The social life of guilds in World of Warcraft. Games and Culture, 1, 338-361.

Ducheneaut, N., Yee, N., Nickell, E., and Moore, R.J. (2006). "Alone together? Exploring the social dynamics of massively multiplayer games." In conference proceedings on human factors in computing systems CHI 2006, pp.407-416. April 22-27, Montreal, PQ, Canada.

Yee, N. (2006). The labor of fun: How video games blur the boundaries of work and play. Games and Culture, 1, 68-71.

Yee, N. (2006). The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329.

Yee, N. (2006). The psychology of MMORPGs: Emotional investment, motivations, relationship formation, and problematic usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments (pp. 187-207). London: Springer-Verlag.

Bailenson, J.N., Davies, A., Beall. A.C., Blascovich, J., Guadagno, R. E., & McCall, C. (2008, in press). The effects of witness viewpoint distance, angle, and choice on eyewitness accuracy in police lineups conducted in immersive virtual environments. PRESENCE: Teleoperators and Virtual Environments, 17(3), 242-255.

Bailenson, J.N., Blascovich, J., Beall, A.C., & Noveck, B. (2006). Courtroom applications of virtual environments, immersive virtual environments, and collaborative virtual environments. Law and Policy, 28(2), 249-270.

Blascovich, J., & Bailenson, J. (2005). Using immersive virtual environment technology to simulate police lineups. In Cohen, Portney, Rehberger, Thorsen (Eds.) Virtual Decisions: Digital Simulations for Teaching Reasoning in the Social Sciences and Humanities. Mahwah , New Jersey : Lawrence Earlbaum Associates, Inc.

Bailenson, J.N., Beall, A.C., Blascovich, J., & Rex, C. (2004). Examining virtual busts: Are photogrammetrically-generated head models effective for person identification? PRESENCE: Teleoperators and Virtual Environments, 13(4), 416-427.

Bailenson, J.N., Beall, A.C., & Blascovich, J. (2003). Using virtual heads for person identification: An empirical study comparing photographs to photogrammetrically-generated models. Journal of Forensic Identification, 53 (6), 722-728.