The research presented here explores the impact of virtual reality (VR) and virtual embodiment technologies on the distinction between ‘self and other’ in interpersonal and intergroup contexts. In a series of five empirical experiments and three art projects, I investigated this self- other distinction in the context of the ever-evolving relationship between technology and the self. Using stereoscopic 180º video, I explore the impact of virtual encounters transitioning from meeting others to becoming ‘the other.’ The first study shows that meeting in VR a person who shares a painful story elicits a high degree of empathetic care and facial synchrony. The next study shows that experiencing ingroup aggression from an outgroup perspective in...
Virtual reality has been successfully used to study and treat psychological disorders such as phobia...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...
In this paper, I argue that virtual manifestations of selfhood in VR environments have a transformat...
Digital technology has given opportunities for multiple experiences of Self in contemporary society....
Several disciplines have investigated the interconnected empathic abilities behind the proverb “to w...
In the context of widespread availability of digital technology as a means for interacting with othe...
Virtual Reality (VR) has often been referred to as an “empathy machine.” This is mostly because it c...
Research on the Rubber Hand Illusion (RHI) has recently begun to explore induced body ownership exer...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
Several disciplines have investigated the interconnected empathic abilities behind the proverb “to w...
International audienceA dichotomy exists in the way virtual embodiments are currently studied: embod...
When people see a life-sized virtual body (VB) from first person perspective in virtual reality they...
From the Washington University Senior Honors Thesis Abstracts (WUSHTA), 2017. Published by the Offic...
Virtual reality (VR) protocols inducing illusory embodiment of avatars have shown a positive impact ...
Virtual reality has been successfully used to study and treat psychological disorders such as phobia...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...
In this paper, I argue that virtual manifestations of selfhood in VR environments have a transformat...
Digital technology has given opportunities for multiple experiences of Self in contemporary society....
Several disciplines have investigated the interconnected empathic abilities behind the proverb “to w...
In the context of widespread availability of digital technology as a means for interacting with othe...
Virtual Reality (VR) has often been referred to as an “empathy machine.” This is mostly because it c...
Research on the Rubber Hand Illusion (RHI) has recently begun to explore induced body ownership exer...
Virtual Reality (VR) is considered the next major communication tool and its potential has been desc...
Several disciplines have investigated the interconnected empathic abilities behind the proverb “to w...
International audienceA dichotomy exists in the way virtual embodiments are currently studied: embod...
When people see a life-sized virtual body (VB) from first person perspective in virtual reality they...
From the Washington University Senior Honors Thesis Abstracts (WUSHTA), 2017. Published by the Offic...
Virtual reality (VR) protocols inducing illusory embodiment of avatars have shown a positive impact ...
Virtual reality has been successfully used to study and treat psychological disorders such as phobia...
International audienceIn this paper, we explore the influence of sharing a virtual environment with ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...