Good teams delete.
@portiawang.bsky.social and colleagues examined 146 creators working in groups and tracked body movements and construction behaviors continuously. Object deletion frequency predicted group entitativity and inclusion of the other in the self.
vhil.stanford.edu/publications...
Posts by Portia Wang
What if you had a real encounter, then used genAI to model it, and weeks later relived the memory in VR?
Largescale, longitudinal study by @portiawang.bsky.social at JCMC.
Reliving past memories caused groups to be better, in speech, in gestures, and in outcomes.
www.youtube.com/watch?v=jAqf...
VHIL-E knows it all but rarely hallucinates! Lab materials collected, cleaned, classified, chunked, created embeddings, correlated in an index, & connected ("7 Cs"). Over 2.3 million words segmented into 10k "chunks" integrated into an RAG-based LLM. Now published.
vhil.stanford.edu/publications...
The barrier to effective climate communication is often personal distance β for many, it still feels like a faraway threat.
A new Stanford-led study shows that virtual reality can help close that gap.
Read more: bit.ly/4hzzsSt
People become attached to places they spend time in. 3D maps allow visits in VR. Santoso & colleagues show that visiting distant locations makes even politically conservative participants care about real climate change news in that city, compared to static images.
vhil.stanford.edu/publications...
Virtual Becomes Reality finally available (for free) on Quest. Take a guided 15-minute tour of the Stanford lab. Fly like a hero, walk the plank, defend coral in Palau, become a QB, dance with Grover, transform identity in the mirror. Now we are bringing the lab to you!
www.meta.com/experiences/...
New in @pnas.org! We analyzed 38 million US obituaries to see how we remember the deceased:
- Tradition & benevolence dominate legacies
- Major cultural events (e.g., 9/11) shifted what values were emphasized
- Gender & age of the deceased shape legacies
doi.org/10.1073/pnas...
5 robust, replicated, & meta-analyzed findings from 30 years of psych research in VR. Timeline of events in experiment history, recommendations for consumers & scholars new to the medium, and the DICE model on when to use (and not use) VR.
@nathumbehav.nature.com
vhil.stanford.edu/publications...
How do groups behave in VR?
Monique Santoso coded 9,000 speech acts to develop Virtual Reality Interaction Dynamics Scheme, 10 speech acts (e.g., disagreements, context-dependent commentary). Prior speech acts and current nonverbal behavior predict group action.
vhil.stanford.edu/publications...
New #cscw paper out with my amazing collaborators! In it, we predicted and analyzed what features saliently predicted turn-taking behaviors in VR π£οΈπ’
Panel of six figures featuring users engaging in VR activities in the presence and absence of virtual mirrors. These activities including getting acquainted with their avatar, socialization, and drawing.
A table featuring a non-exhaustive list of barriers to inclusive avatar embodiment in social VR. Categories in this list are embodied glitches and rendering issues, embodied design bias, disruptions to immersion, and survival tactics for embodied racial harassment.
New paper out! We explore avatar embodiment experiences of 52 Black users in social VR from ethnographic interviews + lab study. Findings unpack embodied consequences of racial representation in immersive VR and how users navigated challenges to expressing identity. vhil.stanford.edu/publications...