Cyan DeVeaux’s research while affiliated with Stanford University and other places

What is this page?


This page lists works of an author who doesn't have a ResearchGate profile or hasn't added the works to their profile yet. It is automatically generated from public (personal) data to further our legitimate goal of comprehensive and accurate scientific recordkeeping. If you are this author and want this page removed, please let us know.

Publications (20)


Understanding the Role of Virtual Mobility on How and What People Create in Virtual Reality
  • Article

November 2024

·

7 Reads

Thinking Skills and Creativity

·

·

Cyan DeVeaux

·

[...]

·

Jeremy N. Bailenson

Social Conjuring: Multi-User Runtime Collaboration with AI in Building Virtual 3D Worlds

September 2024

·

21 Reads

Generative artificial intelligence has shown promise in prompting virtual worlds into existence, yet little attention has been given to understanding how this process unfolds as social interaction. We present Social Conjurer, a framework for AI-augmented dynamic 3D scene co-creation, where multiple users collaboratively build and modify virtual worlds in real-time. Through an expanded set of interactions, including social and tool-based engagements as well as spatial reasoning, our framework facilitates the creation of rich, diverse virtual environments. Findings from a preliminary user study (N=12) provide insight into the user experience of this approach, how social contexts shape the prompting of spatial environments, and perspective on social applications of prompt-based 3D co-creation. In addition to highlighting the potential of AI-supported multi-user world creation and offering new pathways for AI-augmented creative processes in VR, this article presents a set of implications for designing human-centered interfaces that incorporate AI models into 3D content generation.


Effect of Duration and Delay on the Identifiability of VR Motion

July 2024

·

10 Reads

Social virtual reality is an emerging medium of communication. In this medium, a user's avatar (virtual representation) is controlled by the tracked motion of the user's headset and hand controllers. This tracked motion is a rich data stream that can leak characteristics of the user or can be effectively matched to previously-identified data to identify a user. To better understand the boundaries of motion data identifiability, we investigate how varying training data duration and train-test delay affects the accuracy at which a machine learning model can correctly classify user motion in a supervised learning task simulating re-identification. The dataset we use has a unique combination of a large number of participants, long duration per session, large number of sessions, and a long time span over which sessions were conducted. We find that training data duration and train-test delay affect identifiability; that minimal train-test delay leads to very high accuracy; and that train-test delay should be controlled in future experiments.


Alone Together, Together Alone: The Effects of Social Context on Nonverbal Behavior in Virtual Reality
  • Article
  • Full-text available

July 2024

·

72 Reads

·

1 Citation

Presence Teleoperators & Virtual Environments

Social virtual reality (VR), by definition, focuses on people, using networked VR systems to bring avatars together. Previous studies have examined how different factors affect social interaction, in small groups such as dyads or triads. However, in a typical social VR scene there tends to be dozens of avatars, even those not directly interacting with a given user. Furthermore, beyond the virtual environment, VR users are also situated in various immediate physical social contexts. In two field experiments, we investigate how the presence of virtual and physical people contextualize and influence nonverbal behaviors. Study 1 examines virtual context and asks how interacting with others in a private or public virtual environment influences nonverbal outcomes during interactions in a social VR platform. Across two sessions, participants (n = 104) met either in a private virtual environment with their group members alone or in a public environment surrounded by four other groups. Results showed that participants moved their avatars slower and stood closer to group members in public versus private environments. Study 2 examines physical context and asks how interacting with virtual others while physically together or alone influences nonverbal behaviors. Participants (n = 61) met in virtual environments while they were in either a shared physical environment or separated physical environments. Results showed that, compared to remote participants, participants who were physically together moved their bodies more slowly, but their avatars faster. Moreover, there was more mutual gaze among remote participants. We discuss implications to theories of social influence in VR.

Download

Predicting and Understanding Turn-Taking Behavior in Open-Ended Group Activities in Virtual Reality

July 2024

·

19 Reads

In networked virtual reality (VR), user behaviors, individual differences, and group dynamics can serve as important signals into future speech behaviors, such as who the next speaker will be and the timing of turn-taking behaviors. The ability to predict and understand these behaviors offers opportunities to provide adaptive and personalized assistance, for example helping users with varying sensory abilities navigate complex social scenes and instantiating virtual moderators with natural behaviors. In this work, we predict turn-taking behaviors using features extracted based on social dynamics literature. We discuss results from a large-scale VR classroom dataset consisting of 77 sessions and 1660 minutes of small-group social interactions collected over four weeks. In our evaluation, gradient boosting classifiers achieved the best performance, with accuracies of 0.71--0.78 AUC (area under the ROC curve) across three tasks concerning the "what", "who", and "when" of turn-taking behaviors. In interpreting these models, we found that group size, listener personality, speech-related behavior (e.g., time elapsed since the listener's last speech event), group gaze (e.g., how much the group looks at the speaker), as well as the listener's and previous speaker's head pitch, head y-axis position, and left hand y-axis position more saliently influenced predictions. Results suggested that these features remain reliable indicators in novel social VR settings, as prediction performance is robust over time and with groups and activities not used in the training dataset. We discuss theoretical and practical implications of the work.


Figure 1 A Sample of Activities Experienced Through Passthrough by the Authors
Figure 3 Screenshots of the Meta Quest 3 Mixed Reality Game First Encounters
Seeing the world through digital prisms: Psychological implications of passthrough video usage in mixed reality.

June 2024

·

92 Reads

·

8 Citations

Technology Mind and Behavior



Presence and Pronouns: An Exploratory Investigation into the Language of Social VR

April 2024

·

3 Reads

·

2 Citations

Journal of Language and Social Psychology

As social virtual reality (VR) continues to grow as a medium for digital communication, sustaining presence among communicators remains one of the main constructs that researchers and practitioners use to assess the quality of user experience. In the present paper, we explore language patterns as a behavioral link to presence. We accomplished this through an exploratory text analysis of over 4,800 min of conversation in social VR, consisting of over 130,000 spoken words from 126 participants. We observed that the use of self-references and collective references positively correlated to social presence and spatial presence. Furthermore, median interpersonal distance between communicators was positively associated with using impersonal pronouns, suggesting that participants who stood farther apart from their interlocutors tended to speak in more impersonal terms. Our work sheds light on the possible psychological mechanisms behind presence and the potential of using speech data to help build systems that enhance user engagement.


The influence of spatial dimensions of virtual environments on attitudes and nonverbal behaviors during social interactions

February 2024

·

64 Reads

·

4 Citations

Journal of Environmental Psychology

Research on physical-world environments has shown that the spatial properties of built worlds are consequential for shaping psychological states and social behavior. However, it has been difficult to empirically test this in natural settings in the physical world. This study uses immersive virtual reality (VR) environments, which have shown to have comparable effects to physical-world environments, to investigate the influence of two spatial dimensions (ceiling height and floor area) on individuals' attitudes and nonverbal behaviors during social interactions. In the present study, groups of three to four physically remote participants wore VR headsets (n = 110) and took part in discussions every week for four weeks in one of four virtual environments that varied in their spatial dimensions (low or high ceilings, small or large floor areas). Results showed that, when in a virtual environment with a high ceiling, participants reported feeling greater perceived restorativeness, awe, and momentary affective well-being, compared to when they were in virtual environments with low ceilings. Participants also paid more social attention (i.e., looked at other group members), when they were in virtual environments with high ceilings. When in a virtual environment with a large floor area, participants reported having a greater sense of awe, compared to environments with small floor areas. Furthermore, when in a large environment with a high ceiling, participants physically moved their heads more slowly and virtually stood further apart from their group members, compared to the other three conditions. We discuss implications for theoretical work on context and behaviors as well as design of social VR environments.



Citations (13)


... VR tracking data also enables fine-grain analyses on topics such as synchrony [58,88], selfefficacy and learning [73], physiological responses [51], classroom discourse [86], interpersonal distance [17,55], context [27], design behaviors [97], and user identification [56,57,59,60,63]. Particularly relevant to our work is the research of DeVeaux et al. [17], which leveraged nonverbal and verbal tracking data to study language use. ...

Reference:

Predicting and Understanding Turn-Taking Behavior in Open-Ended Group Activities in Virtual Reality
Presence and Pronouns: An Exploratory Investigation into the Language of Social VR
  • Citing Article
  • April 2024

Journal of Language and Social Psychology

... Intuitive interfaces with precise information, educational resources, and interactive features help to make informed decisions. This helps instill a vital sense of agency among patients and change them from passive care recipients into knowledgeable stakeholders in the healthcare process [19,78]. ...

Alone Together, Together Alone: The Effects of Social Context on Nonverbal Behavior in Virtual Reality

Presence Teleoperators & Virtual Environments

... In retrospect, the findings from that pioneering study presciently summarize the field of learning in VR today-the medium succeeds at motivating and engaging learners, but high presence does not necessarily translate into learning gains. And today, while scholars continue to explicate the nature of how VR can add value to curricula, technology companies are leaning into the large-scale implementation of VR headsets in classrooms, with billions of dollars being focused on immersive educational initiatives across Silicon Valley (Bailenson et al., 2024). ...

Seeing the world through digital prisms: Psychological implications of passthrough video usage in mixed reality.

Technology Mind and Behavior

... The distance between each pair of participants was taken after filtering out the smallest 150 distance points (i.e.,~5 seconds), to account for behaviors that are not of interest that may have occurred at the beginning of each recording, such as participants entering the recording and their avatars spawning in the same starting location. Interpersonal distance was calculated based on head positions (for examples of similar procedures, see Bailenson, Blascovich, Beall, & Loomis, 2003;Han, DeVeaux, Hancock, Ram, Harari, & Bailenson, 2024;Wieser, Pauli, Grosseibl, Molzow, & Mühlberger, 2010). Note, interpersonal distance may look different using different body-part positions (i.e., distances based on head to head positions versus body-part to body-part positions), as head or body sizes are not being accounted for. ...

The influence of spatial dimensions of virtual environments on attitudes and nonverbal behaviors during social interactions
  • Citing Article
  • February 2024

Journal of Environmental Psychology

... Ogni sessione comprendeva un'attività di design di 15 minuti in cui gli studenti creavano, manipolavano o eliminavano oggetti tridimensionali utilizzando penne 3D (Figura 5b). In questa fase sono state utilizzate differenti variabili contestuali: il prompt di design, l'assistente alla didattica, il setting (interno o esterno), la quantità di spazio visibile e il numero di studenti per sessione (Wang et al., 2024). ...

Understanding virtual design behaviors: A large-scale analysis of the design process in Virtual Reality
  • Citing Article
  • January 2024

Design Studies

... CVR is not only used for entertainment, but also for various purposes, such as education [110,160], training [88], social support [113], and historical tours [7,48]. Due to CVR's narrative core, it is effective in conveying stories uniquely and evoking empathy by immersing users in highly affective spaces [19]. ...

Collaborative Tasks in Immersive Virtual Reality Increase Learning
  • Citing Conference Paper
  • October 2023

... Technical glitches such as hardware malfunction, software bugs or poor internet connection speed, poor usability or discomfort/ cybersickness using VR headsets could hinder the meeting for some patients, particularly so with longer meetings. There is also the potential for misinterpretation or miscommunication (Akselrad et al., 2023). While the virtual avatars have mouth animations triggered by the microphone in the HMD, and full upper body and head tracking providing visuomotor congruence with real life movements, other more subtle forms of non-verbal communication such as facial expression and eye gaze are currently not captured (although this is likely to change in future iterations thanks to recent technological advances in VR hardware). ...

Body Crumple, Sound Intrusion, and Embodiment Violation: Toward a Framework for Miscommunication in VR
  • Citing Conference Paper
  • October 2023

... Previous studies in the field often focused on subjective experiences to assess the quality of interaction in VR, with fewer studies assessing objective behavior in participants interacting in VR environments (Xenakis et al., 2022;Yaremych & Persky, 2019). Miller et al. (2023) found that participants in social VR kept greater interpersonal distances in larger rooms, a behavior known from real-life situations. Despite only having gesture and audio cues, participants embodying a robotic avatar in social VR displayed similar speech patterns to face-to-face interactions, reflected in higher rates of interruptions compared to interactions with no visible avatars (Smith & Neff, 2018). ...

A Large-Scale Study of Proxemics and Gaze in Groups
  • Citing Conference Paper
  • March 2023

... Meaning extraction is preferred here because it is a more mathematically transparent approach 1 As the evidence in Supplementary Table S1 of this paper states, running LDA on our data produced similar results as meaning extraction. compared to LDA, and it has been applied to VR and verbal communication in other work (DeVeaux et al., 2023). Thus, we follow existing scholarship by using this approach. ...

Descriptive Linguistic Patterns of Group Conversations in VR
  • Citing Conference Paper
  • March 2023

... A study by Çöltekin et al (2009) incorporated eye tracking data into traditional usability engineering methods to evaluate the effectiveness of two interactive maps. Recently, the idea of an ambient narrative interface design was outlined by Murnane et al (2020) and Cheng et al (2023). The interface conveyed subtle narratives on the default display of a smartphone and were updated when the users logged physical activities. ...

Designing Immersive, Narrative-Based Interfaces to Guide Outdoor Learning
  • Citing Conference Paper
  • April 2023