The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction
By Jeremy N. Bailenson, N. Yee, D. Merget, Ralph Schroeder. Presence - Teleoperators and Virtual Environments, 2006
415 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Experimental and Cognitive Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/9c4230f57112ee254dfe80e4fb3b1eaa9a76aba6
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
- Jesse Fox
- Iris B. Mauss
- James J. Gross
- Kristine L. Nowak
- Oliver P. John
- Giuseppe Riva
- Marc Erich Latoschik
- Mario Botsch
In Experimental and Cognitive Psychology
- Jesse Fox
- James J. Gross
- Oliver P. John
- Iris B. Mauss
- Kristine L. Nowak
- Ulrike Schultze
- Giuseppe Riva
- Jeremy N. Bailenson
In Human-Computer Interaction
- Jesse Fox
- Jeremy N. Bailenson
- Kristine L. Nowak
- Giuseppe Riva
- Marc Erich Latoschik
- Mario Botsch
- Daniel Roth
- Oliver P. John
Citations in the corpus
- Embodiment and presence in virtual worlds: a review (2010, background): “Avatars differ from embodied agents or bots in that they are driven by humans in real time (Bailenson et al., 2006).”
- Real-time classification of evoked emotions using facial feature tracking and physiological responses (2008, background): “However, given that the NEVEN vision software locates the coordinates at 30Hz, the models we developed would currently work in real-time (Bailenson et al., 2006).”
- Virtual Virgins and Vamps: The Effects of Exposure to Female Characters’ Sexualized Appearance and Gaze in an Immersive Virtual Environment (2009, background): “Other extensions of this work should consider the effects of increasingly interactive agents or those with higher behavioral realism (Bailenson et al. 2006).”
- The effect of avatar realism in immersive social virtual realities (2017, background): “First approaches also did investigate the impact of behavioral realism and form realism on others in dyadic scenarios [Bailenson et al. 2006].”
- The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature (2018, background): “…perception to be present in an environment, and interaction with that environment (Biocca, 1997; Lombard and Ditton, 1997; Loomis et al., 1999; Heeter, 2000; Biocca et al., 2001; Bailenson et al., 2006; Skalski and Tamborini, 2007; Andersen and Thorpe, 2009; Slater, 2009; Sundar et al., 2010).”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “Higher levels of anthropomorphism also lead to higher involvement, social presence, and communication satisfaction (Bailenson et al., 2006; Breazeal, 2003; Kang & Watt, 2013).”