Communication in the age of virtual reality
The media equation: how people treat computers, television, and new media like real people and places
Social influence within immersive virtual environments
The social life of avatars
An experiment on public speaking anxiety in response to three different types of virtual audience
Presence: Teleoperators and Virtual Environments
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Social responses to virtual humans: implications for future interface design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Does the contingency of agents' nonverbal feedback affect users' social anxiety?
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Mere belief in social action improves complex learning
ICLS'08 Proceedings of the 8th international conference on International conference for the learning sciences - Volume 2
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
"It doesn't matter what you are!" Explaining social effects of agents and avatars
Computers in Human Behavior
Proceedings of the international conference on Multimedia
That avatar is looking at me! social inhibition in virtual worlds
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
A virtual reality version of the trier social stress test: A pilot study
Presence: Teleoperators and Virtual Environments
Social facilitation with social robots?
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
International Journal of Human-Computer Studies
DESRIST'12 Proceedings of the 7th international conference on Design Science Research in Information Systems: advances in theory and practice
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We assessed the utility of using immersive virtual environment (IVE) technology for social psychological research by attempting to replicate two classic social influence effects. Specifically, we sought to replicate the classic social facilitation/inhibition effects wherein individuals' performance on a task is affected by the presence of others. Within an IVE, participants mastered one of two tasks and subsequently performed the mastered or nonmastered task either alone or in the presence of a virtual human audience whom they were led to believe were either computer-controlled agents or human-controlled avatars. Those performing in the presence of avatars demonstrated classic social inhibition performance impairment effects relative to those performing alone or in the presence of agents. We discuss important elements involved in the experience of social influence within immersive virtual environments.