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Andrew C. Beall
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2009) 18 (5): 361–369.
Published: 01 October 2009
Abstract
View articletitled, Leveraging Collaborative Virtual Environment Technology for Inter-Population Research on Persuasion in a Classroom Setting
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for article titled, Leveraging Collaborative Virtual Environment Technology for Inter-Population Research on Persuasion in a Classroom Setting
Immersive collaborative virtual environments (CVEs) allow us to interact with geographically distant others while experiencing social presence to a degree that goes far beyond text chatting or teleconferencing. Moreover, these environments provide this high level of realism within social contexts that are impossible in the physical world. Given these facts, CVEs provide behavioral researchers with an ideal platform to study social interaction both within and between geographically and culturally distinct communities. The study reported here leveraged these two unique capabilities of CVEs within a persuasive context by: (1) placing people who are seated in physically distal places into the exact same virtual world, and (2) structuring virtual space to maximize persuasion. Specifically, we report data from a study in which pairs of participants listened to a speaker deliver a persuasive passage within the same digital immersive virtual room. The individual members of each pair were separated by hundreds of kilometers, located at two different college campuses. Within the CVE, we digitally transformed the placement of participants' seats in the virtual classroom. Participants in the front of the classroom were more persuaded by the speaker and had more positive impressions of the speaker. Patterns in both persuasion and memory differed between campuses. Together these findings speak to the utility of wide range CVEs to maximize persuasion and demonstrate the viability of using CVEs for inter-site research.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2008) 17 (3): 242–255.
Published: 01 June 2008
Abstract
View articletitled, The Effects of Witness Viewpoint Distance, Angle, and Choice on Eyewitness Accuracy in Police Lineups Conducted in Immersive Virtual Environments
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for article titled, The Effects of Witness Viewpoint Distance, Angle, and Choice on Eyewitness Accuracy in Police Lineups Conducted in Immersive Virtual Environments
The current study investigated the value of using immersive virtual environment technology as a tool for assessing eyewitness identification. Participants witnessed a staged crime and then examined sequential lineups within immersive virtual environments that contained 3D virtual busts of the suspect and six distractors. Participants either had unlimited viewpoints of the busts in terms of angle and distance, or a unitary view at only a single angle and distance. Furthermore, participants either were allowed to choose the angle and distance of the viewpoints they received, or were given viewpoints without choice. Results demonstrated that unlimited viewpoints improved accuracy in suspect-present lineups but not in suspect-absent lineups. Furthermore, across conditions, post-hoc measurements demonstrated that when the chosen view of the suspect during the lineup was similar to the view during the staged crime in terms of distance, accuracy improved. Finally, participants were more accurate in suspect-absent lineups than in suspect-present lineups. Implications of the findings in terms of theories of eyewitness testimony are discussed, as well as the value of using virtual lineups that elicit high levels of presence in the field. We conclude that digital avatars of higher fidelity may be necessary before actually implementing virtual lineups.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2004) 13 (5): 560–571.
Published: 01 October 2004
Abstract
View articletitled, Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments?
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for article titled, Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments?
In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in apparent distances is the result of the low-quality computer graphics utilized in previous investigations. Visually directed triangulated walking was used to assess distance judgments in the real world and in three virtual environments with graphical renderings of varying quality.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2004) 13 (4): 428–441.
Published: 01 August 2004
Abstract
View articletitled, Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments
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for article titled, Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments
Computer-mediated communication systems known as collaborative virtual environments (CVEs) allow geographically separated individuals to interact verbally and nonverbally in a shared virtual space in real time. We discuss a CVE-based research paradigm that transforms (i.e., filters and modifies) nonverbal behaviors during social interaction. Because the technology underlying CVEs allows a strategic decoupling of rendered behavior from the actual behavior of the interactants, conceptual and perceptual constraints inherent in face-to-face interaction need not apply. Decoupling algorithms can enhance or degrade facets of nonverbal behavior within CVEs, such that interactants can reap the benefits of nonverbal enhancement or suffer nonverbal degradation. Concepts underlying transformed social interaction (TSI), the ethics and implications of such a research paradigm, and data from a pilot study examining TSI are discussed.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2004) 13 (4): 442–450.
Published: 01 August 2004
Abstract
View articletitled, Perception of Shared Visual Space: Establishing Common Ground in Real and Virtual Environments
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for article titled, Perception of Shared Visual Space: Establishing Common Ground in Real and Virtual Environments
When people have visual access to the same space, judgments of this shared visual space (shared vista) can facilitate communication and collaboration. This study establishes baseline performance on a shared vista task in real environments and draws comparisons with performance in visually immersive virtual environments. Participants indicated which parts of the scene were visible to an assistant or avatar (simulated person used in virtual environments) and which parts were occluded by a nearby building. Errors increased with increasing distance between the participant and the assistant out to 15 m, and error patterns were similar between real and virtual environments. This similarity is especially interesting given recent reports that environmental geometry is perceived differently in virtual environments than in real environments.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2004) 13 (4): 416–427.
Published: 01 August 2004
Abstract
View articletitled, Examining Virtual Busts: Are Photogrammetrically Generated Head Models Effective for Person Identification?
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for article titled, Examining Virtual Busts: Are Photogrammetrically Generated Head Models Effective for Person Identification?
We examined the effectiveness of using 3D, visual, digital representations of human heads and faces (i.e., virtual busts) for person identification. In a series of 11 studies, participants learned a number of human faces from analog photographs. We then crafted virtual busts from those analog photographs, and compared recognition of photographs of the virtual busts to the original analog photographs. We demonstrated that the accuracy of person identification using photographs of virtual busts is high in an absolute sense, but not as high as using the original analog photographs. We present a paradigm for comparing the similarity, both structural (objectively similar in shape) and subjective (subjectively in the eyes of a viewer) of virtual busts to analog photographs, with the goal of beginning the discussion of a uniform standard for assessing the fidelity of digital models of human faces.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2001) 10 (6): 583–598.
Published: 01 December 2001
Abstract
View articletitled, Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
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for article titled, Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
During the last half of the twentieth century, psychologists and anthropologists have studied proxemics, or spacing behavior, among people in many contexts. As we enter the twenty-first century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic and compelling experimental settings without sacrificing experimental control. The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance. Participants were immersed in a three-dimensional virtual room in which a virtual human representation (that is, an embodied agent) stood. Under the guise of a memory task, participants walked towards and around the agent. Distance between the participant and agent was tracked automatically via our immersive virtual environment system. All participants maintained more space around agents than they did around similarly sized and shaped but nonhuman-like objects. Female participants maintained more interpersonal distance between themselves and agents who engaged them in eye contact (that is, mutual gaze behavior) than between themselves and agents who did not engage them in eye contact, whereas male participants did not. Implications are discussed for the study of proxemics via immersive virtual environment technology, as well as the design of virtual environments and virtual humans.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1998) 7 (2): 168–178.
Published: 01 April 1998
Abstract
View articletitled, Locomotion Mode Affects the Updating of Objects Encountered During Travel: The Contribution of Vestibular and Proprioceptive Inputs to Path Integration
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for article titled, Locomotion Mode Affects the Updating of Objects Encountered During Travel: The Contribution of Vestibular and Proprioceptive Inputs to Path Integration
In two experiments, subjects traveled through virtual mazes, encountering target objects along the way. Their task was to indicate the direction to these target objects from a terminal location in the maze (from which the objects could no longer be seen). Subjects controlled their motion through the mazes using three locomotion modes. In the Walk mode, subjects walked normally in the experimental room. For each subject, body position and heading were tracked, and the tracking information was used to continuously update the visual imagery presented to the subjects on a head-mounted display. This process created the impression of immersion in the experimental maze. In the Visual Turn mode subjects moved through the environment using a joystick to control their turning. The only sensory information subjects received about rotation and translation was that provided by the computer-generated imagery. The Real Turn mode was midway between the other two modes, in that subjects physically turned in place to steer while translating in the virtual maze; thus translation through the maze was signaled only by the computer-generated imagery, whereas rotations were signaled by the imagery as well as by proprioceptive and vestibular information. The dependent measure in the experiment was the absolute error of the subject's directional estimate to each target from the terminal location. Performance in the Walk mode was significantly better than in the Visual Turn mode but other trends were not significant. A secondary finding was that the degree of motion sickness depended upon locomotion mode, with the lowest incidence occurring in the Walk mode. Both findings suggest the advisability of having subjects explore virtual environments using real rotations and translations in tasks involving spatial orientation.