Small-Group Behavior in a Virtual and Real Environment: A Comparative Study
By Mel Slater, Amela Sadagic, M. Usoh, Ralph Schroeder. Presence - Teleoperators and Virtual Environments, 2000
463 citations recorded by the source corpus.
Subfields: Mechanical Engineering, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/af16e8fd6d08138f578ef8d79bbbc9da392d8e23
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Mechanical Engineering
In Social Psychology
- Jeremy N. Bailenson
- Mel Slater
- Saniye Tugba Bulu
- Maria V. Sanchez-Vives
- J. Blascovich
- N. Yee
- Cade Andrew McCall
- Crystal L. Hoyt
In Human-Computer Interaction
- Jeremy N. Bailenson
- Mel Slater
- Maria V. Sanchez-Vives
- Richard Skarbez
- N. Yee
- Saniye Tugba Bulu
- Mary C. Whitton
- G. Welch
Citations in the corpus
- Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses (2009, unknown): “As technologies matured and became more widely available, more people joined VWs, and the understanding of presence evolved to include the sense of being with and interacting in symphony with others in a virtual place (Slater et al., 2000).”
- Using Presence Questionnaires in Reality (2000, methodology): “…recently found that, among thirty subjects all experiencing the same shared VE, those who used an immersive head-tracked, head-mounted display system did not report a higher overall sense of presence than those using a desktop system, using a variant of the SUS questionnaire (Slater et al., 2000).”
- Digital Chameleons (2005, background): “In CVEs (Bailenson, Beall, & Blascovich, 2002; Slater, Sadagic, Usoh, & Schroeder, 2000; Zhang & Furnas, 2002), interactants in remote physical locations see the verbal and nonverbal behaviors of one another rendered onto digital avatars (representations of people in virtual reality; Bailenson &…”
- Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments (2004, unknown): “…promise to promote more effective dyadic (i.e., 2-person) and n - person interactions (Zhang & Furnas, 2002; Bailenson, Beall, & Blascovich, 2002; Slater, Sadagic, Usoh, & Schroeder, 2000; Normand et al., 1999; Leigh, De-Fanti, Johnson, Brown, & Sandin, 1997; Mania & Chalmers, 1998; Schwartz et…”
- Applying Common Identity and Bond Theory to Design of Online Communities (2007, background): “Attachment increases if members have a sense of virtual co-presence or a subjective feeling of being together with others in a virtual environment (Slater et al. 2000).”
- How we experience immersive virtual environments: the concept of presence and its measurement * (2009, background): “These are aspects of interpersonal interaction that are barely noticed in everyday life, but have a profound effect when they are missing (Slater et al., 2000) (as is always the case to date in interactions between participants or between participants and virtual humans within VEs).”
- Problematic Instagram Use: The Role of Perceived Feeling of Presence and Escapism (2018, background): “…in which medium appears to become either invisible, or transformed into a social entity (Lombard and Ditton 1997), and has been recognized and examined under via interrelated sub-types (i.e., social, spatial, and copresence) by some researchers (e.g., Ijsselsteijn et al. 2000; Slater et al. 2000).”
- The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006, unknown): “…artificial con-fines of virtual reality (VR) research laboratories (Bailenson & Yee, 2005; Zhang & Furnas, 2002; Bailenson, Beall, & Blascovich, 2002; Slater, Sadagic, Usoh, & Schroeder, 2000; Normand et al., 1999; Leigh, DeFanti, Johnson, Brown, & Sandin, 1997; Mania & Chalmers, 1998), MMORPGs…”
- Current practice in measuring usability: Challenges to usability studies and research (2006, unknown): “…to other persons or to interfaces, considered as persons ‘‘I felt connected to the other persons in my group’’; feelings of trust (Wheeless and Grotz, 1977); ‘‘impression of conversion’’; social richness; sense of being together (Slater et al., 2000); ‘‘which character did you feel familiar with?’’”
- A Survey of Presence and Related Concepts (2017, background): “Consider the case of speaking with someone on the telephone: “[F]or example, talking on a telephone with someone might give a strong sense of ‘being with them’ but not of being in the same place as them” [125].”
- 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 (2006, background): “Slater and colleagues, in contrast, define copresence as the sense of being and acting with others in a virtual place ( Slater, Sadagic, Usoh, & Schroeder, 2000 ).”
- Virtual Humans and Persuasion: The Effects of Agency and Behavioral Realism (2007, background): “…one is really in the same environment with the other virtual humans) with both computer-controlled agents and human-controlled avatars than do individuals who are not immersed (Blascovich et al., 2002; Schroeder, 2002; Short, Williams, & Christie, 1976; Slater, Sadagic, Usoh, & Schroeder, 2000).”
- The Independent and Interactive Effects of Embodied-Agent Appearance and Behavior on Self-Report, Cognitive, and Behavioral Markers of Copresence in Immersive Virtual Environments (2005, background): “Conversely, Slater and his colleagues have defined copresence as the sense of being and acting with others in a virtual place ( Slater, Sadagic, Usoh, & Schroeder, 2000 ).”
- A Systematic Review of Social Presence: Definition, Antecedents, and Implications (2018, background): “Asmall number of studies (e.g., Steed et al., 1999; Slater et al., 2000; Moreno and Mayer, 2004) have also compared immersive virtual platforms (e.g., HMD, cave automatic virtual environment; CAVE) with non-immersive ones (e.g., Desktop).”