Agents that reduce work and information overload
Communications of the ACM
The media equation: how people treat computers, television, and new media like real people and places
My partner is a real dog: cooperation with social agents
CSCW '96 Proceedings of the 1996 ACM conference on Computer supported cooperative work
The effects of animated characters on anxiety, task performance, and evaluations of user interfaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
Public Speaking in Virtual Reality: Facing an Audience of Avatars
IEEE Computer Graphics and Applications
Social inhibition in immersive virtual environments
Presence: Teleoperators and Virtual Environments
A gaze contingent environment for fostering social attention in autistic children
Proceedings of the 2004 symposium on Eye tracking research & applications
Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
IEEE Transactions on Visualization and Computer Graphics
Supporting Presentation Techniques based on Virtual Humans in Educational Virtual Worlds
CW '05 Proceedings of the 2005 International Conference on Cyberworlds
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
Interface agents as social models: the impact of appearance on females' attitude toward engineering
CHI '06 Extended Abstracts on Human Factors in Computing Systems
The effects of empathetic virtual characters on presence in narrative-centered learning environments
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
Cousins Virtual Jane and Virtual Joe, extraordinary virtual helpers
Computers & Education
AVARI: animated virtual agent retrieving information
Proceedings of the 47th Annual Southeast Regional Conference
The evolution of social behavior over time in second life
Presence: Teleoperators and Virtual Environments
The effects of virtual characters on audiences' movie experience
Interacting with Computers
Presence: Teleoperators and Virtual Environments
That avatar is looking at me! social inhibition in virtual worlds
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
A crowdsourcing method to develop virtual human conversational agents
International Journal of Human-Computer Studies
ACM Transactions on Applied Perception (TAP)
Social facilitation with social robots?
HRI '12 Proceedings of the seventh annual ACM/IEEE international conference on Human-Robot Interaction
Clerk agent promotes consumers' ethical purchasing behavior in unmanned purchase environment
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Within-crowd immersive evaluation of collision avoidance behaviors
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Trust in virtual teams: theory and tools
Proceedings of the 2013 conference on Computer supported cooperative work companion
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Let's keep in touch online: a Facebook aware virtual human interface
The Visual Computer: International Journal of Computer Graphics
Hi-index | 0.02 |
Do human-human social interactions carry over to human-virtual human social interactions? How does this affect future interface designers? We replicated classical tests of social influence known as the social facilitation and inhibition effects. Social facilitation/inhibition theory states that when in the presence of others, people perform simple tasks better and complex tasks worse. Participants were randomly assigned to perform both simple and complex tasks alone and in the presence of either a real human, a projected virtual human, or a virtual human in a head-mounted display. Our results showed participants were inhibited by the presence of others, whether real or virtual. That is, participants performed worse on the complex task, both in terms of percent correct and reaction times, when in the presence of others than when alone. Social facilitation did not occur with the real or virtual human. We discuss these results and their implications for future interface designers.