Two things are clear about Augmented Reality. First, the technology will be flooding the consumer, enterprise, and education markets in the next year. Second, researchers know little to nothing about how this novel technology will change social interaction. This project seeks to make advances both in the computer science and the social psychology of AR
Virtual reality has been around for decades, and the most studied use case is learning. But most research on learning has occured in the laboratory. How will VR work as a part of an actual curriculum in classrooms and other informal settings?
Empathy is defined as the ability to share and understand the feelings of another. Perspective taking is the ability to understand another’s point of view. For more than a decade, researchers at our lab have conducted studies examining these two areas utilizing the unique affordance of virtual reality (VR) that allows users to walk a virtual mile in the shoes of another.
Presence is the illusion of non-mediation. Presence is what leads to the feeling of being immersed in a virtual environment and the reason that virtual reality (VR) feels real. The concept that VR feels real and therefore can have real-world consequences is the foundation for a majority of our research for the better part of the last two decades.