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<title>Last posts on social presence</title>
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<updated>2026-11-12T05:13:11+01:00</updated>
<rights>All Rights Reserved blogSpirit</rights>
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<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Consciousness Reframed 9</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2007/11/17/consciousness-reframed-9.html" />
<id>tag:gaggio.blogspirit.com,2007-11-17:1423614</id>
<updated>2007-11-17T18:05:00+01:00</updated>
<published>2007-11-17T18:05:00+01:00</published>
<summary> Via  Networked Performance &amp;nbsp;   &amp;nbsp;        &amp;nbsp;   &amp;nbsp;   &amp;nbsp;...</summary>
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&lt;div align=&quot;justify&quot;&gt;Via &lt;a href=&quot;http://transition.turbulence.org/blog/2007/11/12/new-realities-being-syncretic-vienna/&quot; target=&quot;_blank&quot;&gt;Networked Performance&lt;/a&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;img src=&quot;http://gaggio.blogspirit.com/media/00/01/8beb1fe6eed0095bae1f35abc0cc5537.jpg&quot; id=&quot;media-85022&quot; alt=&quot;1490f2ff6c4b477a8d562a9595f9f73e.jpg&quot; style=&quot;border-width: 0pt; margin: 0.2em 1.4em 0.7em 0pt; float: left&quot; name=&quot;media-85022&quot; /&gt;&lt;br /&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;a href=&quot;http://cr9.dieangewandte.at/&quot; target=&quot;_blank&quot;&gt;Consciousness Reframed 9&lt;/a&gt;: Vienna: July 3-5, 2008&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;blockquote&gt;&lt;i&gt;Call for Papers - &lt;a href=&quot;http://cr9.dieangewandte.at/&quot; target=&quot;_blank&quot;&gt;Consciousness Reframed&lt;/a&gt; is an international research conference that was first convened in 1997, and is now in its 9th incarnation. It is a forum for transdisciplinary inquiry into art, science, technology and consciousness, drawing upon the expertise and insights of artists, architects, performers, musicians, writers, scientists, and scholars, usually from at least 20 countries. Recent past conferences were convened in &lt;a href=&quot;http://www.planetary-collegium.net/conferences/detail/200411&quot; target=&quot;_blank&quot;&gt;Beijing&lt;/a&gt; and &lt;a href=&quot;http://dbs.ilectures.curtin.edu.au/ilectures/ilectures.lasso?skip=0&amp;amp;ut=9&amp;amp;date=yes&amp;amp;ahead=0&amp;amp;cnt=15&amp;amp;prl=1&amp;amp;srt=ascending&quot; target=&quot;_blank&quot;&gt;Perth&lt;/a&gt;, Western Australia. This year, the conference will be held on the main campus of the University of Applied Arts Vienna, Austria. The conference will include researchers associated with the &lt;a href=&quot;http://www.planetary-collegium.net/about/&quot; target=&quot;_blank&quot;&gt;Planetary Collegium&lt;/a&gt;, which has its CAiiA- hub at Plymouth and nodes at the Nuova Accademia di Belle Arte, Milan, and the Zurcher Hochschule der Kunste, Zurich.&lt;/i&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Call for Papers: New Realities: Being Syncretic - We cordially invite submissions from artists, theorists and researchers engaged in exploring the most urgent issues in the realm of hybrid inquiries into the fields of art, science, technology and society through theory and practice alike. We specifically encourage submissions that re-frame the concept of innovation in its relationship to progress and change within the context of perception and its transformation.&lt;/i&gt;&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;The Conference will be accompanied by a Book of Abstracts and the Conference Proceedings including full papers and a DVD, due to be released autumn 2008 by the renowned scientific publisher &lt;a href=&quot;http://www.springer.com/west/home/springerwiennewyork?SGWID=4-40627-12-148077-0&quot; target=&quot;_blank&quot;&gt;SpringerWienNewYork&lt;/a&gt;.&lt;/i&gt;&lt;/p&gt; &lt;/blockquote&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Disembodiment in Online Social Interaction</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2007/07/06/disembodiment-in-online-social-interaction.html" />
<id>tag:gaggio.blogspirit.com,2007-07-06:1321637</id>
<updated>2007-07-06T15:18:12+02:00</updated>
<published>2007-07-06T15:18:12+02:00</published>
<summary> Disembodiment in Online Social Interaction: Impact of Online Chat on Social...</summary>
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&lt;div class=&quot;arttitle&quot; style=&quot;margin-bottom: 1em&quot;&gt;Disembodiment in Online Social Interaction: Impact of Online Chat on Social Support and Psychosocial Well-Being&lt;/div&gt; &lt;div&gt;&lt;i&gt;Cyberpsychology &amp;amp; Behaviour&lt;/i&gt;, Jun 2007, Vol. 10, No. 3 : 475 -477&lt;/div&gt; &lt;!-- End title of page and review --&gt;&lt;!-- Start full text content --&gt;&lt;br clear=&quot;all&quot; /&gt; Seok&amp;nbsp;Kang, Ph.D. &lt;div class=&quot;contrib&quot;&gt; &lt;div class=&quot;aff&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div class=&quot;aff&quot;&gt;&lt;i&gt;This study investigates how disembodiment—that is, transcendence of body constraints in cyberspace—in online chat affects social psychological well-being. The results demonstrate that disembodiment is a strong predictor of increased loneliness and depression, and decreased social support. However, the amount of chat use is a positive contributor to decreased offline estrangement and depression, and increased happiness. These contrasting results suggest that online chat use is a technology for social connection used for offline connectivity, but the disembodiment motive is associated with declines in social support and psychosocial well-being. The investigation of specified motives for online interaction, personal competency, or advanced technological alternatives in interaction is suggested for future research on the effects of online interaction on offline outcomes.&lt;/i&gt;&lt;/div&gt; &lt;/div&gt; &lt;div class=&quot;abstractSection&quot;&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;/div&gt;
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</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Presence: a unique characteristic in educational virtual environments</title>
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<id>tag:gaggio.blogspirit.com,2006-12-03:1099655</id>
<updated>2006-12-03T13:22:48+01:00</updated>
<published>2006-12-03T13:22:48+01:00</published>
<summary> Via  VRoot    Presence: a unique characteristic in educational virtual...</summary>
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&lt;p&gt;Via &lt;a target=&quot;_blank&quot; href=&quot;http://vroot.org/node/973&quot;&gt;VRoot&lt;/a&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;Presence: a unique characteristic in educational virtual environments&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;Virtual Reality Journal&lt;/em&gt;, Volume 10, Number 3-4 / December, 2006, Pages 197-206.&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;br /&gt; Author: Tassos A. Mikropoulos&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;br /&gt; &lt;em&gt;This article investigates the effect of presence on learning outcomes in educational virtual environments (EVEs) in a sample of 60 pupils aged between 11 and 13 years. We study the effect of personal presence, social presence and participant’s involvement on certain learning outcomes. We also investigate if the combination of the participant’s representation model in the virtual environment (VE) with the way it is presented gives a higher sense of presence that contributes to learning outcomes. Our results show that the existence of an avatar as the pupils’ representation enhanced presence and helped them to successfully perform their learning tasks. The pupils had a high sense of presence for both cases of the EVE presentation, projection on a wall and through a head mounted display (HMD). Our socialized virtual environment seems to play an important role in learning outcomes. The pupils had a higher sense of presence and completed their learning tasks more easily and successfully in the case of their egocentric representation model using the HMD.&lt;br /&gt;&lt;/em&gt;&lt;/p&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Teliris Launches VirtuaLive with HSL's Thoughts and Analysis</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2006/10/05/teliris-launches-virtualive-with-hsl-s-thoughts-and-analysis.html" />
<id>tag:gaggio.blogspirit.com,2006-10-05:1022733</id>
<updated>2006-10-05T22:42:37+02:00</updated>
<published>2006-10-05T22:42:37+02:00</published>
<summary> Via  Human Productivity Lab        Teliris, a company that develops...</summary>
<content type="html" xml:base="http://gaggio.blogspirit.com/">
&lt;p&gt;Via &lt;a target=&quot;_blank&quot; href=&quot;http://planethci.org/go?entry=6159&quot;&gt;Human Productivity Lab&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;img width=&quot;340&quot; src=&quot;http://www.humanproductivitylab.com/images/GlobalTable%20VirtuaLive%20360%20Front.jpg&quot; alt=&quot;GlobalTable VirtuaLive 360 Front.jpg&quot; height=&quot;253&quot; style=&quot;width: 340px; height: 253px&quot; /&gt;&lt;/p&gt; &lt;p&gt;Teliris, a company that develops telepresence solutions, has announced&amp;nbsp;its 4th generation offering.&amp;nbsp;From the&amp;nbsp;&lt;a target=&quot;_blank&quot; href=&quot;http://biz.yahoo.com/prnews/061003/nytu100.html?.v=68&quot;&gt;press release&lt;/a&gt;:&lt;/p&gt; &lt;blockquote&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;The VirtuaLive(TM) enhanced technology provides the most natural and intimate virtual meeting environment on the market, and is available in a broad set of room offerings designed to meet the specific needs of its customers.&lt;/em&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;Building on Teliris' third generation GlobalTable(TM) telepresence solutions, VirtuaLive(TM) provides enhanced quality video and broadband audio, realistically replicating an in-person meeting experience by capturing and transmitting the most subtle visual gestures and auditory cues.&lt;/em&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;&quot;All future Teliris solutions will fall under the VirtuaLive(TM) umbrella of offerings,&quot; said Marc Trachtenberg, Teliris CEO. &quot;With such an advanced technology platform and range of solutions, companies can select the immersive experience that best fits their business environment and goals.&quot;&lt;/em&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;em&gt;VirtuaLive's(TM) next generation of Virtual Vectoring(TM) is at the center of the new offerings. It provides users with unparalleled eye-to-eye contact from site-to-site in multipoint meetings with various numbers of participants within each room. No other vendor offering can match the natural experience created by advanced technology in such diverse environments.&lt;/em&gt;&lt;/p&gt; &lt;/blockquote&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Social behavior and norms in virtual environments are comparable to those in the physical world</title>
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<id>tag:gaggio.blogspirit.com,2006-10-05:1022663</id>
<updated>2006-10-05T22:00:00+02:00</updated>
<published>2006-10-05T22:00:00+02:00</published>
<summary>          Nick Yee  and colleagues at Stanford University&amp;nbsp;have...</summary>
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&lt;table width=&quot;100%&quot; cellpadding=&quot;0&quot; cellspacing=&quot;0&quot;&gt; &lt;tbody&gt; &lt;tr&gt; &lt;td&gt; &lt;div align=&quot;justify&quot;&gt;&lt;a target=&quot;_blank&quot; href=&quot;http://www.nickyee.com/&quot; title=&quot;Link outside of this blog&quot;&gt;Nick Yee&lt;/a&gt; and colleagues at Stanford University&amp;nbsp;have investigated whether&amp;nbsp;social behavior and norms in virtual environments are comparable to those in the physical world. To this end, they collected data from avatars in &lt;a target=&quot;_blank&quot; href=&quot;http://secondlife.com/&quot;&gt;Second Life&lt;/a&gt;,&amp;nbsp;in order to explore whether social norms of gender, interpersonal distance (IPD), and eye gaze transfer into virtual environments even though the modality of movement is entirely different.&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&quot;Results showed that established findings of IPD and eye gaze transfer into virtual environments: 1) Malemale dyads have larger IPDs than female-female dyads, 2) male-male dyads maintain less eye contact than female-female dyads, and 3) decreases in IPD are compensated with gaze avoidance&quot;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;According to Yee and coll., these findings suggest&amp;nbsp;that&amp;nbsp;social interactions in online virtual environments are governed by the same social norms as social interactions in the physical world.&lt;/div&gt; &lt;p align=&quot;left&quot;&gt;Yee, N., Bailenson, J.N. &amp;amp; Urbanek, M. (2006). &lt;a target=&quot;_blank&quot; href=&quot;http://tinyurl.com/ru6jt&quot; title=&quot;Link outside of this blog&quot; class=&quot;blines3&quot;&gt;The unbearable likeness of being digital: The persistence of nonverbal social norms in online virtual environments&lt;/a&gt;. Cyberspace and Behaviour, In Press.&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;br /&gt; &amp;nbsp;&lt;/div&gt; &lt;/td&gt; &lt;/tr&gt; &lt;/tbody&gt; &lt;/table&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Awareness and Accountability in MM Online Worlds</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2006/07/05/awareness-and-accountability-in-mm-online-worlds.html" />
<id>tag:gaggio.blogspirit.com,2006-07-05:888913</id>
<updated>2006-07-05T23:43:49+02:00</updated>
<published>2006-07-05T23:43:49+02:00</published>
<summary> Via  Pasta and Vinegar      Doing Virtually Nothing: Awareness and...</summary>
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&lt;p&gt;Via &lt;a href=&quot;http://tecfa.unige.ch/perso/staf/nova/blog/2006/06/14/awareness-and-accountability-in-mmorpg/&quot; target=&quot;_blank&quot;&gt;Pasta and Vinegar&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;http://www.springerlink.com/index/10.1007/s10606-006-9021-4&quot; target=&quot;_blank&quot; class=&quot;blines3&quot; title=&quot;Link outside of this blog&quot;&gt;&lt;b&gt;Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds&lt;/b&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;Robert J. Moore , Nicolas Ducheneaut and Eric Nickell.&lt;br /&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Games (MMORPG). Game developers have made great strides in achieving game worlds that look and feel increasingly realistic. However, despite these achievements in the visual realism of virtual game worlds, they are much less sophisticated when it comes to modeling face-to-face interaction. In face-to-face, ordinary social activities are &quot;accountable,&quot; that is, people use a variety of kinds of observational information about what others are doing in order to make sense of others' actions and to tightly coordinate their own actions with others. Such information includes: (1) the real-time unfolding of turns-at-talk; (2) the observability of embodied activities; and (3) the direction of eye gaze for the purpose of gesturing. But despite the fact that today's games provide virtual bodies, or &quot;avatars,&quot; for players to control, these avatars display much less information about players' current state than real bodies do. In this paper, we discuss the impact of the lack of each type of information on players' ability to tightly coordinate their activities and offer guidelines for improving coordination and, ultimately, the players' social experience.&lt;/i&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/p&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>bio-sensor server</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2006/06/18/iband-bracelet-display.html" />
<id>tag:gaggio.blogspirit.com,2006-06-18:856445</id>
<updated>2006-06-18T17:10:53+02:00</updated>
<published>2006-06-18T17:10:53+02:00</published>
<summary>  via Information Aesthetic            &amp;nbsp;   bodydaemon is a...</summary>
<content type="html" xml:base="http://gaggio.blogspirit.com/">
&lt;p&gt;&lt;a href=&quot;http://infosthetics.com/archives/2006/06/iband_wearable_bracelet_display.html&quot; title=&quot;Site: information aesthetics&quot; target=&quot;_blank&quot;&gt;via Information Aesthetic&lt;br /&gt;&lt;/a&gt;&lt;/p&gt; &lt;p&gt;&lt;a href=&quot;http://www.ccastellanos.com/projects/bodydaemon/&quot; target=&quot;_blank&quot; class=&quot;blines3&quot; title=&quot;Link outside of this blog&quot;&gt;&lt;img src=&quot;http://infosthetics.com/archives/bodydaemon.jpg&quot; alt=&quot;bodydaemon.jpg&quot; border=&quot;0&quot; height=&quot;200&quot; width=&quot;400&quot; /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/p&gt; &lt;p&gt;&amp;nbsp;&lt;/p&gt; &lt;p&gt;bodydaemon is a bio-responsive web server created by media artist &lt;a href=&quot;http://www.ccastellanos.com/projects/bodydaemon/&quot;&gt;Carlo Castellanos&lt;/a&gt;, which uses biofeedback sensors to change in realtime its configuration, according to the participant's psychophysiological states&lt;/p&gt; &lt;p&gt;From the project's &lt;a href=&quot;http://www.ccastellanos.com/projects/bodydaemon/&quot; target=&quot;_blank&quot;&gt;website&lt;/a&gt;:&lt;/p&gt; &lt;blockquote&gt; &lt;div align=&quot;justify&quot;&gt;&lt;i&gt;&lt;span class=&quot;emphasis1&quot;&gt;BodyDaemon&lt;/span&gt; is a bio-responsive Internet server. Readings taken from a participant's physical states, as measured by custom biofeedback sensors, are used to power and configure a fully-functional Internet server. For example, more or fewer socket connections are made available based on heart rate, changes in galvanic skin response (GSR) can abruptly close sockets, and muscle movements (EMG) can send data to the client. Other feature's such as logging can be turned on or off depending on a combination of factors. &lt;span class=&quot;emphasis1&quot;&gt;BodyDaemon&lt;/span&gt; also includes a client application that makes requests to the BodyDaemon server. The client requests and server responses are sent over a &quot;persistent&quot; or open socket. The client can thus use the data to continuously visualize, sonify or otherwise render the live bio-data. This project is part of larger investigations focusing on the development of protocols for the transfer of live physiological and biological information across the Internet.&lt;br /&gt; &lt;br /&gt; &lt;span class=&quot;emphasis1&quot;&gt;BodyDaemon&lt;/span&gt; represents the early stages of investigations into the viability of systems that alter their states based off of a person's changing physiological states and intentions - with the ultimate goal of accommodating the development of emergent states of mutual influence between human and machine in a networked ecosystem.&lt;/i&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;/blockquote&gt; &lt;p&gt;&lt;br /&gt; &lt;img src=&quot;http://www.ccastellanos.com/projects/bodydaemon/img/intro.png&quot; alt=&quot;diagram&quot; height=&quot;203&quot; width=&quot;655&quot; /&gt;&lt;br /&gt;&lt;/p&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Digital Chameleons</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2006/06/04/digital-chameleons.html" />
<id>tag:gaggio.blogspirit.com,2006-06-04:826657</id>
<updated>2006-06-04T21:26:40+02:00</updated>
<published>2006-06-04T21:26:40+02:00</published>
<summary> Digital Chameleons: Automatic Assimilation of Nonverbal Gestures in...</summary>
<content type="html" xml:base="http://gaggio.blogspirit.com/">
&lt;p&gt;Digital Chameleons: Automatic Assimilation of Nonverbal Gestures in Immersive Virtual Environments&lt;/p&gt; &lt;p&gt;Jeremy N. Bailenson and Nick Yee&lt;/p&gt; &lt;p&gt;&lt;i&gt;Psychological Science&lt;/i&gt;, 16 (10)&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;i&gt;Previous research demonstrated social influence resulting from mimicry (the chameleon effect); a confederate who mimicked participants was more highly regarded than a confederate who did not, despite the fact that participants did not explicitly notice the mimicry. In the current study, participants interacted with an embodied artificial intelligence agent in immersive virtual reality. The agent either mimicked a participant’s head movements at a 4-s delay or utilized prerecorded movements of another participant as it verbally presented an argument. Mimicking agents were more persuasive and received more positive trait ratings than nonmimickers, despite participants’ inability to explicitly detect the mimicry. These data are uniquely powerful because they demonstrate the ability to use automatic, indiscriminate mimicking (i.e., a computer algorithm blindly applied to allmovements) to gain social influence. Furthermore, this is the first study to demonstrate social influence effects with a nonhuman, nonverbal mimicker.&lt;/i&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;Download the full paper &lt;a href=&quot;http://www.nickyee.com/pubs/Bailenson%20&amp;amp;%20Yee%20-%20Digi%20Chameleons%20(2005).pdf&quot; title=&quot;fullpaper avatar&quot; target=&quot;_blank&quot;&gt;here&lt;/a&gt;&amp;nbsp;&lt;/p&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Social puppet to train soldiers</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2006/02/22/social-puppet-to-train-soldiers.html" />
<id>tag:gaggio.blogspirit.com,2006-02-22:588710</id>
<updated>2006-02-22T11:25:00+01:00</updated>
<published>2006-02-22T11:25:00+01:00</published>
<summary> Via  Smart Mobs    'Social Puppet,' is a 3D simulation program created to...</summary>
<content type="html" xml:base="http://gaggio.blogspirit.com/">
&lt;p&gt;Via &lt;a href=&quot;http://www.smartmobs.com/&quot;&gt;Smart Mobs&lt;/a&gt;&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;'Social Puppet,' is a 3D simulation program created to help soldiers learn unfamiliar languages by interacting with animated characters. For this project, financed by DARPA, the researchers have given on-screen characters human non-verbal communication behaviors.&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&amp;nbsp;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;img src=&quot;http://gaggio.blogspirit.com/images/medium_social_puppet_2.2.jpg&quot; alt=&quot;&quot; style=&quot;border-width: 0pt; margin: 0.2em 1.4em 0.7em 0pt; float: left;&quot; /&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;div align=&quot;justify&quot;&gt;&lt;br /&gt;&lt;/div&gt; &lt;p&gt;The software has been designed by &lt;a href=&quot;http://www.isi.edu/%7Ehannes/&quot;&gt;Hannes Högni Vilhjálmsson&lt;/a&gt; of the University of Southern California (USC) &lt;a href=&quot;http://www.isi.edu/&quot;&gt;Information Sciences Institute&lt;/a&gt;.&lt;/p&gt; &lt;p&gt;&lt;br /&gt; read full article &lt;a href=&quot;http://blogs.zdnet.com/emergingtech/?p=165&quot;&gt;here&lt;/a&gt;&lt;br /&gt; &lt;br /&gt; &lt;br /&gt; &lt;br /&gt;&lt;/p&gt;
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</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>NeuroImage special issue on social cognitive neuroscience</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2006/01/04/neuroimage-special-issue-on-social-cognitive-neuroscience.html" />
<id>tag:gaggio.blogspirit.com,2006-01-04:497475</id>
<updated>2006-01-04T16:10:00+01:00</updated>
<published>2006-01-04T16:10:00+01:00</published>
<summary>         Many relevant articles on social cognitive neuroscience were...</summary>
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&lt;p&gt;&lt;br /&gt; &lt;img border=&quot;0&quot; align=&quot;middle&quot; class=&quot;articleimage&quot; alt=&quot;&quot; src=&quot;http://www.sci-con.org/topic_image.php?id=9&quot; /&gt;&lt;/p&gt; &lt;p&gt;&lt;br /&gt; Many relevant articles on social cognitive neuroscience were published in the December 2005 &lt;a href=&quot;http://www.sciencedirect.com/science?_ob=IssueURL&amp;amp;_tockey=%23TOC%236968%232005%23999719995%23612536%23FLA%23&amp;amp;_auth=y&amp;amp;view=c&amp;amp;_acct=C000050221&amp;amp;_version=1&amp;amp;_urlVersion=0&amp;amp;_userid=10&amp;amp;md5=052bb81dcda6b2b694b53432eb56e6aa&quot;&gt;special issue&lt;/a&gt; of NeuroImage&lt;br /&gt;&lt;/p&gt;
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</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Video chat software turns users into live avatars</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2005/11/17/video-chat-software-turns-users-into-live-avatars.html" />
<id>tag:gaggio.blogspirit.com,2005-11-17:421890</id>
<updated>2005-11-17T14:55:00+01:00</updated>
<published>2005-11-17T14:55:00+01:00</published>
<summary> via the  Presence Listserv    Oki Electric Industry Co. Ltd. has developed...</summary>
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&lt;p&gt;via the &lt;a href=&quot;http://listserv.temple.edu/archives/presence-l.html&quot;&gt;Presence Listserv&lt;/a&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;Oki Electric Industry Co. Ltd. has developed technology that can add animated faces to instant messaging, networked gaming, and other real-time communications used on mobile phones and PCs. Oki's &quot;FaceCommunicator&quot; software leverages technology similar to the company's &lt;a href=&quot;http://www.deviceforge.com/news/NS2876211743.html&quot; target=&quot;new&quot;&gt;face recognition&lt;/a&gt; software that recognizes handhelds' owners. The technology supports Linux-based mobile phones.&lt;br /&gt; &lt;br /&gt; FaceCommunicator is touted as useful for maintaining privacy and security during first time &quot;face-to-face&quot; communications over video phones, mobile phones, or in IM or chat-room chats on the Internet. In addition, the facial animations let users express emotions that might be hard to express in words, Oki says.&lt;br /&gt; &lt;br /&gt; The technology can take advantage of four sources of user input to generate and control its transmitted animated faces - video images from PC or mobile phone cameras; voice; text; and mouse/keyboard commands.&lt;br /&gt; &lt;br /&gt; Both the animated face and a background image can be selected by the user to suit the need of the moment. Additionally, certain of the animated faces can move their eyebrows and mouths as though talking, which adds a virtual reality dimension to communications, according to Oki.&lt;/p&gt; &lt;p&gt;&lt;font size=&quot;3&quot; face=&quot;Arial,Helvetica&quot;&gt;&lt;br /&gt;&lt;/font&gt;&lt;/p&gt; &lt;center&gt;&lt;font size=&quot;3&quot; face=&quot;Arial,Helvetica&quot;&gt;&lt;img width=&quot;312&quot; vspace=&quot;10&quot; height=&quot;110&quot; src=&quot;http://www.linuxdevices.com/files/misc/face-comms-1.gif&quot; style=&quot;width: 312px; height: 110px;&quot; /&gt;&lt;/font&gt;&lt;/center&gt; &lt;p&gt;Read &lt;a href=&quot;http://www.linuxdevices.com/news/NS7794464554.html&quot;&gt;full article&lt;/a&gt;&lt;br /&gt;&lt;/p&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Sending and receiving emotions</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2005/11/08/sending-and-receiving-emotions.html" />
<id>tag:gaggio.blogspirit.com,2005-11-08:406978</id>
<updated>2005-11-08T17:20:00+01:00</updated>
<published>2005-11-08T17:20:00+01:00</published>
<summary> Via  Networked performance     eMoto is a mobile messaging service for...</summary>
<content type="html" xml:base="http://gaggio.blogspirit.com/">
&lt;p align=&quot;justify&quot;&gt;Via &lt;a href=&quot;http://www.turbulence.org/blog/&quot;&gt;Networked performance&lt;/a&gt;&lt;br /&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;eMoto is a mobile messaging service for sending and receiving affective messages. The application extends on both the input and output channels when sending text messages between mobile phones. &lt;img src=&quot;http://gaggio.blogspirit.com/images/medium_emoto.2.gif&quot; alt=&quot;&quot; style=&quot;border-width: 0pt; margin: 0.2em 1.4em 0.7em 0pt; float: left;&quot; /&gt;The aim is to convey more of the emotional content through the very narrow channel that a text message otherwise provides. Emotional communication between people meeting physically in the &quot;real world&quot; make use of many different channels, such as facial expression, body posture, gestures, or tone of voice, little of this physicality of emotions is used in a similar digital context. In eMoto users therefore use affective gestures to convey the emotional content of their messages which are then translated and communicated in colors, shapes and animations.&lt;/p&gt;
</content>
</entry>
<entry>
<author>
<name>Andrea Gaggioli</name>
<uri>http://gaggio.blogspirit.com/about.html</uri>
</author>
<title>Face recognition implemented on cellphones</title>
<link rel="alternate" type="text/html" href="http://gaggio.blogspirit.com/archive/2005/10/21/face-recognition-implemented-on-cellphones.html" />
<id>tag:gaggio.blogspirit.com,2005-10-21:375417</id>
<updated>2005-10-21T19:25:00+02:00</updated>
<published>2005-10-21T19:25:00+02:00</published>
<summary> Via  Extremetech     Deviceforge.com  today reports that a company has just...</summary>
<content type="html" xml:base="http://gaggio.blogspirit.com/">
&lt;p&gt;Via &lt;a href=&quot;http://www.extremetech.com&quot;&gt;Extremetech&lt;/a&gt;&lt;/p&gt; &lt;p align=&quot;justify&quot;&gt;&lt;a href=&quot;http://www.deviceforge.com&quot;&gt;Deviceforge.com&lt;/a&gt; today reports that a company has just started marketing a technology that inexpensively adds face recognition to camera-equipped cellphones. Oki's &quot;Face Sensing Engine&quot; (FSE) &quot;middleware&quot; decodes facial images within 280mS on a 100MHz ARM9 processor, and can restrict access to mobile devices by recognizing their owners.&lt;img style=&quot;border-width: 0pt; margin: 0.2em 1.4em 0.7em 0pt; float: left;&quot; alt=&quot;&quot; src=&quot;http://gaggio.blogspirit.com/images/medium_oki-fse-thm.2.jpg&quot; /&gt;&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;p align=&quot;justify&quot;&gt;Besides security applications, this new technology could have interesting applications in the field of neurorehabilitation. For example, the implementation of face recognition may help brain-injured patients suffering from neurodegenerative diseases to recognize their relatives and friends&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;p align=&quot;justify&quot;&gt;Oki lists the following key features of its FSE technology:&lt;/p&gt; &lt;div align=&quot;justify&quot;&gt;&lt;/div&gt; &lt;ul&gt; &lt;li&gt; &lt;div align=&quot;justify&quot;&gt;Compact system footprint -- requires approximately 260KB on an ARM9 processor&lt;br /&gt;&lt;/div&gt; &lt;/li&gt; &lt;li&gt; &lt;div align=&quot;justify&quot;&gt;Fast image processing -- requires approximately 280mS on a 100MHz ARM9 processor&lt;br /&gt;&lt;/div&gt; &lt;/li&gt; &lt;li&gt; &lt;div align=&quot;justify&quot;&gt;Face recognition algorithm automatically adjusts to ambient lighting conditions&lt;br /&gt;&lt;/div&gt; &lt;/li&gt; &lt;li&gt; &lt;div align=&quot;justify&quot;&gt;Supported processor architectures -- ARM9, SH Mobile, and others&lt;br /&gt;&lt;/div&gt; &lt;/li&gt; &lt;li&gt; &lt;div align=&quot;justify&quot;&gt;Supported software platforms -- Symbian, uITRON, Linux, BREW, WIPI, Windows, Solaris, and others&lt;/div&gt; &lt;/li&gt; &lt;/ul&gt;
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</entry>
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