The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments
By Jeremy N. Bailenson, Kimberly R. Swinth, Crystal L. Hoyt, Susan Persky, Alexander Dimov, J. Blascovich. Presence - Teleoperators and Virtual Environments, 2005
420 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/72bb12707969ce9779c5229b7d3a480a2571471b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Jeremy N. Bailenson
- Karl Frederic MacDorman
- Jesse Fox
- N. Yee
- G. Welch
- Catherine S. Oh
- J. Blascovich
- Kristine L. Nowak
In Social Psychology
- Jeremy N. Bailenson
- Jesse Fox
- N. Yee
- J. Blascovich
- Cade Andrew McCall
- Kristine L. Nowak
- Chin-Chang Ho
- Rosanna E. Guadagno
In Human-Computer Interaction
- Jeremy N. Bailenson
- Jesse Fox
- N. Yee
- Kristine L. Nowak
- Cade Andrew McCall
- J. Blascovich
- G. Welch
- Catherine S. Oh
Citations in the corpus
- Too real for comfort? Uncanny responses to computer generated faces (2009, background): “…on people's feelings of copresence when interacting with a character in a virtual environment also show that copresence is lowest when there is a mismatch between the character's perceived human photorealism and perceived human behavioral fidelity (Bailenson et al., 2005; Nowak & Biocca, 2003).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “…the uncanny valley is triggered not only when digital stimuli have high anthropomorphism alone, but also when there is a mismatch between the level of form and behavioral anthropomorphism, or when levels of realism and anthropomorphism do not match (Bailenson et al., 2005; Hamilton & Nowak, 2010).”
- The Proteus Effect (2009, background): “When the two forms of realism mismatch (e.g., high-visual realism paired with low-behavioral realism), the outcome is worse than with an agent of low levels of both forms of realism (Bailenson et al., 2005).”
- Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses (2009, neutral): “An avatar is defined as a user-created digital representation that symbolizes the user's presence in a metaverse (Bailenson et al., 2005).”
- Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013, methodology): “A five-item scale to measure environmental presence, loosely adapted from Bailenson, Swinth, Hoyt, Persky, Dimoy, and Blascovich [17]; for the exact wording of the questions, see Text B in File S1.”
- Virtual Humans and Persuasion: The Effects of Agency and Behavioral Realism (2007, background): “…in research on social interaction in IVEs, many studies have found that men and women respond differently to manipulations of behavioral realism (e.g., Bailenson et al., 2003; Bailenson et al., 2005; Swinth & Blascovich, 2001), with women responding more strongly to such manipulations than men.”
- A Systematic Review of Social Presence: Definition, Antecedents, and Implications (2018, background): “…the most suitable job candidate (Management decision task) (hire most suitable job candidate) AP Germany Bouchard et al., 2013 Gerhard et al., 2001; Bailenson et al., 2005 Interact with a virtual cat, view virtual humans in pain CA Canada Short et al., 1976; Nowak and Biocca, 2003 Engage in a…”
- A Survey of Presence and Related Concepts (2017, background): “Note also that the terms copresence and social presence can have significant overlap, and in fact, are often used interchangeably [6, 19].”