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
基本信息
- 批准号:0741753
- 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:2007
- 资助国家:美国
- 起止时间:2007-09-01 至 2009-08-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
In many communication, education, and entertainment contexts, people interact with others via some type of digital representations of themselves. This research project examines two types of such representations: 1) virtual humans that behave like a specific individual but looks different from that individual on a specific dimension, and 2) virtual humans that look like a specific individual but perform some novel action which that individual has never done. In the first category, pilot work has demonstrated that people's behavior conforms to the visual features of their representations. In the second category, pilot work has demonstrated that people model the behavior of digital representations more when the representation looks like them than when it does not. The current project explores the strength, duration, and processes behind this effect in terms of interactivity. Specifically, the project will develop the technical aspects of making oneself appear to change in real-time?get older, younger, taller, more attractive, as well as the psychological implications of seeing oneself change shape or social category. This work is risky because a) it is unclear if a human will respond in a natural way to an altered version of the self, b) the computer algorithms that take a three-dimensional face modeled after a specific user have never been tested in terms of changing the age, gender, and attractiveness of a specific face, and c) no researchers have ever tested the implications of being in virtual reality weeks after the exposure to a digital model.Humans have relied upon abstract representations of themselves for centuries?painted portraits and statues have been one of the cornerstones of historical art. However in the digital age, representations are much more dynamic and transformable than their physical counterparts. Given that a substantial portion of the population are spending literally hours per day interacting via digital representations (e.g., voices on cell phones, characters in online games, profiles on social network web sites such as Facebook), understanding the ramifications of this phenomenon is crucial. For example, how long do the effects last, and what parameters contribute (e.g., interactivity, similarity, etc.) most? The current proposal has the potential to change the way we think about the implications of interacting with online versions of one another, and consequently relates to the fields of communication, psychology, education, and computer science. In sum, in the world in which people have identities in digital space, understanding how those digital representations relate to the physical self is paramount.
在许多通信、教育和娱乐环境中,人们通过自己的某种类型的数字表示与他人交互。这项研究项目考察了两种类型的这种表征:1)行为像特定个体但在特定维度上看起来与该个体不同的虚拟人;2)看起来像特定个体但执行一些该个体从未做过的新动作的虚拟人。在第一类中,试点工作已经证明,人们的行为符合其表征的视觉特征。在第二类中,试点工作已经证明,当数字表征看起来像他们的时候,人们更多地模拟数字表征的行为,而不是当它不像的时候。当前的项目从互动性的角度探讨了这种效果背后的强度、持续时间和过程。具体地说,该项目将开发让自己看起来实时变化的技术方面--变得更老、更年轻、更高、更有吸引力,以及看到自己改变形状或社交类别所带来的心理影响。这项工作是有风险的,因为a)尚不清楚人类是否会以自然的方式对改变后的自我版本做出反应,b)模仿特定用户制作三维面孔的计算机算法从未在改变特定面孔的年龄、性别和吸引力方面进行过测试,c)没有研究人员在接触数字模型几周后测试过置身虚拟现实中的影响。几个世纪以来,人类一直依赖于对自己的抽象表现?绘画肖像和雕像一直是历史艺术的基石之一。然而,在数字时代,表现形式比实物表现形式更具活力和变形性。鉴于相当一部分人每天花费数小时通过数字表示(例如,手机上的语音、在线游戏中的角色、Facebook等社交网络网站上的个人资料)进行互动,了解这种现象的后果至关重要。例如,效果持续多长时间,以及哪些参数起作用(例如,互动性、相似性等)。最多?目前的提议有可能改变我们对相互在线版本互动的影响的思考方式,因此涉及到通信、心理学、教育和计算机科学领域。总而言之,在人们在数字空间中拥有身份的世界里,理解这些数字表示如何与物理自我相关是至关重要的。
项目成果
期刊论文数量(0)
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会议论文数量(0)
专利数量(0)
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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。
- DOI:
10.1089/cyber.2019.29163.cfp4 - 发表时间:
2020 - 期刊:
- 影响因子:0
- 作者:
Jeremy Bailenson;Jeff Hancock - 通讯作者:
Jeff Hancock
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
Transformed Social Interaction in Virtual Environments
虚拟环境中社交互动的转变
- 批准号:
0527377 - 财政年份:2005
- 资助金额:
-- - 项目类别:
Standard Grant
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