The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Abstract
During the last half of the twentieth century, psychologists and anthropologists have studied proxemics, or spacing behavior, among people in many contexts. As we enter the twenty-first century, immersive virtual environment technology promises new experimental venues in which researchers can study proxemics. Immersive virtual environments provide realistic and compelling experimental settings without sacrificing experimental control. The experiment reported here tested Argyle and Dean's (1965) equilibrium theory's specification of an inverse relationship between mutual gaze, a nonverbal cue signaling intimacy, and interpersonal distance. Participants were immersed in a three-dimensional virtual room in which a virtual human representation (that is, an embodied agent) stood. Under the guise of a memory task, participants walked towards and around the agent. Distance between the participant and agent was tracked automatically via our immersive virtual environment system. All participants maintained more space around agents than they did around similarly sized and shaped but nonhuman-like objects. Female participants maintained more interpersonal distance between themselves and agents who engaged them in eye contact (that is, mutual gaze behavior) than between themselves and agents who did not engage them in eye contact, whereas male participants did not. Implications are discussed for the study of proxemics via immersive virtual environment technology, as well as the design of virtual environments and virtual humans.
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Feeling and thinking: Preferences need no inferences.
Zajonc, R. B. (1980) · American Psychologist · doi:10.1037/0003-066x.35.2.151 · Cited by 8,094
Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002) · Psychological Inquiry · doi:10.1207/s15327965pli1302_01 · Cited by 1,280
Self-citationImmersive virtual environment technology as a basic research tool in psychology
Loomis, J. M., Blascovich, J. J., & Beall, A. C. (1999) · Behavior Research Methods, Instruments, & Computers · doi:10.3758/bf03200735 · Cited by 717
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Enhancing Our Lives with Immersive Virtual Reality
Slater, M., & Sanchez-Vives, M. V. (2016) · Frontiers in Robotics and AI · doi:10.3389/frobt.2016.00074 · Cited by 1,993
Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002) · Psychological Inquiry · doi:10.1207/s15327965pli1302_01 · Cited by 1,280
Self-citationAssessing Acceptance of Assistive Social Agent Technology by Older Adults: the Almere Model
Heerink, M., Kröse, B., Evers, V., & Wielinga, B. (2010) · International Journal of Social Robotics · doi:10.1007/s12369-010-0068-5 · Cited by 1,229
Nonverbal overload: A theoretical argument for the causes of Zoom fatigue.
Bailenson, J. N. (2021) · Technology, Mind, and Behavior · doi:10.1037/tmb0000030 · Cited by 1,203
Self-citationA Systematic Review of Social Presence: Definition, Antecedents, and Implications
Oh, C. S., Bailenson, J. N., & Welch, G. F. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00114 · Cited by 1,032
“…an increase in social presence when the visual representation is more photographically or anthropomorphically realistic (e.g., Kang and Watt, 2013), others report no differences (e.g., Bailenson et al., 2001; Bente et al., 2008) or even a reduction in social presence (e.g., Nowak and Biocca, 2003).”
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Metadata
- Authors
- Bailenson, J. N., Blascovich, J., Beall, A. C., & Loomis, J. M.
- Venue
- Presence: Teleoperators and Virtual Environments
- Publisher
- MIT Press - Journals
- Published
- 2001-12
- Volume
- 10
- Issue
- 6
- Pages
- 583-598
- ISSN
- 1054-7460 (ISSN-L)
- OpenAlex
- W2129162329
- Cited by
- 547
- References
- 3
- FWCI
- 9.81
- Type
- journal article
- Language
- en
- Open access
- closed
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