2009
DOI: 10.1027/1864-1105.21.3.95
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Virtual Reality

Abstract: In this article, we provide the nontechnical reader with a fundamental understanding of the components of virtual reality (VR) and a thorough discussion of the role VR has played in social science. First, we provide a brief overview of the hardware and equipment used to create VR and review common elements found within the virtual environment that may be of interest to social scientists, such as virtual humans and interactive, multisensory feedback. Then, we discuss the role of VR in existing social scientific… Show more

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Cited by 296 publications
(102 citation statements)
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References 173 publications
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“…If untrained participants are instructed to mimic it is necessary to perform manipulation checks, such as asking the participant to report how well they followed the instruction (Maddux et al, 2008) or video recording their behaviour . Even with trained confederates, it may be hard to achieve consistent performance (Fox et al 2009). …”
Section: Methodological Challenges and Future Directionsmentioning
confidence: 99%
See 1 more Smart Citation
“…If untrained participants are instructed to mimic it is necessary to perform manipulation checks, such as asking the participant to report how well they followed the instruction (Maddux et al, 2008) or video recording their behaviour . Even with trained confederates, it may be hard to achieve consistent performance (Fox et al 2009). …”
Section: Methodological Challenges and Future Directionsmentioning
confidence: 99%
“…Virtual characters are 'reverse engineered' (Fox, Arena, & Bailenson, 2009) to only perform the necessary behaviours, such as speaking, blinking and mimicking or not mimicking (Bailenson & Yee, 2005). The mimicry and control conditions are also well-matched, because the character is always animated with real movements made by a person being mimicked.…”
Section: Virtual Mimicrymentioning
confidence: 99%
“…More effort is needed to explore subliminal influences in HCI systematically, by choosing settings that are representative, clearly specifying the techniques under investigation for specific classes of cues, and determining stimulus visibility. These efforts would ensure that results of experiments could inform subsequent research with clearer and more generalizable implications, notably in the context of virtual product experience and electronic shopping (Fox et al, 2009;Desmet, Bordenave, & Traynor, 2013;Jiang & Benbasat, 2004). In particular, it would allow demonstrating the feasibility and potential applicability of including subliminal cues to promote users' interaction with 3D objects in VEs.…”
Section: Introductionmentioning
confidence: 99%
“…Indeed, VEs are increasingly used to study realistic tasks in a variety of areas (Fox, Arena, & Bailenson, 2009), supporting the study of presence and, more recently, research in various areas of neuroscience. Over the years, virtual reality (VR) has been considered in research for investigating perception and consciousness (Sanchez-Vives & Slater, 2005).…”
Section: Introductionmentioning
confidence: 99%
“…In virtual reality technology, the goal is to immerse a user (viewer) within a virtual environment and so real objects are excluded (or removed) from the environment and replaced by computer generated equivalent models. Virtual reality systems are usually classified according to the degree of immersion in to three different level of immersion, namely none, semi and fully immersive [6]. Non-immersive virtual reality systems generally do not provide a stereo view of the environment.…”
Section: A Backgroundmentioning
confidence: 99%