Fernanda Herrera
Biographic Data
| ID | 6715074 |
|---|---|
| NAME | Fernanda Herrera |
| GIVEN NAMES | Fernanda |
| FAMILY NAME | Herrera |
| SIGNATURE | HERRERA F |
| AFFILIATIONS | Stanford University |
| ORCID | 0000-0001-5616-0706 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2021 |
| H-INDEX | 1 |
Effect of Virtual Reality Perspective-Taking on Related and Unrelated Contexts
Virtual reality perspective-taking (VRPT) experiences effectively increase both empathy and prosocial behaviors toward related social targets (e.g., cutting down a tree in virtual reality increases concern for the environment). This project tests the prediction that empathy is analogous to a muscle that increases with practice and can transfer to unrelated contexts instead of being a mental state that increases only for a specific context or targ…
Virtual reality perspective-taking at scale: Effect of avatar representation, choice, and head movement on prosocial behaviors
The present investigation examined the effect of avatar representation, choice, and head movement on prosocial behaviors and measures of presence after a virtual reality perspective-taking (VRPT) task. Participants were either represented by a set of virtual hands or had no representation during a VRPT task. Of those with hands, only half were able to choose their skin tone. Results showed that there was no significant advantage to having an avat…
Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking
Virtual Reality (VR) has been increasingly referred to as the "ultimate empathy machine" since it allows users to experience any situation from any point of view. However, empirical evidence supporting the claim that VR is a more effective method of eliciting empathy than traditional perspective-taking is limited. Two experiments were conducted in order to compare the short and long-term effects of a traditional perspective-taking task and a VR p…
Virtual reality perspective-taking at scale: Effect of avatar representation, choice, and head movement on prosocial behaviors
The present investigation examined the effect of avatar representation, choice, and head movement on prosocial behaviors and measures of presence after a virtual reality perspective-taking (VRPT) task. Participants were either represented by a set of virtual hands or had no representation during a VRPT task. Of those with hands, only half were able to choose their skin tone. Results showed that there was no significant advantage to having an avat…
Building long-term empathy: A large-scale comparison of traditional and virtual reality perspective-taking
Virtual Reality (VR) has been increasingly referred to as the "ultimate empathy machine" since it allows users to experience any situation from any point of view. However, empirical evidence supporting the claim that VR is a more effective method of eliciting empathy than traditional perspective-taking is limited. Two experiments were conducted in order to compare the short and long-term effects of a traditional perspective-taking task and a VR p…
Effect of Virtual Reality Perspective-Taking on Related and Unrelated Contexts
Virtual reality perspective-taking (VRPT) experiences effectively increase both empathy and prosocial behaviors toward related social targets (e.g., cutting down a tree in virtual reality increases concern for the environment). This project tests the prediction that empathy is analogous to a muscle that increases with practice and can transfer to unrelated contexts instead of being a mental state that increases only for a specific context or targ…
Virtual reality perspective-taking at scale: Effect of avatar representation, choice, and head movement on prosocial behaviors
The present investigation examined the effect of avatar representation, choice, and head movement on prosocial behaviors and measures of presence after a virtual reality perspective-taking (VRPT) task. Participants were either represented by a set of virtual hands or had no representation during a VRPT task. Of those with hands, only half were able to choose their skin tone. Results showed that there was no significant advantage to having an avat…
Cognitive psychology (3 works) · Computer Science (3 works) · Psychology (3 works) · Social Psychology (3 works) · Virtual Reality Applications and Impacts (3 works) · Empathy (2 works) · Human–computer interaction (2 works) · Media Influence and Health (2 works) · Perspective-taking (2 works) · Prosocial behavior (2 works)