Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
An experiment on public speaking anxiety in response to three different types of virtual audience
Presence: Teleoperators and Virtual Environments
Social inhibition in immersive virtual environments
Presence: Teleoperators and Virtual Environments
Can a virtual cat persuade you?: the role of gender and realism in speaker persuasiveness
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The responses of people to virtual humans in an immersive virtual environment
Presence: Teleoperators and Virtual Environments - Special issue: Collaborative information visualization environments
Social responses to virtual humans: implications for future interface design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using Presence Questionnaires in Reality
Presence: Teleoperators and Virtual Environments
Second Life as a Medium for Lecturing in College Courses
HICSS '09 Proceedings of the 42nd Hawaii International Conference on System Sciences
Virtual worlds - past, present, and future: New directions in social computing
Decision Support Systems
International Journal of Human-Computer Studies
Virtual worlds, real traffic: interaction and adaptation
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
A Case Study of Communication and Social Interactions in Learning in Second Life
HICSS '10 Proceedings of the 2010 43rd Hawaii International Conference on System Sciences
Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment
Proceedings of the 6th International Conference on Foundations of Digital Games
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
Hi-index | 0.00 |
What effect does controlling an avatar, while in the presence of other virtual agents, have on task performance in virtual worlds? Would the type of view have an influence on this effect? We conducted a study to observe the effects of social inhibition/facilitation traditionally seen in human-to-human interaction. The theory of social inhibition/facilitation states that the presence of others causes people to perform worse on complex tasks and better on simple tasks. Simple tasks are well-learned, easy tasks, while complex tasks require more thought processes to complete the task. Participants interacted in a virtual world through control of an avatar. Using this avatar, they completed both simple and complex math tasks in both 1st person and 3rd person views, either in the presence of another female virtual agent, male agent, or alone. The results from this study show that gender of virtual agents has an effect on real humans' sense of presence in the virtual world. Trends exist for inhibition and facilitation based on the gender of the agent and the view type. We have also identified several challenges in conducting experimental studies in virtual worlds. Our results may have implications on designing for education and training purposes in virtual worlds.