Online focus groups

DW Stewart, P Shamdasani - Journal of Advertising, 2017 - Taylor & Francis
The rise of Web 2.0, the advent of greater bandwidth, and new technology platforms have
made it possible to extend the range of focus-group research to the online environment. This …

Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations

KL Nowak, J Fox - Review of Communication Research, 2018 - ssoar.info
Avatars are growing in popularity and present in many interfaces used for computer-
mediated communication (CMC) including social media, e-commerce, and education …

[PDF][PDF] Nonverbal overload: A theoretical argument for the causes of Zoom fatigue

JN Bailenson - 2021 - assets.pubpub.org
For decades, scholars have predicted that videoconference technology will disrupt the
practice of commuting daily to and from work and will change the way people socialize. In …

The Proteus effect: The effect of transformed self-representation on behavior

N Yee, J Bailenson - Human communication research, 2007 - academic.oup.com
Virtual environments, such as online games and web-based chat rooms, increasingly allow
us to alter our digital self-representations dramatically and easily. But as we change our self …

Virtual reality for research in social neuroscience

TD Parsons, A Gaggioli, G Riva - Brain sciences, 2017 - mdpi.com
The emergence of social neuroscience has significantly advanced our understanding of the
relationship that exists between social processes and their neurobiological underpinnings …

The use of immersive virtual reality in the learning sciences: Digital transformations of teachers, students, and social context

JN Bailenson, N Yee, J Blascovich… - The journal of the …, 2008 - Taylor & Francis
This article illustrates the utility of using virtual environments to transform social interaction
via behavior and context, with the goal of improving learning in digital environments. We first …

Virtual reality: A survival guide for the social scientist

J Fox, D Arena, JN Bailenson - Journal of Media Psychology, 2009 - econtent.hogrefe.com
In this article, we provide the nontechnical reader with a fundamental understanding of the
components of virtual reality (VR) and a thorough discussion of the role VR has played in …

Designing persuasive robots: how robots might persuade people using vocal and nonverbal cues

V Chidambaram, YH Chiang, B Mutlu - … of the seventh annual ACM/IEEE …, 2012 - dl.acm.org
Social robots have to potential to serve as personal, organizational, and public assistants as,
for instance, diet coaches, teacher's aides, and emergency respondents. The success of …

Footing in human-robot conversations: how robots might shape participant roles using gaze cues

B Mutlu, T Shiwa, T Kanda, H Ishiguro… - Proceedings of the 4th …, 2009 - dl.acm.org
During conversations, speakers establish their and others' participant roles (who participates
in the conversation and in what capacity)--or" footing" as termed by Goffman-using gaze …

Studying social interactions through immersive virtual environment technology: virtues, pitfalls, and future challenges

D Bombari, M Schmid Mast, E Canadas… - Frontiers in …, 2015 - frontiersin.org
The goal of the present review is to explain how immersive virtual environment technology
(IVET) can be used for the study of social interactions and how the use of virtual humans in …