Moving from virtual reality exposure-based therapy to augmented reality exposure-based therapy: a review

O Baus, S Bouchard - Frontiers in human neuroscience, 2014 - frontiersin.org
This paper reviews the move from virtual reality exposure-based therapy to augmented
reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete …

Three-dimensional image processing in the future of immersive media

F Isgro, E Trucco, P Kauff… - IEEE Transactions on …, 2004 - ieeexplore.ieee.org
This survey paper discusses the three-dimensional image processing challenges posed by
present and future immersive telecommunications, especially immersive video conferencing …

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 …

The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments

N Yee - Presence: Teleoperators and virtual environments, 2006 - direct.mit.edu
Online survey data were collected from 30,000 users of Massively Multi-User Online Role-
Playing Games (MMORPGs) over a three year period to explore users' demographics …

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 …

An experimental study on the role of touch in shared virtual environments

C Basdogan, CH Ho, MA Srinivasan… - ACM Transactions on …, 2000 - dl.acm.org
Investigating virtual environments has become an increasingly interesting research topic for
engineers, computer and cognitive scientists, and psychologists. Although there have been …

The psychology of massively multi-user online role-playing games: Motivations, emotional investment, relationships and problematic usage

N Yee - Avatars at work and play: Collaboration and interaction …, 2006 - Springer
Every day, millions of users [1, 2] interact, collaborate, and form relationships with each other
through avatars in online environments known as Massively Multi-User Online Role-Playing …

[PDF][PDF] Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments

N Yee, JN Bailenson - Proceedings of PRESENCE, 2006 - nickyee.com
In social psychology, perspective-taking has been shown to be a reliable method in
reducing negative social stereotyping. These exercises have until now only relied on asking …

Transformed social interaction: Decoupling representation from behavior and form in collaborative virtual environments

JN Bailenson, AC Beall, J Loomis… - … Teleoperators & Virtual …, 2004 - direct.mit.edu
Computer-mediated communication systems known as collaborative virtual environments
(CVEs) allow geographically separated individuals to interact verbally and nonverbally in a …

On the value of virtual worlds for collaborative design

P Koutsabasis, S Vosinakis, K Malisova, N Paparounas - Design Studies, 2012 - Elsevier
Virtual Worlds have not been deployed widely in collaborative design, and their respective
value is largely unknown. In this paper we make a combined use of established principles in …