Virtual realities form technical platform, raising questions about the human mind, communication and identity (Bainbridge, 2007). In recent studies it appears that users of virtual realities behave closer to their ideal self (Bessiére, Seay & Kiesler, 2007), are more confident in negotiation tasks (Yee & Bailenson, 2007) in comparison to their behavior in real life and that Dutch students keep bigger interpersonal distance towards an Arabic avatar than a Caucasian one (Wigboldus, 2006). Despite the evident difference in behavior in real life versus virtual life, there is hardly any scientific research on the influence of a virtual reality on the identity perception and the personality of a user of these virtual realities. The present study ...
This study attempts to understand how people can promote cognition-based trust in virtual worlds suc...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
The ability to construct imaginative, computational self-representations such as characters in games...
Virtual realities form technical platform, raising questions about the human mind, communication and...
Virtual realities form a new technical platform, raising scientific questions about the human mind, ...
Virtual realities form a new technical platform, raising scientific questions about the human mind, ...
For several decades, researchers have explored the existence of the virtual self, or digital embodim...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
Avatars and virtual worlds have become commonplace across the Internet in recent years through the d...
Due to its prominent role in online social networks, avatar creation has become an important researc...
What is the relationship between avatars and the people they represent in terms of appearance and be...
This paper examines avatar creation and identification in videogames by exploring how players projec...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users ass...
This study attempts to understand how people can promote cognition-based trust in virtual worlds suc...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
The ability to construct imaginative, computational self-representations such as characters in games...
Virtual realities form technical platform, raising questions about the human mind, communication and...
Virtual realities form a new technical platform, raising scientific questions about the human mind, ...
Virtual realities form a new technical platform, raising scientific questions about the human mind, ...
For several decades, researchers have explored the existence of the virtual self, or digital embodim...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
We introduce a novel technique for the study of human–virtual character interaction in immersive vir...
Avatars and virtual worlds have become commonplace across the Internet in recent years through the d...
Due to its prominent role in online social networks, avatar creation has become an important researc...
What is the relationship between avatars and the people they represent in terms of appearance and be...
This paper examines avatar creation and identification in videogames by exploring how players projec...
This paper examines avatar creation and identification in videogames by exploring how players projec...
Virtual worlds such as Second Life (SL) are online computer-based world-like spaces, where users ass...
This study attempts to understand how people can promote cognition-based trust in virtual worlds suc...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
The ability to construct imaginative, computational self-representations such as characters in games...