Jeremy N. Bailenson’s research while affiliated with Stanford University and other places

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Publications (295)


Figure 1. Participants were instructed to: (a) walk to the back of the virtual environment until they reached a group of benches around a table; (b) teleport up the stairs and stand next to one of the benches; (c) teleport and sit in one of the bench seats; (d) pull up the tablet, close the tablet, and then open the tablet again; (e) open up the menu and add a teapot 3D object into the virtual environment and place it on the table; (f) pick up the teapot; (g) put the teapot down and open the tablet again to take a picture of the teapot; (h) delete the teapot from the virtual environment; and (i) open the tablet again to use one of the emoji reactions.
Figure 4. Averages and standard error bars of the outcomes by training type: (a) Average total recall of different controller and action functions in the social VR platform (out of 18), (b) average rating of how negative the VR experience was immediately after and two weeks after the experience (out of 7), (c) average rating of the perceived usefulness of the VR training (out of 5), and (d) average rating of the ease of completing various tasks within the social VR platform (out of 5). Notes: * í µí± < 0.05; ** í µí± < 0.01; *** í µí± < 0.001; NS = not significant.
How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality
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  • Full-text available

November 2024

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6 Reads

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1 Citation

Media and Communication

Eugyoung Han

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Ian Strate

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Jeremy N. Bailenson

p dir="ltr"> Virtual reality (VR) can evoke powerful emotions and transport people to diverse environments, making it a compelling tool for storytelling and learning. However, those who are anxious about technology may need to spend more cognitive resources and could have negative experiences because of the complexity of the medium, altering how they experience the narrative. Training may help people better-navigate virtual experiences by providing guidance. This study evaluates how individuals’ training type (paper, video, and VR) and computer anxiety influenced outcomes. We measured performance and self-reported outcomes while participants ( n = 284) navigated scenes, interacted with objects, and watched a narrative 360° video. Results showed that compared to participants who received training in paper, participants who received training in video or VR mastered more VR functions. Compared to participants who received training in video, those who trained directly in VR had less of a negative VR experience. Furthermore, participants who trained in VR perceived the training as more useful and found the VR tasks to be easier compared to those who received training in paper or video. Additionally, those with high levels of computer anxiety, regardless of training, had more negative outcomes than those with low computer anxiety, including less mastery of VR functions and engagement with the 360° video content, more of a negative VR experience, perceived the training as being less useful, and completed tasks with more difficulty. We discuss implications for theories of information processing in VR, as well as implications for scaled engagement with narratives and learning in VR. </p

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Figure 1 Themes Over Time Across All Paper Abstracts (N = 196,734)
Descriptive Statistics for the VRbalARchive
A Looking Glass into a Research Wonderland: 40 Years of Virtual Reality Scholarship Explicated via Natural Language Processing

August 2024

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66 Reads

How has the field of Virtual Reality (VR) evolved and what type of research has made an impact? We used natural language processing techniques and generative Artificial Intelligence to develop the most complete review of VR research to date (1984-2024). Among 196,734 paper abstracts, 13 reliable themes emerged over time, with immersive experiences receiving the most recent attention, and papers with statistically significant findings having the most impact. Interdisciplinary teams were cited more than less interdisciplinary teams, and watershed moments like mainstream industry embracing VR (i.e., Google Cardboard’s release) modified scholars’ research focus. Research topics were heterogeneous across authors’ regions of the world and academic fields. Papers in communication science had more interdisciplinary teams and focused more on immersive experiences than papers in other social scientific and non-social scientific fields. Our database — the VRbalARchive — is publicly available, helping scholars investigate VR’s history and enhancing our theoretical understanding of the medium.


Effect of Duration and Delay on the Identifiability of VR Motion

July 2024

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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.



How Video Passthrough Headsets Influence Perception of Self and Others

July 2024

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22 Reads

With the increasing adoption of mixed reality headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings, this study quantitatively investigates the impact of video passthrough on users. Forty participants completed a body transfer task twice, once while wearing a headset in video passthrough and once without a headset. Results indicate that using video passthrough induces simulator sickness, creates social absence, (another person in the physical room feels less present), alters self-reported body schema, and distorts distance perception. On the other hand, compared to past research which showed perceptual aftereffects from video passthrough, the current study found none. We discuss the broader implications for the widespread adoption of mixed reality headsets and their impact on theories surrounding presence and body transfer.


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

July 2024

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83 Reads

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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.


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

July 2024

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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.


Citations (73)


... 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

... These findings highlight the need to consider individual and group characteristics when predicting real-time social dynamics in VR and instantiating virtual agents with distinct personas and natural behaviors. One possible approach is to continue leveraging the affordances of VR to study large and diverse demographics with high variances in individual differences, and doing so in controlled contextual and social settings [95]. ...

Virtual Reality as a Research Tool
  • Citing Article
  • January 2024

SSRN Electronic Journal

... Thanks to neural machine learning techniques, the recent advances in research areas related to the individual Welcome Platform technologies are extensive, and it would definitely go beyond the scope of this section to attempt to delve into detail of each of them. Therefore, we refer the reader to recent surveys on conversational agent technologies [21], dialogue management [22], speech recognition [23], language understanding [24], controllable natural language generation [25], computer-assisted language learning [26], and the use of VR technologies for learning [27] and social interaction [28]. In what follows, we focus on the related work on ICT specifically for migrant reception, integration, and inclusion. ...

Social Interaction in VR

... The current VR CBE program does not have user interaction but contact with the educator could be incorporated into the program. A new study [26] provides insight into how one can feel being present and part of a group in an asynchronous VR environment. The researchers created a social VR environment where one can join later and still feel socially present and welcomed. ...

Socially Late, Virtually Present: The Effects of Transforming Asynchronous Social Interactions in Virtual Reality
  • Citing Conference Paper
  • May 2024

... In this vein, to realize the full potential of the technology, allowing users to familiarize themselves with the medium through training is a critical step (Han & Bailenson, 2024). However, training can come in different forms, such as paper-, video-, and in-person-based instruction, each of which may yield different outcomes for different people. ...

Lessons for/in virtual classrooms: designing a model for classrooms inside virtual reality

Communication Education

... Increasingly recognised as a framework for supporting public engagement in ocean issues (Kelly et al., 2021), in the last five years, ocean literacy has undergone something of a conceptual evolution, moving away from its formal education and knowledge deficit origins to a concept that is more comprehensive and inclusive of the multiple facets of human-ocean relationships. Numerous scholars have suggested an expansion of the dimensions of ocean literacy (Kopke et al., 2019), including C. Brennan et al. (2019) who suggested ocean literacy as a concept of six dimensions-namely, knowledge, communication, behaviour, awareness, attitudes, and activism; while Fauville et al. (2024) have recently proposed a seven dimension framework of ocean literacy, combining a number of aspects proposed by other authors in the dimension of "ocean connectedness" (Nuojua et al., 2022). This article draws from the ocean literacy framework presented by McKinley et al. (2023) who proposed ten dimensions, including the new dimensions of "emoceans" (i.e., emotional connections to and with the ocean), access and experience, trust and transparency, and adaptive capacity (see Figure 1). ...

Underwater virtual reality for marine education and ocean literacy: technological and psychological potentials

... Although interesting research is ongoing about the potential use of virtual reality in major depressive disorder, with encouraging findings, most of them are pilot studies [36][37][38][39], and there is no similar literature relating to bipolar disorder. The application in the field of bipolar disorder has so far been highly experimental and suggestive of further developments, such as creating virtual environments that indicate induced excitement and tension "inducing relevant state aspects of hypomania . . . ...

Examining the Efficacy of Extended Reality-Enhanced Behavioral Activation for Adults with Major Depressive Disorder: A Randomized Controlled Trial (Preprint)

JMIR Mental Health

... 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