Longitudinal CVE Research 2 Empirical research on human behavior in collaborative virtual environments (CVEs) is in its infancy. Historically, one of the more valuable tools social scientists have used to evaluate new forms of media is longitudinal studies that examine user behavior over an extended period of time. In the current study, three triads of participants came to the lab for 15 sessions over a ten week period to collaborate for approximately 45 minutes per session. We examined nonverbal behavior, task performance on verbal tasks, and subjective ratings of presence, copresence, simulator sickness, and entitativity over time. Furthermore, we examined two types of transformed social interaction: nonverbal mimicry and facial similarit...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
Abstract: Collaboration is an important method for online student engagement. Currently employed com...
Computer-mediated communication systems known as Collaborative Virtual Environments (CVEs) allow geo...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Eliciting a sense of social presence is necessary to create believable multi-user situations in imme...
The social facilitation effect describes the change in the performance of the task under the influen...
Numerous studies have shown the potential benefits of collaborative virtual environments (CVEs) for ...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
This manuscript presents the result of a series of studies intended to shed light on understanding t...
Immersive virtual environment technology is increasingly used by psychologists as a tool for researc...
<div><p>A self-avatar is known to have a potentially significant impact on the user’s experience of ...
Immersive virtual environments (IVEs) have received increased popularity with applications in many f...
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of ...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
Abstract: Collaboration is an important method for online student engagement. Currently employed com...
Computer-mediated communication systems known as Collaborative Virtual Environments (CVEs) allow geo...
Presence in Collaborative Virtual Environments (CVEs) can be classified into personal presence and c...
Eliciting a sense of social presence is necessary to create believable multi-user situations in imme...
The social facilitation effect describes the change in the performance of the task under the influen...
Numerous studies have shown the potential benefits of collaborative virtual environments (CVEs) for ...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR...
This manuscript presents the result of a series of studies intended to shed light on understanding t...
Immersive virtual environment technology is increasingly used by psychologists as a tool for researc...
<div><p>A self-avatar is known to have a potentially significant impact on the user’s experience of ...
Immersive virtual environments (IVEs) have received increased popularity with applications in many f...
A lot of work in social virtual reality, including our own group's, has focused on effectiveness of ...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The goal of the present review is to explain how immersive virtual environment technology (IVET) can...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...