Frank Biocca
Biographic Data
| ID | 1109253 |
|---|---|
| NAME | Frank Biocca |
| GIVEN NAMES | Frank |
| FAMILY NAME | Biocca |
| SIGNATURE | BIOCCA F |
| AFFILIATIONS | University of North Carolina at Chapel Hill |
| VERIFIED | No |
| TOTAL WORKS | 24 |
| TOTAL CITATIONS | 195 |
| AUTHOR COUNT | 21 |
| EDITOR COUNT | 3 |
| FIRST PUBLICATION YEAR | 1987 |
| LATEST PUBLICATION YEAR | 2022 |
| H-INDEX | 6 |
In Platforms We Trust?Unlocking the Black-Box of News Algorithms through Interpretable AI
With the rapid increase in the use and implementation of AI in the journalism industry, the ethical issues of algorithmic journalism have grown rapidly and resulted in a large body of research that applied normative principles such as privacy, information disclosure, and data protection. Understanding how users’ information processing leads to information disclosure in platformized news contexts can be important questions to ask. We examine users…
Exploring immersive experience in journalism
Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ…
Explicating user behavior toward multi-screen adoption and diffusion: User experience in the multi-screen media ecology
Purpose The purpose of this paper is to analyze user behavior toward multi-screen services by employing neural networks to predict overall customer satisfaction and to prioritize the factors that influence customer intentions
How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment
Immersed in Media: Telepresence Theory, Measurement & Technology
Communication in the Age of Virtual Reality
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next …
Television and Political Advertising
This volume represents one of the first major scholarly effort to unravel the psychological and symbolic processing of political advertising. Utilizing survey, experimental, qualitative, and semiotic methodologies to study this phenomenon, the contributors to Television and Political Advertising trace how political ads help to interpret the psychological reality of the presidential campaign in the minds of millions of voters. A product of the Nat…
Television and Political Advertising: Volume I
A Process Model of the Formation of Spatial Presence Experiences
In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is proposed. It is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence. The model includes assumptions about attention allocation, mental models, and invo…
Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion.[1]
To be truly useful for media theory, the concept of presence should be applicable to all forms of virtual environments including those of traditional media like television and traditional content such as advertising. This study reports the results of an experiment on the effects of the visual angle of the display (sensory saturation) and room illumination (sensory suppression) on the sensation of telepresence during normal television viewing. A s…
The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments [1]
How does the changing representation of the body in virtual environments affect the mind? This article considers how virtual reality interfaces are evolving to embody the user progressively. The effect of embodiment on the sensation of physical presence, social presence, and self presence in virtual environments is discussed. The effect of avatar representation on body image and body schema distortion is also considered. The paper ends with the i…
Does home internet use influence the academic performance of low-income children
HomeNetToo is a longitudinal field study designed to examine the antecedents and consequences of home Internet use in low-income families
The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments
We report on an experiment that examined the influence of anthropomorphism and perceived agency on presence, copresence, and social presence in a virtual environment. The experiment varied the level of anthropomorphism of the image of interactants: high anthropomorphism, low anthropomorphism, or no image. Perceived agency was manipulated by telling the participants that the image was either an avatar controlled by a human, or an agent controlled …
Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria
At a time of increased social usage of net and collaborative applications, a robust and detailed theory of social presence could contribute to our understanding of social behavior in mediated environments, allow researchers to predict and measure differences among media interfaces, and guide the design of new social environments and interfaces. A broader theory of social presence can guide more valid and reliable measures. The article reviews, cl…
Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence
The conceptualization of a virtual experience has emerged because advancements in computer technology have led to a movement toward more multisensory online experiences. Two studies designed to explore the concepts of virtual experience and presence are presented, with the results largely supporting the proposition that 3-D advertising is capable of enhancing presence and, to varying degrees, ultimately influencing the product knowledge, brand at…
Evolutionary Cooperative Design Methodology: The Genetic Sculpture Park
The Genetic Sculpture Park seeks to engage artists and observers in a creative dialogue and to empower novices in the creation of complex computer-graphic models. Each visitor to the park experiences a unique set of sculptural forms and takes part in a cooperative conversation with the computer to produce more aesthetically pleasing designs. Inspired by Darwin's theory of evolution, the project uses genetic algorithms to allow visitors to "breed"…
Communication Research in the Design of Communication Interfaces and Systems
In order to reconquer the machine and subdue it to human putposes, one must first understand it and assimilate it. So far we have embraced the machine without fully understanding it. (Mumford, 1934, p. 334) In order to understand the phenomena surrounding a new technology, we must open the question of design-the interaction between under-standing and creation. (Winograd & Flores, 1987, p. 4) Communication research seems forever ordained to consid…
Virtual Reality Technology: A Tutorial
Journal Article Virtual Reality Technology: A Tutorial Get access Frank Biocca Frank Biocca 1Frank Biocca is an associate professor and director of the Center for Research in Journalism and Mass Communication at the University of North Carolina, Chapel Hill. Search for other works by this author on: Oxford Academic Google Scholar Journal of Communication, Volume 42, Issue 4, December 1992, Pages 23–72, https://doi.org/10.1111/j.1460-2466.1992.tb0…
An Insider's View of the Future of Virtual Reality
Jaron Lanier, Frank Biocca; An Insider's View of the Future of Virtual Reality, Journal of Communication, Volume 42, Issue 4, 1 December 1992, Pages 150–17
Communication Within Virtual Reality: Creating a Space for Research
Journal Article Communication Within Virtual Reality: Creating a Space for Research Get access Frank Biocca Frank Biocca 1Frank Biocca is an associate professor and director of the Center for Research in Journalism and Mass Communication at the University of North Carolina, Chapel Hill. Search for other works by this author on: Oxford Academic Google Scholar Journal of Communication, Volume 42, Issue 4, December 1992, Pages 5–22, https://doi.org/…
The Elastic Body Image: The Effect of Television Advertising and Programming on Body Image Distortions in Young Women
Philip N. Myers, Jr., Frank A. Biocca; The Elastic Body Image: The Effect of Television Advertising and Programming on Body Image Distortions in Young Wome
Media and Perceptual Shifts: Early Radio and the Clash of Musical Cultures
The pursuit of sound: Radio, perception and utopia in the early twentieth century
Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics
(1987). Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics. Annals of the International Communication Association: Vol. 10, Communication Yearbook 10, pp. 684-708
Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria
At a time of increased social usage of net and collaborative applications, a robust and detailed theory of social presence could contribute to our understanding of social behavior in mediated environments, allow researchers to predict and measure differences among media interfaces, and guide the design of new social environments and interfaces. A broader theory of social presence can guide more valid and reliable measures. The article reviews, cl…
The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments [1]
How does the changing representation of the body in virtual environments affect the mind? This article considers how virtual reality interfaces are evolving to embody the user progressively. The effect of embodiment on the sensation of physical presence, social presence, and self presence in virtual environments is discussed. The effect of avatar representation on body image and body schema distortion is also considered. The paper ends with the i…
Exploring immersive experience in journalism
Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ…
Does home internet use influence the academic performance of low-income children
HomeNetToo is a longitudinal field study designed to examine the antecedents and consequences of home Internet use in low-income families
Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion.[1]
To be truly useful for media theory, the concept of presence should be applicable to all forms of virtual environments including those of traditional media like television and traditional content such as advertising. This study reports the results of an experiment on the effects of the visual angle of the display (sensory saturation) and room illumination (sensory suppression) on the sensation of telepresence during normal television viewing. A s…
Media and Perceptual Shifts: Early Radio and the Clash of Musical Cultures
Explicating user behavior toward multi-screen adoption and diffusion: User experience in the multi-screen media ecology
Purpose The purpose of this paper is to analyze user behavior toward multi-screen services by employing neural networks to predict overall customer satisfaction and to prioritize the factors that influence customer intentions
The pursuit of sound: Radio, perception and utopia in the early twentieth century
Evolutionary Cooperative Design Methodology: The Genetic Sculpture Park
The Genetic Sculpture Park seeks to engage artists and observers in a creative dialogue and to empower novices in the creation of complex computer-graphic models. Each visitor to the park experiences a unique set of sculptural forms and takes part in a cooperative conversation with the computer to produce more aesthetically pleasing designs. Inspired by Darwin's theory of evolution, the project uses genetic algorithms to allow visitors to "breed"…
Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics
(1987). Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics. Annals of the International Communication Association: Vol. 10, Communication Yearbook 10, pp. 684-708
Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics
(1987). Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics. Annals of the International Communication Association: Vol. 10, Communication Yearbook 10, pp. 684-708
The pursuit of sound: Radio, perception and utopia in the early twentieth century
Media and Perceptual Shifts: Early Radio and the Clash of Musical Cultures
Virtual Reality Technology: A Tutorial
Journal Article Virtual Reality Technology: A Tutorial Get access Frank Biocca Frank Biocca 1Frank Biocca is an associate professor and director of the Center for Research in Journalism and Mass Communication at the University of North Carolina, Chapel Hill. Search for other works by this author on: Oxford Academic Google Scholar Journal of Communication, Volume 42, Issue 4, December 1992, Pages 23–72, https://doi.org/10.1111/j.1460-2466.1992.tb0…
An Insider's View of the Future of Virtual Reality
Jaron Lanier, Frank Biocca; An Insider's View of the Future of Virtual Reality, Journal of Communication, Volume 42, Issue 4, 1 December 1992, Pages 150–17
Communication Within Virtual Reality: Creating a Space for Research
Journal Article Communication Within Virtual Reality: Creating a Space for Research Get access Frank Biocca Frank Biocca 1Frank Biocca is an associate professor and director of the Center for Research in Journalism and Mass Communication at the University of North Carolina, Chapel Hill. Search for other works by this author on: Oxford Academic Google Scholar Journal of Communication, Volume 42, Issue 4, December 1992, Pages 5–22, https://doi.org/…
The Elastic Body Image: The Effect of Television Advertising and Programming on Body Image Distortions in Young Women
Philip N. Myers, Jr., Frank A. Biocca; The Elastic Body Image: The Effect of Television Advertising and Programming on Body Image Distortions in Young Wome
Communication Research in the Design of Communication Interfaces and Systems
In order to reconquer the machine and subdue it to human putposes, one must first understand it and assimilate it. So far we have embraced the machine without fully understanding it. (Mumford, 1934, p. 334) In order to understand the phenomena surrounding a new technology, we must open the question of design-the interaction between under-standing and creation. (Winograd & Flores, 1987, p. 4) Communication research seems forever ordained to consid…
Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence
The conceptualization of a virtual experience has emerged because advancements in computer technology have led to a movement toward more multisensory online experiences. Two studies designed to explore the concepts of virtual experience and presence are presented, with the results largely supporting the proposition that 3-D advertising is capable of enhancing presence and, to varying degrees, ultimately influencing the product knowledge, brand at…
Evolutionary Cooperative Design Methodology: The Genetic Sculpture Park
The Genetic Sculpture Park seeks to engage artists and observers in a creative dialogue and to empower novices in the creation of complex computer-graphic models. Each visitor to the park experiences a unique set of sculptural forms and takes part in a cooperative conversation with the computer to produce more aesthetically pleasing designs. Inspired by Darwin's theory of evolution, the project uses genetic algorithms to allow visitors to "breed"…
The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments
We report on an experiment that examined the influence of anthropomorphism and perceived agency on presence, copresence, and social presence in a virtual environment. The experiment varied the level of anthropomorphism of the image of interactants: high anthropomorphism, low anthropomorphism, or no image. Perceived agency was manipulated by telling the participants that the image was either an avatar controlled by a human, or an agent controlled …
Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria
At a time of increased social usage of net and collaborative applications, a robust and detailed theory of social presence could contribute to our understanding of social behavior in mediated environments, allow researchers to predict and measure differences among media interfaces, and guide the design of new social environments and interfaces. A broader theory of social presence can guide more valid and reliable measures. The article reviews, cl…
Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion.[1]
To be truly useful for media theory, the concept of presence should be applicable to all forms of virtual environments including those of traditional media like television and traditional content such as advertising. This study reports the results of an experiment on the effects of the visual angle of the display (sensory saturation) and room illumination (sensory suppression) on the sensation of telepresence during normal television viewing. A s…
The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments [1]
How does the changing representation of the body in virtual environments affect the mind? This article considers how virtual reality interfaces are evolving to embody the user progressively. The effect of embodiment on the sensation of physical presence, social presence, and self presence in virtual environments is discussed. The effect of avatar representation on body image and body schema distortion is also considered. The paper ends with the i…
Does home internet use influence the academic performance of low-income children
HomeNetToo is a longitudinal field study designed to examine the antecedents and consequences of home Internet use in low-income families
A Process Model of the Formation of Spatial Presence Experiences
In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is proposed. It is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence. The model includes assumptions about attention allocation, mental models, and invo…
Communication in the Age of Virtual Reality
This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next …
Television and Political Advertising
This volume represents one of the first major scholarly effort to unravel the psychological and symbolic processing of political advertising. Utilizing survey, experimental, qualitative, and semiotic methodologies to study this phenomenon, the contributors to Television and Political Advertising trace how political ads help to interpret the psychological reality of the presidential campaign in the minds of millions of voters. A product of the Nat…
Television and Political Advertising: Volume I
How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment
Immersed in Media: Telepresence Theory, Measurement & Technology
Exploring immersive experience in journalism
Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ…
Explicating user behavior toward multi-screen adoption and diffusion: User experience in the multi-screen media ecology
Purpose The purpose of this paper is to analyze user behavior toward multi-screen services by employing neural networks to predict overall customer satisfaction and to prioritize the factors that influence customer intentions
In Platforms We Trust?Unlocking the Black-Box of News Algorithms through Interpretable AI
With the rapid increase in the use and implementation of AI in the journalism industry, the ethical issues of algorithmic journalism have grown rapidly and resulted in a large body of research that applied normative principles such as privacy, information disclosure, and data protection. Understanding how users’ information processing leads to information disclosure in platformized news contexts can be important questions to ask. We examine users…
Computer Science (18 works) · Psychology (14 works) · Sociology (11 works) · Human–computer interaction (10 works) · Virtual reality (9 works) · Virtual Reality Applications and Impacts (8 works) · Art history (7 works) · History (7 works) · Media studies (7 works) · Political science (7 works)