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  2. Virtual Human Interaction Lab - Wikipedia

    en.wikipedia.org/wiki/Virtual_Human_Interaction_Lab

    Augmented perspective taking - researching how immersion and interactivity can enhance the ability to understand other minds and how the virtual experience can influence our attitudes and behaviors. Self-endorsing - researches how using the self as the source of persuasive messages can influence attitudes and behaviors in various persuasive ...

  3. Presence (telepresence) - Wikipedia

    en.wikipedia.org/wiki/Presence_(telepresence)

    Lee's typology of virtual experience. Presence has been delineated into subtypes, such as physical-, social-, and self-presence. [1] Lombard's working definition was "a psychological state in which virtual objects are experienced as actual objects in either sensory or nonsensory ways."

  4. Virtual reality - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality

    Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety or military training) and business (such as virtual meetings).

  5. Reality–virtuality continuum - Wikipedia

    en.wikipedia.org/wiki/Realityvirtuality_continuum

    Reality–virtuality continuum. The virtuality continuum is a continuous scale ranging between the completely virtual, a virtuality, and the completely real, reality.The reality–virtuality continuum therefore encompasses all possible variations and compositions of real and virtual objects.

  6. Social presence theory - Wikipedia

    en.wikipedia.org/wiki/Social_presence_theory

    Social presence theory explores how the "sense of being with another" is influenced by digital interfaces in human-computer interactions. [1] Developed from the foundations of interpersonal communication and symbolic interactionism, social presence theory was first formally introduced by John Short, Ederyn Williams, and Bruce Christie in The Social Psychology of Telecommunications. [2]

  7. 'Experiential' retail surges as landlords try to lure ...

    www.aol.com/news/experiential-retail-surges...

    Other experiential attractions use virtual reality, such as an exhibit about the Titanic coming to the Beverly Center mall in Los Angeles in March. Visitors wearing headsets will virtually descend ...

  8. Virtual reality applications - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_applications

    Virtual reality offers social scientists and psychologists a cost-effective tool to study and replicate interactions in a controlled environment. It allows an individual to embody an avatar. "Embodying" another being presents a different experience from simply imagining that you are someone else. [143]

  9. Proteus effect - Wikipedia

    en.wikipedia.org/wiki/Proteus_effect

    The Proteus effect describes a phenomenon in which the behavior of an individual, within virtual worlds, is changed by the characteristics of their avatar.This change is due to the individual's knowledge about the behaviors that other users who are part of that virtual environment typically associate with those characteristics.