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
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
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
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
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
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
@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
@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
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
Some interesting thoughts in here.
28.05.2025 22:22 — 👍 5 🔁 2 💬 1 📌 0
“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
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
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
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
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
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
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
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
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
XR Hall of Fame | Designed 1st iPhone Game | 4 Keys 2 Fun. Unlocking human potential through play. Developer of Follow the White Rabbit Tales an XR mystery adventure you play in the real world with your real friends. Now soft launched on 🍎 Vision Pro!
Science Writer for Stanford School of Humanities and Sciences. Slowly building my lists in the great BlueSky.
XR / VR developer. Currently working on FastHands & Idea Engine. Game dev for Dimensional, Jigsaw360, Breath Tech.
Founder, Second Life. Also High Fidelity, CIMC.AI. http://rosedales.com
All models are wrong. Some models are useful.
📚 phd candidate @ stanford, nsf grf, comm + cs
👩🏾💻 researching ar/mr/vr through hci and media psych
☀️ research scientist intern at meta reality labs
✨prev: duke cs + visual & media studies
🗽🇯🇲🇹🇹
cyanjd.com
phding @Stanford • previously @Columbia • I design and build things in 🥽 sometimes
Ph.D. Student @Stanford.
I study how technology can enhance our senses—helping us see, touch, and experience the world in new ways. https://yujietao.me
North Londoner. "An earnest 1980s Blue Peter presenter impersonator" - The Guardian.
https://www.uploadvr.com/writer/dheaney/
Husband, father, gamer, professor, researcher, tinkerer.
AR/VR researcher since 1991. Bad at Overwatch and Valorant.
Tech Columnist at The Washington Post. Geoffrey.Fowler@washpost.com
Computer Scientist and Neuroscientist. Lead of the Blended Intelligence Research & Devices (BIRD) @GoogleXR. ex- Extended Perception Interaction & Cognition (EPIC) @MSFTResearch. ex- @Airbus applied maths
CEO & Chief Scientist, Unanimous Ai.
Computer Scientist & Research Engineer.
Working in VR, AR, and AI since 1991.
Current Focus: Collective Superintelligence.
PhD Researcher @ Stanford Virtual Human Interaction Lab 👓 | Brown U Alum 🐻🧠 | 🔜 AP @ Univetsity of Florida
Albuquerque, New Mexico. Golf, fly drones, run Spatial Computing meetup group meetup.com/spatial/, VR Club bit.ly/ABQVR VR New Mexico meetup.com/vr-newmexico/ & founded Debate Society bit.ly/ABQDEBATE @wareFLO on twitter.com/wareFLO "Chuck Altspace"@VRchat
Associate Professor at Michigan State University | Stanford and Cornell alum | www.davidmarkowitz.org
Media and Communication is a peer-reviewed open access journal dedicated to a wide variety of research in communication.
2023 Impact Factor: 2.7 (Q1)
https://www.cogitatiopress.com/mediaandcommunication
#AR #VR developer, consultant, blogger.
I love #gamedev, #China, and the Zergs' #QueenOfBlades.
Most of the time I've no idea what I'm doing.
Professor, University of Georgia.
Director, Center for Advanced Computer-Human Ecosystems (CACHE). https://www.ugavr.com
#VR #AR #research #behaviorchange #communication #technology #metaverse