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Immersive Virtual Reality
Jeremy Bailenson Department of Communication Stanford University Virtual Human Interaction Lab
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Virtual Reality as a Communication Medium
Define VR, discuss central concepts Do people treat virtual people like real people: Use personal space as metric Virtual reality application: Person Recognition
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Structure of Research Hardware Engineering Computer Graphics
User Psychology Experiments
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Collaborators Stanford Undergraduates Stanford Graduate Students/
Megan Miller Andrew Orin Nicole Lundblad Julia Hu Claire Carlson Aaron Sullivan Boyko Kakaradov Hassan Adubu Josh Ainslie Adriean De La Mora Jon Shih Jaireh Tecarro Sam Warburg Kathryn Rickertsen Jerry Yu Stanford Graduate Students/ Post Docs Nick Yee Kayur Patel Robby Ratan Hunter Gehlbach UCSB Faculty/ Post Docs Andy Beall Jim Blascovich Jack Loomis Matthew Turk Rosanna Guadagno Stanford Faculty Shanto Iyengar Cliff Nass
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What is VR in Popular Culture?
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What is VR in Popular Culture?
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VR in the Real World Expensive Rare Clunky Poor Fidelity but…
Getting Better!
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What is VR? William Gibson: ‘consensual hallucination’ Jaron Lanier:
‘new post-symbolic paradigm which circumvents representation with a direct experience’
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Digital Immersive Virtual Environment Technology
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Technical Specifications
Optical tracking for translation (x,y,z) Accelerometer for rotation (pitch, yaw, roll) Microphone tracks mouth movements (open, closed) Head Mounted Display (1280X1024 in each eye, 60 degrees diagonal Field of View)
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Technical Specifications
WorldViz Immersive virtual reality turnkey system solutions Specialized on universities & researchers Products Vizard 2.17 software for creating real-time interactivity in 3D worlds PPT 1.2 optical precision position tracker
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Defining VR: Virtual Human Avatar
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Defining VR: Virtual Human Representation
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Defining VR: Virtual Human Representation
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Defining VR: Tracking and Rendering
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Immersive Virtual Environment Apparatus (HMD)
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Proxemics Studied extensively in the social sciences since 1950’s
Do proxemic patterns hold true with virtual humans? (copresence, social presence)
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Sample Proxemics Task (Old technology…1999!)
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Sample Data
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Mutual Gaze Study: Task
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Mutual Gaze Study: Conditions
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Mutual Gaze Study: Results
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Mutual Gaze Study: Results
Minimum Distance (Virtual Human vs. Control Condition) Meters
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Virtual Human Representation Study
Agents Independent Variables: Gaze (eyes closed vs. mutual gaze) ‘Soul’ (Agent/Avatar) Avatars
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Virtual Human Representation: Results
Minimum Distance Meters
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Approaching Virtual Human Study
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Virtual Human Approach Results
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Virtual Human Status/Politeness Effects
Tutor Stranger
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Application: Virtual Reality and Police Lineups
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Application: Virtual Reality and Police Lineups
Who Stole the Wallet? Who is the suspect? Currently in US, 90 percent of lineups are from Photographs taken at a single angle (not like the television shows)
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Application: Virtual Reality and Police Lineups
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Thank you! Virtual Human Interaction Lab http://vhil.stanford.edu
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