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Eugy Han

Biographic Data

ID3817575
NAMEEugy Han
GIVEN NAMESEugy
FAMILY NAMEHan
SIGNATUREHAN E
AFFILIATIONSStanford University
ORCID0000-0002-1066-6186
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS4
AUTHOR COUNT11
EDITOR COUNT0
FIRST PUBLICATION YEAR2023
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Not seeing eye to eye

    Open Access•Eugy Han, Portia Wang et al.•ARTICLE•Computers in Human Behavior•2026

  • Black immersive virtuality

    Open Access•Cyan Deveaux, Eugy Han et al.•ARTICLE•Computers in Human Behavior•2025

  • Conversational dynamics in social virtual reality

    Open Access•Monique Santoso, Portia Wang et al.•ARTICLE•Computers in Human Behavior•2025

  • Time matters in VR

    Open Access•Rabindra Ratan, Qiyang Lin et al.•ARTICLE•Computers & Education•2025

  • Virtual placemaking

    Open Access•Portia Wang, Monique Santoso et al.•ARTICLE•Journal of Computer-Mediated…•2025•References: 4

    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

    Open Access•Jeremy N Bailenson, Cyan Deveaux et al.•ARTICLE•Nature Human Behaviour•2025•References: 126

  • Lessons for/in virtual classrooms

    Eugy Han, Jeremy N Bailenson•ARTICLE•Communication Education•2024

    From working to socializing to learning, many of our daily routines can be accomplished virtually and have increasingly been done so. In the United States alone, the number of people working remote

  • How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality

    Open Access•Eugy Han, Ian Strate et al.•ARTICLE•Media and Communication•2024

    Virtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. Prior research has shown that training new users on how to use VR before they engage in learning tasks housed in VR is critical. The right kind of training and targeted guidance may h…

  • Presence and Pronouns

    Open Access•Cyan Deveaux, D M Markowitz et al.•ARTICLE•Journal of Language and Social…•2024•Cited by: 1•References: 36

    As social virtual reality (VR) continues to grow as a medium for digital communication, sustaining presence among communicators remains one of the main constructs that researchers and practitioners use to assess the quality of user experience. In the present paper, we explore language patterns as a behavioral link to presence. We accomplished this through an exploratory text analysis of over 4,800 min of conversation in social VR, consisting of o…

  • Exploring the Relationship Between Attribute Discrepancy and Avatar Embodiment in Immersive Social Virtual Reality

    Open Access•Cyan Deveaux, Eugy Han et al.•ARTICLE•Cyberpsychology Behavior and…•2023

    Social virtual reality (VR) is an emerging set of platforms where users interact while embodying avatars. Given that VR headsets track real physical movements and map them onto one's avatar body, the nature of one's digital representation is an important aspect of social VR. However, little is known about how the visual proximity of an avatar to the self shapes user experience in naturalistic, social VR environments. In this article, we use this …

  • People, places, and time

    Open Access•Eugy Han, Mark Roman Miller et al.•ARTICLE•Journal of Computer-Mediated…•2023•Cited by: 3•References: 9

    As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1 (n = 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonve…

  • People, places, and time

    Open Access•Eugy Han, Mark Roman Miller et al.•ARTICLE•Journal of Computer-Mediated…•2023•Cited by: 3•References: 9

    As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1 (n = 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonve…

  • Presence and Pronouns

    Open Access•Cyan Deveaux, D M Markowitz et al.•ARTICLE•Journal of Language and Social…•2024•Cited by: 1•References: 36

    As social virtual reality (VR) continues to grow as a medium for digital communication, sustaining presence among communicators remains one of the main constructs that researchers and practitioners use to assess the quality of user experience. In the present paper, we explore language patterns as a behavioral link to presence. We accomplished this through an exploratory text analysis of over 4,800 min of conversation in social VR, consisting of o…

  • Exploring the Relationship Between Attribute Discrepancy and Avatar Embodiment in Immersive Social Virtual Reality

    Open Access•Cyan Deveaux, Eugy Han et al.•ARTICLE•Cyberpsychology Behavior and…•2023

    Social virtual reality (VR) is an emerging set of platforms where users interact while embodying avatars. Given that VR headsets track real physical movements and map them onto one's avatar body, the nature of one's digital representation is an important aspect of social VR. However, little is known about how the visual proximity of an avatar to the self shapes user experience in naturalistic, social VR environments. In this article, we use this …

  • People, places, and time

    Open Access•Eugy Han, Mark Roman Miller et al.•ARTICLE•Journal of Computer-Mediated…•2023•Cited by: 3•References: 9

    As the metaverse expands, understanding how people use virtual reality to learn and connect is increasingly important. We used the Transformed Social Interaction paradigm (Bailenson et al., 2004) to examine different avatar identities and environments over time. In Study 1 (n = 81), entitativity, presence, enjoyment, and realism increased over 8 weeks. Avatars that resembled participants increased synchrony, similarities in moment-to-moment nonve…

  • Lessons for/in virtual classrooms

    Eugy Han, Jeremy N Bailenson•ARTICLE•Communication Education•2024

    From working to socializing to learning, many of our daily routines can be accomplished virtually and have increasingly been done so. In the United States alone, the number of people working remote

  • How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality

    Open Access•Eugy Han, Ian Strate et al.•ARTICLE•Media and Communication•2024

    Virtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. Prior research has shown that training new users on how to use VR before they engage in learning tasks housed in VR is critical. The right kind of training and targeted guidance may h…

  • Presence and Pronouns

    Open Access•Cyan Deveaux, D M Markowitz et al.•ARTICLE•Journal of Language and Social…•2024•Cited by: 1•References: 36

    As social virtual reality (VR) continues to grow as a medium for digital communication, sustaining presence among communicators remains one of the main constructs that researchers and practitioners use to assess the quality of user experience. In the present paper, we explore language patterns as a behavioral link to presence. We accomplished this through an exploratory text analysis of over 4,800 min of conversation in social VR, consisting of o…

  • Black immersive virtuality

    Open Access•Cyan Deveaux, Eugy Han et al.•ARTICLE•Computers in Human Behavior•2025

  • Conversational dynamics in social virtual reality

    Open Access•Monique Santoso, Portia Wang et al.•ARTICLE•Computers in Human Behavior•2025

  • Time matters in VR

    Open Access•Rabindra Ratan, Qiyang Lin et al.•ARTICLE•Computers & Education•2025

  • Virtual placemaking

    Open Access•Portia Wang, Monique Santoso et al.•ARTICLE•Journal of Computer-Mediated…•2025•References: 4

    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

    Open Access•Jeremy N Bailenson, Cyan Deveaux et al.•ARTICLE•Nature Human Behaviour•2025•References: 126

  • Not seeing eye to eye

    Open Access•Eugy Han, Portia Wang et al.•ARTICLE•Computers in Human Behavior•2026

Virtual reality (10 works) · Virtual Reality Applications and Impacts (10 works) · Computer Science (9 works) · Psychology (8 works) · Human–computer interaction (7 works) · Cognitive psychology (4 works) · Multimedia (4 works) · Action Observation and Synchronization (3 works) · Avatar (3 works) · Media Influence and Health (3 works)

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