Domna BanakouNew York University Abu Dhabi
Domna Banakou
PhD
About
52
Publications
16,461
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Introduction
I am Visiting Assistant Professor at NYU Abu Dhabi. Before I was a postdoc at the EVENT-LAb. My research focuses on bodily representation, exploring the perceptual and behavioral correlates of body ownership illusions in Virtual Reality.
I received my PhD degree in Clinical Psychology and Psychobiology from the University of Barcelona and I hold a MSc in Computer Graphics, Vision and Imaging from UCL and a degree from the Ionian University, Greece.
Additional affiliations
May 2017 - December 2017
July 2011 - July 2011
eventLab
Position
- Tutor
Description
- Delivering tutorial session on computer graphics and the use of basic graphic design applications for undergraduate students (EventLab Summer School, Jul 2011).
Publications
Publications (52)
When engaging in physical contact, our emotional response hinges not only on the nuanced sensory details and the receptive properties of the skin but also on contextual cues related to the situation and interpersonal dynamics. The consensus is that the nature of the affective interactive experience in social touch is shaped by a combination of asce...
Current XR applications move beyond audiovisual information, with haptic feedback rapidly gaining ground. However, current haptic devices are still evolving and often struggle to combine key desired features in a balanced way. In this paper, we propose the development of a high-resolution haptic (HRH) system for perception enhancement, a wearable t...
This narrative review focuses on upper-limb stroke rehabilitation and virtual reality (VR) exergaming interventions that seek to facilitate the rehabilitation process. We examine exergaming interventions from the perspective of diegesis (“narration"), an aspect often overlooked despite its significance in neuronal rehabilitation. The importance of...
Background
Exposure therapy (ET) for anxiety disorders involves introducing the participant to an anxiety-provoking situation over several treatment sessions. Each time, the participant is exposed to a higher anxiety-provoking stimulus; for example, in the case of fear of heights, the participant would successively experience being at a greater hei...
In recent years, there has been a growing interest in the potential of virtual reality (VR) as a powerful tool for storytelling and as a means of promoting empathy. This systematic review examines 20 research papers that were deemed relevant based on inclusion and exclusion criteria from a database of a total of 661 papers to investigate the use of...
When engaging in physical contact, our emotional response hinges not only on the nuanced sensory details and the receptive properties of the skin but also on contextual cues related to the situation and interpersonal dynamics. The consensus is that the nature of the affective interactive experience in social touch is shaped by a combination of asce...
Research has shown that incorporating haptics into virtual environments can increase sensory fidelity and provide powerful and immersive experiences. However, current studies on haptics in virtual interactions primarily focus on one-on-one scenarios, while kinesthetic haptic interactions in large virtual gatherings are underexplored. This study aim...
Moving through a virtual environment that is larger than the physical space in which the participant operates has been a challenge since the early days of virtual reality. Many different methods have been proposed, such as joystick-based navigation, walking in place where the participant makes walking movements but is stationary in the physical spa...
BACKGROUND
Exposure therapy (ET) for anxiety disorders involves introducing the participant to an anxiety-provoking situation over several treatment sessions. Each time, the participant is exposed to a higher anxiety-provoking stimulus; for example, in the case of fear of heights, the participant would successively experience being at a greater hei...
Introduction
Gesture performance deficits are prevalent in schizophrenia patients and are strongly associated with poor social communication skills and community functioning, affecting their overall quality of life. Currently, video-recording technology is widely used in clinical settings to assess gesture production deficits in schizophrenia patie...
This scoping review focuses on therapeutic interventions, which involve the creation of artworks in virtual reality. The purpose of this research is to survey possible directions that traditional practices of art therapy and therapeutic artmaking could take in the age of new media, with emphasis on fully immersive virtual reality. After the collect...
We created a virtual reality version of a 1983 performance by Dire Straits, this being a highly complex scenario consisting of both the virtual band performance and the appearance and behaviour of the virtual audience surrounding the participants. Our goal was to understand the responses of participants, and to learn how this type of scenario might...
We review the concept of presence in virtual reality, normally thought of as the sense of “being there” in the virtual world. We argued in a 2009 paper that presence consists of two orthogonal illusions that we refer to as Place Illusion (PI, the illusion of being in the place depicted by the VR) and Plausibility (Psi, the illusion that the virtual...
We created a virtual reality version of a 1983 performance by Dire Straits. To understand the responses of participants we carried out two studies which used sentiment analysis of texts written by the participants. Study 1 (n = 25) (Beacco et al., 2021, Disturbance and Plausibility in a Virtual Rock Concert, IEEE Virtual Reality) had the unexpected...
The authors discuss virtual reality (VR) in relation to its characterisation as the “ultimate empathy machine” that allows passive spectators of fictional or non-fictional narratives to become active agents of unfolding events. They concentrate on how the change in the form of the narrative through immersive VR impacts the audience, stressing the d...
The proportion of the population who experience persecutory thoughts is 10–15%. People then engage in safety-seeking behaviours, typically avoiding social interactions, which prevents disconfirmatory experiences and hence paranoia persists. Here we show that persecutory thoughts can be reduced if prior to engaging in social interaction in VR partic...
The Golden Rule of ethics in its negative form states that you should not do to others what you would not want others to do to you, and in its positive form states that you should do to others as you would want them to do to you. The Golden Rule is an ethical principle, but in virtual reality (VR), it can also be thought of as a paradigm for the pr...
Virtual Reality can be used to embody people in different types of body—so that when they look towards themselves or in a mirror they will see a life-sized virtual body instead of their own, and that moves with their own movements. This will typically give rise to the illusion of body ownership over the virtual body. Previous research has focused o...
Virtual reality applications depend on multiple factors, for example, quality of rendering, responsiveness, and interfaces. In order to evaluate the relative contributions of different factors to quality of experience, post-exposure questionnaires are typically used. Questionnaires are problematic as the questions can frame how participants think a...
When people hold implicit biases against a group they typically engage in discriminatory behaviour against group members. In the context of the implicit racial bias of ‘White' against ‘Black' people, it has been shown several times that implicit bias is reduced after a short exposure of embodiment in a dark-skinned body in virtual reality. Embodime...
When people hold implicit biases against a group they typically engage in discriminatory behaviour against group members. In the context of the implicit racial bias of 'White' against 'Black' people, it has been shown several times that implicit bias is reduced after a short exposure of embodiment in a dark-skinned body in virtual reality. Embodime...
As part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community. Avatars, virtual representations of humans, are widely used in VR applications. Furthermore many research areas ranging from cr...
Previous research using immersive virtual reality (VR) has shown that after a short period of embodiment by White people in a Black virtual body, their implicit racial bias against Black people diminishes. Here we tested the effects of some socio-cognitive variables that could contribute to enhancing or reducing the implicit racial bias. The first...
Previous research using immersive virtual reality (VR) has shown that after a short period of embodiment by White people in a Black virtual body, their implicit racial bias against Black people diminishes. Here we tested the effects of some socio-cognitive variables that could contribute to enhancing or reducing the implicit racial bias. The first...
Immersive virtual reality (IVR) can induce an experience of “social presence” which can, in turn, increase social influence. Non-verbal behavior such as eye contact is an important component of human communication and, therefore, an important factor in creating social presence. This paper presents an experimental study that elaborates social influe...
Some archaeological sites are not easily accessible by visitors due to mobility or geographical restrictions. Digital technology can make such sites virtually accessible and provide educational information at the same time. Toward this goal, we created a digital reconstruction of the archaeological site of Choirokoitia. Given that a 3D digital reco...
Implicit social biases play a critical role in shaping our attitudes towards other people. Such biases are thought to arise, in part, from a comparison between features of one's own self-image and those of another agent, a process known as 'bodily resonance'. Recent data have demonstrated that implicit bias can be remarkably plastic, being modulate...
The brain's body representation is amenable to rapid change, even though we tend to think of our bodies as relatively fixed and stable. For example, it has been shown that a life-sized body perceived in virtual reality as substituting the participant's real body, can be felt as if it were their own, and that the body type can induce perceptual, att...
A correction to this article has been published and is linked from the HTML and PDF versions of this paper. The error has not been fixed in the paper.
Over the past two decades extensive research in experimental psychology, cognitive neuroscience, and virtual reality has provided evidence for the malleability of our brain's body representation. It has been shown that a person's body can be substituted by a life-sized artificial one, resulting in a perceptual illusion of body ownership over the fa...
The ability to perspective-take (cognitive awareness of another's state) and empathise (emotional/affective response) are important characteristics for sensitive, co-operative and constructive parenting, which assists in developing adaptive functioning for children. For the first time, immersive virtual reality was used to place parents in the posi...
People's mental representations of their own body are malleable and continuously updated through sensory cues. Altering one's body-representation can lead to changes in object perception and implicit attitudes. Virtual reality has been used to embody adults in the body of a 4-year-old child or a scaled-down adult body. Child embodiment was found to...
Previous results have shown that body ownership, induced through first-person perspective (1PP) over a virtual body (VB) that moves synchronously with real body movements, can lead to illusory agency over VB utterances even though the participant does not speak. It was also found that when participants later speak they follow the fundamental freque...
Virtual reality can be used to visually substitute a person's body by a life-sized virtual one. Such embodiment results in a perceptual illusion of body ownership over the virtual body (VB). Previous research has shown that the form of the VB can influence implicit attitudes. In particular, embodying White people in a Black virtual body is associat...
A video illustrating the various conditions of the experiment.
Significance
Under normal circumstances we consciously attribute authorship of our actions to ourselves, the sensation of agency. We describe an experiment where participants observed a virtual human character speak and falsely attributed the speaking to themselves. They later shifted the FF of their own voice toward the stimulus voice. This only o...
An illusory sensation of ownership over a surrogate limb or whole body can be induced through specific forms of multisensory stimulation, such as synchronous visuotactile tapping on the hidden real and visible rubber hand in the rubber hand illusion. Such methods have been used to induce ownership over a manikin and a virtual body that substitute t...
The role of emotions in moral issues is an important topic in philosophy and psychology. Recently, some psychologists have approached this issue by conducting online questionnaire-based studies. In this paper, we discuss the utility and plausibility of using computer based video and virtual environments to assist the study of moral judgments and be...
In this article, we investigate the effects of avatars’ appearance on user sociability in 3D virtual worlds. In particular, we study gender and appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed the virtual ethnographic method, which is an adaptation of traditional et...
In this article, we investigate the effects of avatars' appearance on user social behavior in online virtual worlds. In particular, we study appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed virtual ethnographic methods, which is an adaptation of traditional ethnogra...