Stanford University

Immersion/Presence

Virtual Reality and Prosocial Behavior

Shriram, K., Oh, S.Y. & Bailenson, J.N. Virtual reality and prosocial behavior (2017), in Burgoon, J.K., Magnenat-Thalmann, N., Pantic, M. & Vinciarelli, A. (Eds.), Social Signal Processing, Cambridge University Press, Cambridge (2017), pp. 304-316
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Virtual and Augmented Reality

Oh, S.Y. & Bailenson, J.N. (2017) Virtual and Augmented Reality. The International Encyclopedia of Media Effects, John Wiley & Sons, Inc., 1-16.
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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.
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Real fear in a virtual world, CNN SciTechBlog

VHIL researcher Kathryn Segovia says people have real, emotional reactions to virtual reality. Virtual environments could be used to help with a person's fear of heights, or help someone with an eating disorder.
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Morality in tele-immersive environments

Segovia, K.Y., Bailenson, J.N., Monin, B. (2009). Morality in tele-immersive environments. Proceedings of the International Conference on Immersive Telecommunications (IMMERSCOM), May 27 - 29, Berkeley, CA, USA.
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The independent and interactive effects of embodied agent appearance and behavior on self-report, cognitive, and behavioral markers of copresence in immersive virtual environments

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.
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