The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments
By Frank A. Biocca. J. Comput. Mediat. Commun., 2006
1,296 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/d3ad6eec124696075bc5986abcfd7e075e8d6fff
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
- Jesse Fox
- Kristine L. Nowak
- J. Blascovich
- Ali Arya
- Anthony Scavarelli
- Robert J. Teather
- Ulrike Schultze
In Social Psychology
- Jeremy N. Bailenson
- Jesse Fox
- Tilo Hartmann
- Kristine L. Nowak
- J. Blascovich
- Sun Joo Grace Ahn
- Kwan Min Lee
- G. Welch
In Human-Computer Interaction
- Jeremy N. Bailenson
- Jesse Fox
- Kristine L. Nowak
- Sun Joo Grace Ahn
- J. Blascovich
- Ulrike Schultze
- Richard Skarbez
- Mary C. Whitton
Citations in the corpus
- An experimental study to investigate the impact of image interactivity on the perception of luxury in an online shopping context (2016, background): “We believe that the feeling to be somewhere and to actually interact with a product (e.g. Biocca, 1997; Coyle & Thorson, 2001; Klein, 2003), combined with the increase of perceived information (Kim & Lennon, 2010) will consequently result in higher perceptions of quality.”
- Are physically embodied social agents better than disembodied social agents?: The effects of physical embodiment, tactile interaction, and people's loneliness in human-robot interaction (2006, background): “Social presence, in short, is a mental simulation of other intelligences (Biocca, 1997).”
- Mapping the road to fun: Natural video game controllers, presence, and game enjoyment (2011, background): “As Biocca (1997) suggests, close mapping of actual body movements to mediated body movements strongly influences media exposure outcomes.”
- The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction (2005, background): “Representing people or bots, computer processes that interact in a virtual environment, with avatars alters the range and nature of possible experiences, and this is likely to have implications for interpersonal relationships (Biocca, 1997; Biocca & Nowak, 2002; Schroeder, 1997; Schroeder, 2002).”
- Effect of image interactivity technology on consumer responses toward the online retailer (2005, background): “Kim and Biocca (1997) found that telepresence from television positively influenced attitude and purchase decisions.”
- Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations (2018, background): “Descriptions of avatars by communication scholars nearly universally acknowledge the avatar as a digital representa- tion (e.g., Biocca, 1997; Blascovich & Bailenson, 2011; Nakamura, 2002; Nowak & Biocca, 2003).”
- Narrative and interactivity in computer games (2006, background): “This should cultivate a mental model of being inside the game environment (Biocca, 1997).”
- A Survey of Presence and Related Concepts (2017, background): “Self-presence refers to the effect of embodiment in [a] virtual environment on mental models of the self” [13].”
- Exploring the relationship between presence and enjoyment in a virtual museum (2010, background): “Prior experience with mediated experiences positively affects presence ratings (Freeman et al., 1999; Biocca, 1997).”
- A Systematic Review of Social Presence: Definition, Antecedents, and Implications (2018, background): “Finally, social presence or co-presence, refers to the “sense of being with another” (Biocca et al., 2003, p. 456) and is dependent on the ease with which one perceives to have “the access to the intelligence, intentions, and sensory impressions of another” (Biocca, 1997, p. 22).”
- Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments (2004, background): “In CVEs, avatars representing interactants can bear varying degrees of photographic or anthropomorphic (Garau, Slater, Vinayagamoorhty, Brogni, Steed & Sasse, 2003; Bailenson, Beall, Blascovich, Raiumundo, & Weisbuch, 2001; Sannier & Thalmann, 1998), behavioral (Bailenson, Beall, & Blascovich, 2002;”
- Embodiment and presence in virtual worlds: a review (2010, background): “In his conceptualization of self presence, Biocca (1997) highlights that the whole concept of presence in virtual worlds is only possible because of the distinction users make between their actual/physical, their virtual/avatar and their phenomenal bodies.”