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StanfordVR

@stanfordvr.bsky.social

For two decades we have built and studied VR/AR systems that explore the changes in the nature of social interaction. We research how virtual experiences impact people psychologically, and focus on education, nonverbal behavior, climate change & empathy.

1,296 Followers  |  38 Following  |  47 Posts  |  Joined: 20.11.2023  |  1.7862

Latest posts by stanfordvr.bsky.social on Bluesky

Sobre ponerse en los zapatos del otro: es la compasión guiada con la razón, no la empatía (Bloom). La primera te mueve a ayudar con una base moral, la segunda solo te lleva a un estado mental.

La #VR, como máquina de empatía, es inevitable. Que luego razones y eso haga que ayudes al otro, un mundo.

06.08.2025 15:27 — 👍 4    🔁 2    💬 1    📌 0
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Becoming Homeless on Meta Quest In this immersive virtual reality experience, spend days in the life of someone who can no longer afford a home. Attempt to save your home and to protect yourself and your belongings as you walk in an...

Years later (and many polygons fewer) we finally ported Becoming Homeless to the Meta Quest for free.

www.meta.com/experiences/...

Premiering at the Tribeca Film Festival (2017), VHIL's most studied piece on VR empathy. Samples in the 1000s, behavioral measures, longitudinal outcomes months later.

05.08.2025 22:15 — 👍 7    🔁 4    💬 1    📌 1
Preview
Becoming Homeless on Meta Quest In this immersive virtual reality experience, spend days in the life of someone who can no longer afford a home. Attempt to save your home and to protect yourself and your belongings as you walk in an...

Years later (and many polygons fewer) we finally ported Becoming Homeless to the Meta Quest for free.

www.meta.com/experiences/...

Premiering at the Tribeca Film Festival (2017), VHIL's most studied piece on VR empathy. Samples in the 1000s, behavioral measures, longitudinal outcomes months later.

05.08.2025 22:15 — 👍 7    🔁 4    💬 1    📌 1
Preview
Meta Explains Why The Ideal VR Session Is 20-40 Minutes Meta is telling developers that the ideal VR session length with today's hardware is 20-40 minutes, and has explained its reasoning.

Looks like someone at Meta has been doing their Stanford homework.

www.uploadvr.com/meta-ideal-v...

30.07.2025 03:29 — 👍 6    🔁 2    💬 0    📌 0

El factor de forma del visor #VR nos da unos 30 min antes de sentirse incómodo por el peso.

¿Y la carga cognitiva? La simulación de contextos puede pesar más que el propio cacharro.

30.07.2025 10:53 — 👍 3    🔁 2    💬 2    📌 0
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Meta Explains Why The Ideal VR Session Is 20-40 Minutes Meta is telling developers that the ideal VR session length with today's hardware is 20-40 minutes, and has explained its reasoning.

Looks like someone at Meta has been doing their Stanford homework.

www.uploadvr.com/meta-ideal-v...

30.07.2025 03:29 — 👍 6    🔁 2    💬 0    📌 0
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Personality activates differently depending on environmental context. Also in VR!

@davidmmarkowitz.bsky.social shows groups with extraverts excel in large spaces. Extroversion detectable by speech in platforms who can "shard" users by world size for group success.

vhil.stanford.edu/publications...

20.07.2025 16:52 — 👍 5    🔁 2    💬 0    📌 0
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Personality activates differently depending on environmental context. Also in VR!

@davidmmarkowitz.bsky.social shows groups with extraverts excel in large spaces. Extroversion detectable by speech in platforms who can "shard" users by world size for group success.

vhil.stanford.edu/publications...

20.07.2025 16:52 — 👍 5    🔁 2    💬 0    📌 0
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@annacqueiroz.bsky.social shows benefits of embodied perspective taking in corporate context. "Becoming" an employee and reliving one's own feedback improved emotional expressions in conversation. And, practice makes perfect, repeating VR training improves skills.

vhil.stanford.edu/publications...

02.07.2025 17:57 — 👍 3    🔁 1    💬 0    📌 0
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@annacqueiroz.bsky.social shows benefits of embodied perspective taking in corporate context. "Becoming" an employee and reliving one's own feedback improved emotional expressions in conversation. And, practice makes perfect, repeating VR training improves skills.

vhil.stanford.edu/publications...

02.07.2025 17:57 — 👍 3    🔁 1    💬 0    📌 0
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wow, great presentation of a computational literature review from David Markowitz and Jeremy Bailenson with a final sample of 21.000 papers on VR, identifying themes, journals, and metadata. With human coders, this would have taken 7 years of coding.

13.06.2025 18:26 — 👍 2    🔁 1    💬 0    📌 0

What if your brain could control a lobster in VR, or grow a third arm?

Homuncular Flexibility explores how we adapt to nonhuman avatars. A wild journey through brain plasticity, empathy, and VR’s future.

Read the paper by Won, Bailenson and Lanier: vhil.stanford.edu/sites/g/file...

25.06.2025 11:28 — 👍 9    🔁 4    💬 0    📌 0
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Stanford’s 2025 VR Review: Top Pros & Cons Explained Discover Stanford’s 2025 VR review: five key psychological findings on when to use VR—and when a traditional screen suffices.

www.securities.io/stanford%E2%...

07.06.2025 03:04 — 👍 0    🔁 0    💬 0    📌 0

Some interesting thoughts in here.

28.05.2025 22:22 — 👍 5    🔁 2    💬 1    📌 0
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Five things to do in virtual reality – and five to avoid A review of experimental research reveals how VR is best used and why it’s struggled to become a megahit with consumers.

news.stanford.edu/stories/2025...

28.05.2025 16:41 — 👍 10    🔁 3    💬 1    📌 1
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“Explore highlights of nearly two decades of research from Stanford's Virtual Human Interaction Lab and discover how we can use this medium to enhance our everyday lives.”

— Virtual Becomes Reality: A @StanfordVR Experience on Steam https://bit.ly/3qzrO08

01.07.2021 18:08 — 👍 3    🔁 3    💬 0    📌 0
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Five things to do in virtual reality – and five to avoid A review of experimental research reveals how VR is best used and why it’s struggled to become a megahit with consumers.

Learning to fly a plane? Practicing speaking before a large crowd? #VirtualReality is great. Attending mundane meetings, answering email? Not so much. Check out the findings from a review of 30 years of #VR research led by @stanfordvr.bsky.social
news.stanford.edu/stories/2025...

28.05.2025 20:52 — 👍 3    🔁 3    💬 0    📌 0
Preview
Five things to do in virtual reality – and five to avoid A review of experimental research reveals how VR is best used and why it’s struggled to become a megahit with consumers.

news.stanford.edu/stories/2025...

28.05.2025 16:41 — 👍 10    🔁 3    💬 1    📌 1
Preview
Five canonical findings from 30 years of psychological experimentation in virtual reality - Nature Human Behaviour This Review presents five canonical psychological research findings in virtual reality (VR) over the past three decades. These findings have been consistently replicated and are useful for both researchers and users of VR.

This Review by Bailenson et al presents five canonical psychological research findings in VR over the past three decades. These findings have been consistently replicated, and are useful for both researchers and users of VR.

22.05.2025 22:00 — 👍 10    🔁 3    💬 0    📌 0
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Stanford Researchers Suggest 5 'Canonical' Findings About VR Researchers at Stanford suggest 5 "canonical" findings from 30 years of psychological experimentation in VR.

Researchers at Stanford suggest 5 "canonical" findings from 30 years of psychological experimentation in VR:

www.uploadvr.com/5-canonical-...

24.05.2025 00:08 — 👍 18    🔁 1    💬 0    📌 0
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Five canonical findings from 30 years of psychological experimentation in virtual reality - Nature Human Behaviour This Review presents five canonical psychological research findings in virtual reality (VR) over the past three decades. These findings have been consistently replicated and are useful for both resear...

Five enduring, in-lab VR results (w/ @stanfordvr.bsky.social): (1) presence depends on activity, (2) self-avatars shape behavior, (3) VR better for procedural than abstract learning,(4) body tracking is powerful but privacy-risky, (5) people underestimate VR distance.
www.nature.com/articles/s41...

23.05.2025 15:46 — 👍 6    🔁 4    💬 0    📌 0
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Five canonical findings from 30 years of psychological experimentation in virtual reality - Nature Human Behaviour This Review presents five canonical psychological research findings in virtual reality (VR) over the past three decades. These findings have been consistently replicated and are useful for both resear...

Study: "the benefit of being there [VR] depends on the activity; self-avatars influence behaviour; procedural training works better than abstract learning; body tracking makes VR unique; people underestimate distance in VR." #VirtualReality #ImmersiveLearning #EdTech

www.nature.com/articles/s41...

23.05.2025 14:53 — 👍 3    🔁 2    💬 0    📌 0
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5 robust, replicated, & meta-analyzed findings from 30 years of psych research in VR. Timeline of events in experiment history, recommendations for consumers & scholars new to the medium, and the DICE model on when to use (and not use) VR.

@nathumbehav.nature.com

vhil.stanford.edu/publications...

22.05.2025 20:15 — 👍 21    🔁 6    💬 0    📌 0
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5 robust, replicated, & meta-analyzed findings from 30 years of psych research in VR. Timeline of events in experiment history, recommendations for consumers & scholars new to the medium, and the DICE model on when to use (and not use) VR.

@nathumbehav.nature.com

vhil.stanford.edu/publications...

22.05.2025 20:15 — 👍 21    🔁 6    💬 0    📌 0
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VHIL suggests "30 minutes" for VR sessions. Robby Ratan & colleagues tested it. 30 participants met regularly over 3 months. Duration had an inverted U-shaped relationship with peer social presence. Many peaks are in the 30 minute range but varied by participant.

vhil.stanford.edu/publications...

14.05.2025 18:09 — 👍 8    🔁 3    💬 1    📌 1
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VHIL suggests "30 minutes" for VR sessions. Robby Ratan & colleagues tested it. 30 participants met regularly over 3 months. Duration had an inverted U-shaped relationship with peer social presence. Many peaks are in the 30 minute range but varied by participant.

vhil.stanford.edu/publications...

14.05.2025 18:09 — 👍 8    🔁 3    💬 1    📌 1
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How do groups behave in VR?

Monique Santoso coded 9,000 speech acts to develop Virtual Reality Interaction Dynamics Scheme, 10 speech acts (e.g., disagreements, context-dependent commentary). Prior speech acts and current nonverbal behavior predict group action.

vhil.stanford.edu/publications...

07.05.2025 23:13 — 👍 9    🔁 5    💬 0    📌 0
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How do groups behave in VR?

Monique Santoso coded 9,000 speech acts to develop Virtual Reality Interaction Dynamics Scheme, 10 speech acts (e.g., disagreements, context-dependent commentary). Prior speech acts and current nonverbal behavior predict group action.

vhil.stanford.edu/publications...

07.05.2025 23:13 — 👍 9    🔁 5    💬 0    📌 0
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Who speaks next?

@PortiaWang.bsky.social analyzed a VR dataset of 77 sessions, 1660 minutes of group meetings over 4 weeks. Verbal & nonverbal history captured at millisecond level predicted turn-taking at nearly 30% over chance. To appear @acm-cscw.bsky.social.

vhil.stanford.edu/publications...

28.04.2025 18:44 — 👍 8    🔁 5    💬 0    📌 2

📢New Pub📢 led by @portiawang.bsky.social (soon out in #CSCW2025 ) investigates turn-taking behaviors in social #VR by extracting features based on social dynamics literature 🗣️

28.04.2025 21:21 — 👍 4    🔁 1    💬 0    📌 0

@stanfordvr is following 20 prominent accounts