Transformed Social Interaction in Virtual Environments

虚拟环境中社交互动的转变

基本信息

  • 批准号:
    0527377
  • 负责人:
  • 金额:
    --
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
    Standard Grant
  • 财政年份:
    2005
  • 资助国家:
    美国
  • 起止时间:
    2005-12-15 至 2010-11-30
  • 项目状态:
    已结题

项目摘要

The major goal of this research is to understand and test theories of mediated communication in collaborative virtual environments. It will examine how well humans are adapting to the quickly evolving digital technologies used in modern communication and social interaction systems. This work will explore the boundaries that are beyond what we normally consider normal, mediated communication and instead delve into a phenomenon called Transformed Social Interaction, a strategy that allows users to systematically filter their physical appearance and social behaviors (as represented by avatars) in the eyes of their conversational partners, amplifying or suppressing features and nonverbal signals in real-time for strategic purposes such as persuasion, learning, memory, and liking. This goal will be accomplished by using well-accepted methods to study multi-person social interaction using networked virtual reality technology, and the research will focus on three categories of transformations: Self representation (altering an avatar's appearance, voice, and nonverbal behavior), Social-Sensory abilities (giving interactants tools that provide unique perspectives and up-to-date summaries of the social behaviors of others) and Social Environment (changing aspects of the social context to maximize interaction goals).Transformed Social Interaction is relevant not just to collaborative virtual environments but to any form of communication medium that uses digital representations of people - cell phones, videoconferences, textual chat rooms, online videogames, and many other forms of digital media. Currently, over 60 million people use Internet chat per day. In Korea, it is estimated that 1/20th of the general population spend a significant amount of time in online video games interacting with digital representations of other people. Cell phones are ubiquitous and now include digital photograph and video capabilities. Companies actually offer face tracking and rendering on cell phone avatars. In any communication medium in which there is a digital representation of another person, transformed social interaction is not only possible, it is inevitable. The use of transformed social interaction has the potential to drastically change the nature of distance education, communication practices, political campaigning, and advertising. Consequently, it is crucial to understand both the effectiveness of these transformations as well as people's ability to detect them.
本研究的主要目的是了解和检验协同虚拟环境中的中介沟通理论。它将考察人类适应现代通信和社交系统中使用的快速发展的数字技术的情况。这项工作将探索超出我们通常认为的正常、中介交流的界限,而是深入研究一种称为转化的社交互动的现象,这是一种策略,允许用户系统地过滤他们在对话伙伴眼中的外表和社交行为(如化身所代表的),实时放大或抑制特征和非语言信号,以达到说服、学习、记忆和喜欢等战略目的。这一目标将通过使用被广泛接受的方法来研究使用网络虚拟现实技术的多人社交来实现,并且研究将集中在三类转换上:自我表征(改变化身的外表、声音和非语言行为)、社交感觉能力(为交际者提供工具,提供独特的视角和对他人社交行为的最新总结)和社交环境(改变社交环境的各个方面以最大化交互目标)。改造后的社交不仅与协作虚拟环境相关,而且与使用人的数字表示的任何形式的通信媒体--手机、视频会议、文本聊天室、在线视频游戏、以及许多其他形式的数字媒体。目前,每天有6000多万人使用互联网聊天。在韩国,据估计,有1/20的总人口花费大量时间在网络视频游戏上,与他人的数字表示进行互动。手机无处不在,现在包括数码照片和视频功能。公司实际上在手机头像上提供人脸跟踪和渲染。在任何存在另一个人的数字表示的交流媒体中,转变的社交互动不仅是可能的,而且是不可避免的。使用转变后的社交互动有可能极大地改变远程教育、交流实践、政治竞选和广告的性质。因此,了解这些转换的有效性以及人们检测它们的能力是至关重要的。

项目成果

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Jeremy Bailenson其他文献

Feasibility of Virtual Reality Technology to Improve Experience During Pediatric Oral Food Challenge
  • DOI:
    10.1016/j.jaci.2021.12.375
  • 发表时间:
    2022-02-01
  • 期刊:
  • 影响因子:
    11.200
  • 作者:
    William Collins;Bahman Adlou;Alyssa Rodriguez;Marleni Albarran;Emily O'Neal;Talia Weiss;Kevin Hsu;Sayantani Sindher;Jeremy Bailenson;Thomas Caruso;Sharon Chinthrajah
  • 通讯作者:
    Sharon Chinthrajah
Using Virtual Reality to Improve Outcomes Related to Quality of Life Among Older Adults With Serious Illnesses: Systematic Review of Randomized Controlled Trials
利用虚拟现实改善患有严重疾病的老年人生活质量相关结果:随机对照试验的系统综述
  • DOI:
    10.2196/54452
  • 发表时间:
    2025-01-01
  • 期刊:
  • 影响因子:
    6.000
  • 作者:
    Bhagvat Maheta;Alexandra Kraft;Nickolas Interrante;Soraya Fereydooni;Jeremy Bailenson;Brian Beams;​​Christina Keny;Thomas Osborne;Karleen Giannitrapani;Karl Lorenz
  • 通讯作者:
    Karl Lorenz
Call for Special Issue Papers: The Social Impact of Deep Fakes.
征集特刊论文:深度造假的社会影响。

Jeremy Bailenson的其他文献

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{{ truncateString('Jeremy Bailenson', 18)}}的其他基金

Collaborative Research: CCRI: Grand: Virtual Experience Research Accelerator (VERA)
合作研究:CCRI:盛大:虚拟体验研究加速器(VERA)
  • 批准号:
    2235070
  • 财政年份:
    2023
  • 资助金额:
    --
  • 项目类别:
    Continuing Grant
Collaborative Research: Advancing Ocean Literacy through Immersive Virtual Reality
合作研究:通过沉浸式虚拟现实提高海洋素养
  • 批准号:
    1906728
  • 财政年份:
    2019
  • 资助金额:
    --
  • 项目类别:
    Standard Grant
CHS: Medium: Collaborative Research: Augmented Reality Agents with Pervasive Awareness, Appearance and Abilities
CHS:媒介:协作研究:具有普遍意识、外观和能力的增强现实代理
  • 批准号:
    1800922
  • 财政年份:
    2018
  • 资助金额:
    --
  • 项目类别:
    Standard Grant
Exploring the Behavioral and Facial Similarities of Humans and their Virtual Representations
探索人类行为和面部相似性及其虚拟表征
  • 批准号:
    0741753
  • 财政年份:
    2007
  • 资助金额:
    --
  • 项目类别:
    Standard Grant

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