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Cyan Deveaux

Biographic Data

ID939164
NAMECyan Deveaux
GIVEN NAMESCyan
FAMILY NAMEDeveaux
SIGNATUREDEVEAUX C
AFFILIATIONSStanford University
ORCID0000-0003-2655-9841
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS4
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2023
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Black immersive virtuality

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

  • 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

  • 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…

  • 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

  • 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

Computer Science (5 works) · Psychology (5 works) · Virtual Reality Applications and Impacts (5 works) · Human–computer interaction (4 works) · Virtual reality (4 works) · Avatar (3 works) · Media Influence and Health (3 works) · World Wide Web (3 works) · Cognitive psychology (2 works) · Multimedia (2 works)

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