Notes:
The Virtual Human Interaction Lab (VHIL) is a research lab at Stanford University that focuses on the study of human-computer interaction and the use of virtual reality and other technologies to create immersive virtual environments. The VHIL was founded in 2006 by Stanford professor Jeremy Bailenson, and has since become a leading center for research on the psychological and social effects of virtual reality and other immersive technologies.
The VHIL conducts a wide range of research on topics related to virtual reality, including the effects of embodiment, social presence, and other factors on human behavior. The lab also develops and uses various technologies, such as virtual reality headsets and motion capture systems, to create immersive virtual environments and study human behavior in these environments. The VHIL’s research has been published in a number of academic journals and presented at conferences, and has been widely cited in the media. The lab also provides a variety of resources, such as teaching materials and software toolkits, to researchers and educators who are interested in using virtual reality in their work.
See also:
100 Best WorldViz Vizard Videos | Virtual Human Meta Guide
Body space in social interactions: a comparison of reaching and comfort distance in immersive virtual reality
T Iachini, Y Coello, F Frassinetti, G Ruggiero – PloS one, 2014 – journals.plos.org
… Graphics card used Vizard softwares (WorldViz, USA) … Throughout the experimental session, the participants stood with their arms extended along their body, similarly to the posture assumed by virtual humans (see Figure 1) …
Specific EEG/ERP responses to dynamic facial expressions in virtual reality environments
M Simões, C Amaral, P Carvalho… – … Conference on Health …, 2014 – Springer
… The environments were developed with WorldViz® Vizard 4.0 framework and Autodesk® 3DS Max 2013 … C. Experimental Design The subject is presented with a virtual scene of a plaza containing a virtual human character in the center of the field of view …
Controlling social stress in virtual reality environments
D Hartanto, IL Kampmann, N Morina… – PloS one, 2014 – journals.plos.org
… The software package Vizard v3.0 was used for the visualization of the virtual room and virtual human. Animations for virtual humans were created using 3D Studio Max using a keyframe method. The hardware used was a Dell …
The use of doppelgangers in virtual reality to treat public speaking anxiety: a gender comparison
L Aymerich-Franch, J Bailenson – … of the International Society for Presence …, 2014 – Citeseer
… Stanford, CA, 94305-2050 laura.aymerich@gmail.com Affiliation: 1 Virtual Human Interaction Lab … Doppelgangers are virtual humans that highly resemble the real self but behave independently … We created a virtual classroom using Worldviz’s Vizard VR Toolkit and seated fifteen …
How to build an embodiment lab: achieving body representation illusions in virtual reality
B Spanlang, JM Normand, D Borland… – Frontiers in Robotics …, 2014 – frontiersin.org
… Each object might itself be arranged as a hierarchy. The representation of a virtual human follows these principles … Contrary to the usual description of geometry using individual rigid polyhedral objects with their materials applied, virtual humans are usually described as.
The relationship between virtual self similarity and social anxiety
L Aymerich-Franch, RF Kizilcec… – Frontiers in human …, 2014 – frontiersin.org
… image Laura Aymerich-Franch*, image René F. Kizilcec and Jeremy N. Bailenson. Virtual Human Interaction Lab, Department of Communication, Stanford University, Stanford, CA, USA … Apparatus. We created the virtual classroom using Worldviz’s Vizard VR Toolkit …
Virtual humans in games: realistic behavior and emotions for non-player characters
S Ercan, R Harel, JB Peperkamp, U Yilmaz – 2014 – Citeseer
Page 1. Final Report Virtual humans in games: realistic behavior and emotions for non-player characters … 2.1 Project description The main goal of the Virtual humans in games project is to integrate the semantic world editor Entika and the emotion appraisal engine Gamygdala …
Virtual assistive companions for older adults: qualitative field study and design implications
C Tsiourti, E Joly, C Wings, MB Moussa… – Proceedings of the 8th …, 2014 – dl.acm.org
… companion would do. This will be achieved during the project CaMeLi [10] by using existing and established technologies for emotion recognition [29], dialogue management [21], virtual human simulation [17] etc. These technologies …
Development of virtual and augmented reality environment for manufacturing
? ??????? – 2014 – nemertes.lis.upatras.gr
Page 1. UNIVERSITY OF PATRAS School of Engineering Department of Mechanical Engineering & Aeronautics Laboratory for Manufacturing Systems & Automation Director: Professor G. Chryssolouris PhD Dissertation DEVELOPMENT OF …
A data-driven model of pedestrian following and emergent crowd behavior
K Rio, WH Warren – Pedestrian and Evacuation Dynamics 2012, 2014 – Springer
… Displays were generated at a frame rate of 60 fps using the Vizard software package … Exp. Brain Res. 180(2), 303–319 (2007)CrossRefGoogle Scholar. 24. Li, T.-Y., Jeng, Y.-J., Chang, S.-I.: Simulating Virtual Human Crowds with a Leader-Follower Model …
The impact of vivid and personal messages on reducing energy consumption related to hot water use
JO Bailey – Citeseer
… Participants had a first-person perspective of the virtual world but could not see their virtual bodies. The virtual environment was generated and programmed using Worldviz’s Vizard VR toolkit. To further increase immersion in the virtual shower, participants experienced …
Virtual Application As A Teaching Tool For Anatomy Education
A Von Samek, M Gibber, BA Schiff… – VIRTUAL REALITY …, 2014 – researchgate.net
Page 161. In: Virtual Reality ISBN: 978-1-63321-933-5 Editors: Pietro Cipresso and Silvia Serino© 2015 Nova Science Publishers, Inc. Chapter 8 VIRTUAL APPLICATION AS A TEACHING TOOL FOR ANATOMY EDUCATION …
Generalized Anxiety Disorder and Obsessive–Compulsive Disorder: Efficacy and the Development of Virtual Environments
BK Wiederhold, S Bouchard – Advances in Virtual Reality and Anxiety …, 2014 – Springer
… the face) with all the information required by the computer to texture the polygon-shaped skeleton of a virtual human, and the … Frequently used software for scripting includes: Microsoft Visual Studio, Eclipse, Adobe Flash, Notepad++, Blender, Virtools, Vizard, Unity, and Unreal …
Virtual, Augmented and Mixed Reality: Applications of Virtual and Augmented Reality: 6th International Conference, VAMR 2014, Held as Part of HCI …
R Shumaker, L Stephanie – 2014 – books.google.com
Page 1. Randall Shumaker Stephanie Lackey (Eds.) Virtual, Augmented and Mixed Reality Applications of Virtual and Augmented Reality 4 6th International Conference, VAMR 2014 Held as Part of HCI International 2014 Heraklion …
Using social media to inform supplier selection in new product introduction
S Robaty Shirzad – 2014 – bura.brunel.ac.uk
Page 1. Sara Robaty Shirzad Page 1 Using Social Media to Inform Supplier Selection in New Product Introduction A thesis submitted towards the degree of Doctor of Philosophy By Sara Robaty Shirzad School of Information Systems, Computing and Mathematics …
Investigating Social Cognition: Lessons from the Perception of Dynamic Nonverbal Cues in Cross-Cultural Psychology and High-Functioning Autism
K Krämer – 2014 – kups.ub.uni-koeln.de
… Further, 3-second long animations of the VCs’ expressing happiness and anger were created using the virtual reality software Vizard (© WorldViz Inc., Santa Barbara, USA, 2012). Consequently, the stimulus material of Study 1 …