Virtual Human Interaction Lab

Last updated
Stanford Virtual Human Interaction Lab
Established2003
Field of research
Virtual reality
Director Jeremy Bailenson
AddressMcClatchy Hall, Building 120
450 Serra Mall
Stanford, CA 94309
USA
Location Stanford, California, United States
NicknameVHIL
Operating agency
Stanford University
Website Official Website

The Virtual Human Interaction Lab (VHIL) at Stanford University. It was founded in 2003 by Jeremy Bailenson, associate professor of communication at Stanford University. The lab conducts research for the Communication Department.

Contents

History

Its founding director was Stanford professor Jeremy Bailenson. [1] As of April 2014, it had an advanced virtual reality lab and setup, [2] which was used to teach visitors and students on various topics. [3] The company's VR software is "free to any interested organization." [4] According to the Los Angeles Times, it is at the "forefront" of the [virtual reality content] movement" in 2015, at which point Jeremy Bailenson remained the head of the organization. [5]

VR projects

Research

Current

Former topics

The lab has studied topics such as:

Related Research Articles

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.

<i>Second Life</i> Online virtual world

Second Life is an online video game that allows people to create an avatar for themselves and then interact with other users and user-created content within a multi-user online virtual world. Developed and owned by the San Francisco–based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective."

<span class="mw-page-title-main">Avatar (computing)</span> Graphical representation of a user or a users alter ego or character

In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons. Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.

<span class="mw-page-title-main">Judith Donath</span> American computer scientist

Judith Stefania Donath is a fellow at Harvard's Berkman Center, and the founder of the Sociable Media Group at the MIT Media Lab. She has written papers on various aspects of the Internet and its social impact, such as Internet society and community, interfaces, virtual identity issues, and other forms of collaboration that have become manifest with the advent of connected computing.

Transformed social interaction (TSI) is a research paradigm and theoretical framework related to social interaction in virtual environments.

<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

In virtual reality (VR), immersion is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

Presence is a theoretical concept describing the extent to which media represent the world. Presence is further described by Matthew Lombard and Theresa Ditton as “an illusion that a mediated experience is not mediated." Today, it often considers the effect that people experience when they interact with a computer-mediated or computer-generated environment. The conceptualization of presence borrows from multiple fields including communication, computer science, psychology, science, engineering, philosophy, and the arts. The concept of presence accounts for a variety of computer applications and Web-based entertainment today that are developed on the fundamentals of the phenomenon, in order to give people the sense of, as Sheridan called it, “being there."

Social interactions in MMORPGS take the form of in-game communication, virtual behaviors, and the development of interpersonal and group relationships. In massive multiplayer online role-playing games (MMORPGs), cooperation between players to accomplish difficult tasks is often an integral mechanic of gameplay, and organized groups of players, often called guilds, clans, or factions, emerge. Sometimes the relationships players from within the game spill over into friendships or romantic relationships in the material world. In other instances, romantic partners and groups of material world friends find that playing together strengthens their bonds.

Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. Research on social presence theory has recently developed to examine the efficacy of telecommunications media, including SNS communications. The theory notes that computer-based communication is lower in social presence than face-to-face communication, but different computer-based communications can affect the levels of social presence between communicators and receivers.

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

The Proteus effect describes a phenomenon in which the behavior of an individual, within virtual worlds, is changed by the characteristics of their avatar. This change is due to the individual's knowledge about the behaviors that other users who are part of that virtual environment typically associate with those characteristics. Like the adjective protean, the concept's name is an allusion to the shape changing abilities of the Greek god Proteus. The Proteus effect was first introduced by researchers Nick Yee and Jeremy Bailenson at Stanford University in June 2007. It is considered an area of research concerned with the examination of the behavioral effects of changing a user's embodied avatar.

Affective haptics is an area of research which focuses on the study and design of devices and systems that can elicit, enhance, or influence the emotional state of a human by means of sense of touch. The research field is originated with the Dzmitry Tsetserukou and Alena Neviarouskaya papers on affective haptics and real-time communication system with rich emotional and haptic channels. Driven by the motivation to enhance social interactivity and emotionally immersive experience of users of real-time messaging, virtual, augmented realities, the idea of reinforcing (intensifying) own feelings and reproducing (simulating) the emotions felt by the partner was proposed. Four basic haptic (tactile) channels governing our emotions can be distinguished:

  1. physiological changes
  2. physical stimulation
  3. social touch
  4. emotional haptic design.
<span class="mw-page-title-main">Diane Gromala</span> Computer scientist

Diane Gromala is a Canada Research Chair and a Professor in the Simon Fraser University School of Interactive Arts and Technology. Her research works at the confluence of computer science, media art and design, and has focused on the cultural, visceral, and embodied implications of digital technologies, particularly in the realm of chronic pain.

The Media Equation is a general communication theory that claims people tend to assign human characteristics to computers and other media, and treat them as if they were real social actors. The effects of this phenomenon on people experiencing these media are often profound, leading them to behave and to respond to these experiences in unexpected ways, most of which they are completely unaware of.

Immersive Journalism is a form of journalism production that allows first person experience of the events or situations described in news reports and documentary film. Using 3D gaming and immersive technologies that create a sense of "being there" and offer the opportunity to personally engage with a story, immersive journalism puts an audience member directly into the event. By accessing a virtual version of the location where the story is occurring as a witness/participant, or by experiencing the perspective of a character depicted in the news story, the audience could be afforded unprecedented access to the sights and sounds, and even the feelings and emotions, which accompany the news.

Technoself studies, commonly referred to as TSS, is an emerging, interdisciplinary domain of scholarly research dealing with all aspects of human identity in a technological society focusing on the changing nature of relationships between the human and technology. As new and constantly changing experiences of human identity emerge due to constant technological change, technoself studies seeks to map and analyze these mutually influential developments with a focus on identity, rather than technical developments. Therefore, the self is a key concept of TSS. The term "technoself", advanced by Luppicini (2013), broadly denotes evolving human identity as a result of the adoption of new technology, while avoiding ideological or philosophical biases inherent in other related terms including cyborg, posthuman, transhuman, techno-human, beman, digital identity, avatar, and homotechnicus though Luppicini acknowledges that these categories "capture important aspects of human identity". Technoself is further elaborated and explored in Luppicini's "Handbook of Research on Technoself: Identity in a Technological Environment".

<span class="mw-page-title-main">Hao Li</span> American computer scientist & university professor

Hao Li is a computer scientist, innovator, and entrepreneur from Germany, working in the fields of computer graphics and computer vision. He is co-founder and CEO of Pinscreen, Inc, as well as associate professor of computer vision at the Mohamed Bin Zayed University of Artificial Intelligence (MBZUAI). He was previously a Distinguished Fellow at the University of California, Berkeley, an associate professor of computer science at the University of Southern California, and former director of the Vision and Graphics Lab at the USC Institute for Creative Technologies. He was also a visiting professor at Weta Digital and a research lead at Industrial Light & Magic / Lucasfilm.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

There are many applications of virtual reality. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.

Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems.

References

[15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28] [29]

  1. Everett Cook, December 22, 2017 Now used far beyond Stanford, virtual reality keeps growing at the Farm, San Francisco Chronicle
  2. Farhad Manjoo, April 2, 2014 If You Like Immersion, You’ll Love This Reality, The New York Times
  3. Joe Rosato Jr., December 20, 2018 Stanford Takes Students on Virtual Undersea Journey, NBC
  4. Marco della Cava, April 8, 2016 Virtual reality tested by NFL as tool to confront racism, sexism, USA Today
  5. Steven Zeitchik, April 24, 2015 Title, Los Angeles Times
  6. Stanford University The Crystal Reef, Stanford
  7. Rob Jordan of Stanford University, November 30, 2018 Virtual reality could serve as powerful environmental education tool, Phys.org
  8. "The Stanford Ocean Acidification Experience".
  9. "Becoming Homeless: A Human Experience".
  10. Rachael Myrow, June 27, 2016 Stanford's Virtual Reality Lab Cultivates Empathy for the Homeless, KQED
  11. "Coral Compass".
  12. Avatar Behavior Study
  13. Identity Capture
  14. "Virtual Reality Study Encourages Subjects to Save for the Future". ABC News .
  15. Fox, J. & Bailenson, J.N. (2010). The use of doppelgängers to promote health behavior change. CyberTherapy & Rehabilitation, 3 (2), 16-17.
  16. Leonetti, C., & Bailenson, J.N. (2010). High-Tech view: The use of immersive virtual environments in jury trials. 93 (3) Marquette Law Review, 1073.
  17. Bailenson, J.N. & Segovia, K.Y. (2010). Virtual doppelgangers: Psychological effects of avatars who ignore their owners. In W. S. Bainbridge (Ed.), Online worlds: Convergence of the real and the virtual (175-186). Springer: New York.
  18. Segovia, K.Y. & Bailenson, J.N. (2009). Virtually true: Children's acquisition of false memories in virtual reality. Media Psychology, 12, 371-393.
  19. Fox, J., Bailenson, J.N., & Binney, J. (2009). Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar. PRESENCE: Teleoperators & Virtual Environments, 18(4), 294-303.
  20. Yee, N., Bailenson, J.N., & Ducheneaut, N. (2009). The Proteus Effect: Implications of transformed digital self-representation on online and offline behavior. Communication Research, 36 (2), 285-312.
  21. Fox, J., & Bailenson, J.N. (2009). Virtual virgins and vamps: The effects of exposure to female characters' sexualized appearance and gaze in an immersive virtual environment. Sex Roles, 61 (3-4), 147-157.
  22. Groom, V., Bailenson, J.N., & Nass, C. (2009). The influence of racial embodiment on racial bias in immersive virtual environments. Social Influence, 4(1), 1-18.
  23. Bailenson, J.N., Iyengar, S., Yee, N., & Collins, N. (2008). Facial similarity between voters and candidates causes influence. Public Opinion Quarterly, 72 (5), 935-961.
  24. Ersner-Hershfield, H., Bailenson, J., & Carstensen, L.L. (2008). Feeling more connected to your future self: Using immersive virtual reality to increase retirement saving. Poster presented at the Association for Psychological Science Annual Convention, Chicago, IL.
  25. Yee, N., Bailenson, J.N. (2008). A method for longitudinal behavioral data collection in Second Life, PRESENCE: Teleoperators and Virtual Environments. 17(6), 594-596.
  26. Bailenson, J.N., Davies, A., Beall. A.C., Blascovich, J., Guadagno, R.E., & McCall, C. (2008). 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.
  27. 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.
  28. 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.
  29. 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 26, Cleveland, Ohio, USA.