All Publications

  • Presence and Pronouns: An Exploratory Investigation into the Language of Social VR JOURNAL OF LANGUAGE AND SOCIAL PSYCHOLOGY DeVeaux, C., Markowitz, D. M., Han, E., Miller, M., Hancock, J. T., Bailenson, J. N. 2024
  • Lessons for/in virtual classrooms: designing a model for classrooms inside virtual reality COMMUNICATION EDUCATION Han, E., Bailenson, J. N. 2024; 73 (2): 234-243
  • The influence of spatial dimensions of virtual environments on attitudes and nonverbal behaviors during social interactions JOURNAL OF ENVIRONMENTAL PSYCHOLOGY Han, E., DeVeaux, C., Hancock, J. T., Ram, N., Harari, G. M., Bailenson, J. N. 2024; 95
  • Understanding virtual design behaviors: A large-scale analysis of the design process in Virtual Reality DESIGN STUDIES Wang, P., Miller, M. R., Han, E., Deveaux, C., Bailenson, J. N. 2024; 90
  • Exploring the Relationship Between Attribute Discrepancy and Avatar Embodiment in Immersive Social Virtual Reality. Cyberpsychology, behavior and social networking DeVeaux, C., Han, E., Landay, J. A., Bailenson, J. N. 2023


    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

  • 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 Han, E., Miller, M. R., DeVeaux, C., Jun, H., Nowak, K. L., Hancock, J. T., Ram, N., Bailenson, J. N. 2023; 28 (2)
  • Descriptive Linguistic Patterns of Group Conversations in VR DeVeaux, C., Markowitz, D. M., Han, E., Miller, M., Hancock, J. T., Bailenson, J. N., IEEE IEEE COMPUTER SOC. 2023: 785-786
  • A Large-Scale Study of Proxemics and Gaze in Groups Miller, M., DeVeaux, C., Han, E., Ram, N., Bailenson, J. N., IEEE IEEE COMPUTER SOC. 2023: 409-417