Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems 2019
DOI: 10.1145/3290605.3300787
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Investigating Implicit Gender Bias and Embodiment of White Males in Virtual Reality with Full Body Visuomotor Synchrony

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Cited by 58 publications
(42 citation statements)
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“…Similarly, Shute discussed how to embed questionnaires into games without disturbing the game flow [169]. These considerations With Q, not reported: [2, 15, 16, 20, 27, 30, 31, 33, 34, 38, 42, 43, 50-52, 54, 63, 67-70, 73-76, 86, 89, 90, 92, 93, 95, 101, 105-107, 109-111, 115, 117, 120,122,124-126,130-132,134,135,139-143,145,151,156,164,167,173, 174, 178-181, 184-186, 188, 190, 192, 193, 195, 199, 200, 204] OUTVRQS: [3,8,29,77,84,94,98,114,121,138,157,162,176,177,187,191,196,197] INVRQS: [6,28,37,44,55,66,85,100,108,127,148,[158][159][160]198] Without Q: [9,11,19,22,40,59,71,91,133,153,182,194,<...>…”
Section: Moving Between Virtual and Physical Realitymentioning
confidence: 99%
“…Similarly, Shute discussed how to embed questionnaires into games without disturbing the game flow [169]. These considerations With Q, not reported: [2, 15, 16, 20, 27, 30, 31, 33, 34, 38, 42, 43, 50-52, 54, 63, 67-70, 73-76, 86, 89, 90, 92, 93, 95, 101, 105-107, 109-111, 115, 117, 120,122,124-126,130-132,134,135,139-143,145,151,156,164,167,173, 174, 178-181, 184-186, 188, 190, 192, 193, 195, 199, 200, 204] OUTVRQS: [3,8,29,77,84,94,98,114,121,138,157,162,176,177,187,191,196,197] INVRQS: [6,28,37,44,55,66,85,100,108,127,148,[158][159][160]198] Without Q: [9,11,19,22,40,59,71,91,133,153,182,194,<...>…”
Section: Moving Between Virtual and Physical Realitymentioning
confidence: 99%
“…Slater et al 4 showed that male participants can feel body ownership of a female virtual body, while Schulze et al 23 similarly found that participants were able to feel body ownership even if avatar gender did not match their gender. Lopez et al 24 determined that male participants who were embodied as female avatars had significantly higher implicit gender bias than participants embodied as male avatars. In our study, we hope to not only contribute more objective knowledge concerning Body and Mirror factors by capturing eye fixations and EDA, but by additionally examining potential main or interactions effects of participant gender within low‐budget virtual reality applications.…”
Section: Related Workmentioning
confidence: 99%
“…We propose that, as a technological innovation, VR delivered through diversity training in sport organizations or used as a recruitment tool to engage the participation of disabled persons, could increase empathy toward persons with a disability, decrease social ableism (of and in persons with a disability), and therefore foster greater social inclusion in sport organizations. VR has been proven as a powerful mechanism used to tackle discrimination, promote diversity, and encourage attitudinal change (Beadle and Santy, 2008;Bielen et al, 2018;Lopez et al, 2019) but has yet to be applied in the context of sport, as an innovative approach to achieve a social inclusion legacy.…”
Section: Introductionmentioning
confidence: 99%