Monique Santoso
Biographic Data
| ID | 376727 |
|---|---|
| NAME | Monique Santoso |
| GIVEN NAMES | Monique |
| FAMILY NAME | Santoso |
| SIGNATURE | SANTOSO M |
| AFFILIATIONS | Stanford University |
| ORCID | 0000-0002-7513-3196 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2023 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Not seeing eye to eye: The effects of perceptual conflicts during social interactions in mixed reality
An Explication and Classroom Field Study of the Virtual Human Interaction Lab’s Expert (VHIL-E) LLM
89) used VHIL-E to query and understand the course materials and logged hallucinations, which were "egregiously wrong answers." Students then chose the single worst wrong answer over 8 weeks. They then compared the Base/RAG Hybrid-which prioritized the RAG but allowed ChatGPT to consult its general intelligence-to the RAG Constrained, which limited substantive information to the embedded index. Allowing VHIL-E access to GPT produced more than twi…
Conversational dynamics in social virtual reality: A large-scale, longitudinal study of speech acts and nonverbal behavior
Virtual placemaking: Self-built environments and revisiting shared memories in virtual reality increase group cohesion
Using virtual reality (VR) to revisit the past is a pervasive theme in philosophy, fiction, and futurism. We conducted a longitudinal exploratory study (N = 136) investigating how collectively revisiting shared real-world social interactions differs from envisioning plausible interactions in VR, and how experiencing self-built virtual environments or those built by others influences psychological and behavioral outcomes. Participants who revisite…
Five canonical findings from 30 years of psychological experimentation in virtual reality
How Video Passthrough Headsets Influence Perception of Self and Others
With the increasing adoption of mixed reality (MR) headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings, 1 this study quantitatively investigates the impact of video passthrough on users. Forty participants completed a body transfer task twice, once while wearing a headset in video passthrough and once without a headset. Using video passthrough induced sim…
From the sidelines to the headlines: How youth leveraged online technologies during the pandemic to drive a national policy advocacy campaign against predatory diet pills — A case study
Soon after the onset of the COVID-19 pandemic in 2020, much of the analog world as we knew it ground to a halt, jettisoning most arenas of life into the digital sphere. Among those who quickly gained facility with online ways of interacting and conducting business included youth and U.S. state lawmakers — two communities that rarely interacted prior to the pandemic. Within months, key means of civic participation had shifted online, leading to th…
Tackling colourism through storytelling in an online course for public health professionals
Objective: Strategic storytelling can be used to reframe dominant cultural narratives and improve community health outcomes. This pilot study assessed the impact of an original, online 3-week e-course, delivered from November to December 2021, in increasing learners’ knowledge of and concern for the seriousness of skin-shade discrimination and the use of skin-lightening products in India, increasing learners’ understanding of storytelling-based c…
Weak regulations threaten the safety of consumers from harmful weight-loss supplements globally: Results from a pilot global policy scan
Objective: To pilot a global policy scan assessing how governments worldwide regulate weight-loss supplements (WLS). Design: Experts on WLS policies from thirty countries that varied by World Bank income classification, with five from each of the six WHO regions, completed an online survey on WLS regulation in their country. The survey covered six domains: legal frameworks; pre-market requirements; claims, labelling, and advertisements; product a…
No prominent works on this page.
Tackling colourism through storytelling in an online course for public health professionals
Objective: Strategic storytelling can be used to reframe dominant cultural narratives and improve community health outcomes. This pilot study assessed the impact of an original, online 3-week e-course, delivered from November to December 2021, in increasing learners’ knowledge of and concern for the seriousness of skin-shade discrimination and the use of skin-lightening products in India, increasing learners’ understanding of storytelling-based c…
Weak regulations threaten the safety of consumers from harmful weight-loss supplements globally: Results from a pilot global policy scan
Objective: To pilot a global policy scan assessing how governments worldwide regulate weight-loss supplements (WLS). Design: Experts on WLS policies from thirty countries that varied by World Bank income classification, with five from each of the six WHO regions, completed an online survey on WLS regulation in their country. The survey covered six domains: legal frameworks; pre-market requirements; claims, labelling, and advertisements; product a…
How Video Passthrough Headsets Influence Perception of Self and Others
With the increasing adoption of mixed reality (MR) headsets with video passthrough functionality, concerns over perceptual and social effects have surfaced. Building on prior qualitative findings, 1 this study quantitatively investigates the impact of video passthrough on users. Forty participants completed a body transfer task twice, once while wearing a headset in video passthrough and once without a headset. Using video passthrough induced sim…
From the sidelines to the headlines: How youth leveraged online technologies during the pandemic to drive a national policy advocacy campaign against predatory diet pills — A case study
Soon after the onset of the COVID-19 pandemic in 2020, much of the analog world as we knew it ground to a halt, jettisoning most arenas of life into the digital sphere. Among those who quickly gained facility with online ways of interacting and conducting business included youth and U.S. state lawmakers — two communities that rarely interacted prior to the pandemic. Within months, key means of civic participation had shifted online, leading to th…
Conversational dynamics in social virtual reality: A large-scale, longitudinal study of speech acts and nonverbal behavior
Virtual placemaking: Self-built environments and revisiting shared memories in virtual reality increase group cohesion
Using virtual reality (VR) to revisit the past is a pervasive theme in philosophy, fiction, and futurism. We conducted a longitudinal exploratory study (N = 136) investigating how collectively revisiting shared real-world social interactions differs from envisioning plausible interactions in VR, and how experiencing self-built virtual environments or those built by others influences psychological and behavioral outcomes. Participants who revisite…
Five canonical findings from 30 years of psychological experimentation in virtual reality
Not seeing eye to eye: The effects of perceptual conflicts during social interactions in mixed reality
An Explication and Classroom Field Study of the Virtual Human Interaction Lab’s Expert (VHIL-E) LLM
89) used VHIL-E to query and understand the course materials and logged hallucinations, which were "egregiously wrong answers." Students then chose the single worst wrong answer over 8 weeks. They then compared the Base/RAG Hybrid-which prioritized the RAG but allowed ChatGPT to consult its general intelligence-to the RAG Constrained, which limited substantive information to the embedded index. Allowing VHIL-E access to GPT produced more than twi…
Psychology (4 works) · Virtual reality (4 works) · Virtual Reality Applications and Impacts (4 works) · Computer Science (3 works) · Medicine (3 works) · Political science (3 works) · Action Observation and Synchronization (2 works) · Business (2 works) · Human–computer interaction (2 works) · Physics (2 works)