Eugy Han
Ph.D. Student in Communication, admitted Autumn 2020
Master of Arts Student in Communication, admitted Autumn 2023
All Publications
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Presence and Pronouns: An Exploratory Investigation into the Language of Social VR
JOURNAL OF LANGUAGE AND SOCIAL PSYCHOLOGY
2024
View details for DOI 10.1177/0261927X241248646
View details for Web of Science ID 001209364600001
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Lessons for/in virtual classrooms: designing a model for classrooms inside virtual reality
COMMUNICATION EDUCATION
2024; 73 (2): 234-243
View details for DOI 10.1080/03634523.2024.2312879
View details for Web of Science ID 001188500400004
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The influence of spatial dimensions of virtual environments on attitudes and nonverbal behaviors during social interactions
JOURNAL OF ENVIRONMENTAL PSYCHOLOGY
2024; 95
View details for DOI 10.1016/j.jenvp.2024.102269
View details for Web of Science ID 001218761500001
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Effect of Duration and Delay on the Identifiability of VR Motion
IEEE COMPUTER SOC. 2024: 70-75
View details for DOI 10.1109/WoWMoM60985.2024.00023
View details for Web of Science ID 001289070500012
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Understanding virtual design behaviors: A large-scale analysis of the design process in Virtual Reality
DESIGN STUDIES
2024; 90
View details for DOI 10.1016/j.destud.2023.101237
View details for Web of Science ID 001153427100001
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Exploring the Relationship Between Attribute Discrepancy and Avatar Embodiment in Immersive Social Virtual Reality.
Cyberpsychology, behavior and social networking
2023
Abstract
Social virtual reality (VR) is an emerging set of platforms where users interact while embodying avatars. Given that VR headsets track real physical movements and map them onto one's avatar body, the nature of one's digital representation is an important aspect of social VR. However, little is known about how the visual proximity of an avatar to the self shapes user experience in naturalistic, social VR environments. In this article, we use this context to explore how embodiment is influenced by the perceived differences between the physical attributes of a user and the virtual attributes of their avatar. We selected a number of attributes for this measure that have been shown to be important for customization and representation in VR. Participants created an avatar, spent time in social VR, and reported on their experience in a questionnaire. Our results demonstrate a significant negative association between attribute discrepancy and avatar embodiment, the psychological experience of one's virtual body as their own body. We discuss implications for theories of self-representation and suggest urgency on the part of games and VR designers to improve the methods of creating avatars.
View details for DOI 10.1089/cyber.2023.0210
View details for PubMedID 37851990
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People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse
JOURNAL OF COMPUTER-MEDIATED COMMUNICATION
2023; 28 (2)
View details for DOI 10.1093/jcmc/zmac031
View details for Web of Science ID 000908345100001
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Descriptive Linguistic Patterns of Group Conversations in VR
IEEE COMPUTER SOC. 2023: 785-786
View details for DOI 10.1109/VRW58643.2023.00235
View details for Web of Science ID 000990508800220
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A Large-Scale Study of Proxemics and Gaze in Groups
IEEE COMPUTER SOC. 2023: 409-417
View details for DOI 10.1109/VR55154.2023.00056
View details for Web of Science ID 000990497900041