Andrew C Beall
Biographic Data
| ID | 196699 |
|---|---|
| NAME | Andrew C Beall |
| GIVEN NAMES | Andrew C |
| FAMILY NAME | Beall |
| SIGNATURE | BEALL A C |
| AFFILIATIONS | Stanford University |
| VERIFIED | No |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 6 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1998 |
| LATEST PUBLICATION YEAR | 2008 |
| H-INDEX | 2 |
The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that teachers with augmented social perception (i.e., receiving visual warnings alerting them to students not …
Courtroom Applications of Virtual Environments, Immersive Virtual Environments, and Collaborative Virtual Environments
This article examines the possibilities and implications of employing virtual environments (VEs), immersive virtual environments (IVEs), and collaborative virtual environments (CVEs) in the courtroom. We argue that the immersive and interactive reality created by these tools adds significant value as a simulation of experience to enhance courtroom practice. The obvious boundaries between real and virtual enhance the attractiveness of these tools …
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Immersive collaborative virtual environments (CVEs) are simulations in which geographically separated individuals interact in a shared, three-dimensional, digital space using immersive virtual environment technology. Unlike videoconference technology, which transmits direct video streams, immersive CVEs accurately track movements of interactants and render them nearly simultaneously (i.e., in real time) onto avatars, three-dimensional digital rep…
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Immersive collaborative virtual environments (CVEs) are simulations in which geographically separated individuals interact in a shared, three-dimensional, digital space using immersive virtual environment technology. Unlike videoconference technology, which transmits direct video streams, immersive CVEs accurately track movements of interactants and render them nearly simultaneously (i.e., in real time) onto avatars, three-dimensional digital rep…
Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments
In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in appare…
Interpersonal Distance in Immersive Virtual Environments
Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants. In both stu…
Target Article: Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology
Historically, at least 3 methodological problems have dogged experimental social psychology: the experimental control-mundane realism trade-off, lack of replication, and unrepresentative sampling. We argue that immersive virtual environment technology (IVET) can help ameliorate, if not solve, these methodological problems and, thus, holds promise as a new social psychological research tool. In this article, we first present an overview of IVET an…
Visually Controlled Locomotion: Its Dependence on Optic Flow, Three-Dimensional Space Perception, and Cognition
Visually Controlled Locomotion: Its Dependence on Optic Flow, Three-Dimensional Space Perception, and Cognition
this article is to broaden the topic empirically and theoretically. At the empirical level, we argue that there are a number of visually controlled maneuvers that need to be addressed for their own sake, for they involve more than can be learned from research on aiming and braking. At the theoretical level, we argue that optic flow needs to be supplemented by other explanatory primitives, including the actor's perception of three-dimensional spat…
Courtroom Applications of Virtual Environments, Immersive Virtual Environments, and Collaborative Virtual Environments
This article examines the possibilities and implications of employing virtual environments (VEs), immersive virtual environments (IVEs), and collaborative virtual environments (CVEs) in the courtroom. We argue that the immersive and interactive reality created by these tools adds significant value as a simulation of experience to enhance courtroom practice. The obvious boundaries between real and virtual enhance the attractiveness of these tools …
Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments
In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in appare…
Visually Controlled Locomotion: Its Dependence on Optic Flow, Three-Dimensional Space Perception, and Cognition
Visually Controlled Locomotion: Its Dependence on Optic Flow, Three-Dimensional Space Perception, and Cognition
this article is to broaden the topic empirically and theoretically. At the empirical level, we argue that there are a number of visually controlled maneuvers that need to be addressed for their own sake, for they involve more than can be learned from research on aiming and braking. At the theoretical level, we argue that optic flow needs to be supplemented by other explanatory primitives, including the actor's perception of three-dimensional spat…
Target Article: Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology
Historically, at least 3 methodological problems have dogged experimental social psychology: the experimental control-mundane realism trade-off, lack of replication, and unrepresentative sampling. We argue that immersive virtual environment technology (IVET) can help ameliorate, if not solve, these methodological problems and, thus, holds promise as a new social psychological research tool. In this article, we first present an overview of IVET an…
Interpersonal Distance in Immersive Virtual Environments
Digital immersive virtual environment technology (IVET) enables behavioral scientists to conduct ecologically realistic experiments with near-perfect experimental control. The authors employed IVET to study the interpersonal distance maintained between participants and virtual humans. In Study 1, participants traversed a three-dimensional virtual room in which a virtual human stood. In Study 2, a virtual human approached participants. In both stu…
Does the Quality of the Computer Graphics Matter when Judging Distances in Visually Immersive Environments
In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in appare…
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Immersive collaborative virtual environments (CVEs) are simulations in which geographically separated individuals interact in a shared, three-dimensional, digital space using immersive virtual environment technology. Unlike videoconference technology, which transmits direct video streams, immersive CVEs accurately track movements of interactants and render them nearly simultaneously (i.e., in real time) onto avatars, three-dimensional digital rep…
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Immersive collaborative virtual environments (CVEs) are simulations in which geographically separated individuals interact in a shared, three-dimensional, digital space using immersive virtual environment technology. Unlike videoconference technology, which transmits direct video streams, immersive CVEs accurately track movements of interactants and render them nearly simultaneously (i.e., in real time) onto avatars, three-dimensional digital rep…
Courtroom Applications of Virtual Environments, Immersive Virtual Environments, and Collaborative Virtual Environments
This article examines the possibilities and implications of employing virtual environments (VEs), immersive virtual environments (IVEs), and collaborative virtual environments (CVEs) in the courtroom. We argue that the immersive and interactive reality created by these tools adds significant value as a simulation of experience to enhance courtroom practice. The obvious boundaries between real and virtual enhance the attractiveness of these tools …
The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that teachers with augmented social perception (i.e., receiving visual warnings alerting them to students not …
Computer Science (8 works) · Psychology (8 works) · Virtual Reality Applications and Impacts (8 works) · Human–computer interaction (7 works) · Social Psychology (5 works) · Virtual reality (5 works) · Gaze (4 works) · Multimedia (4 works) · Perception (4 works) · Action Observation and Synchronization (3 works)