Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/10987
DC FieldValueLanguage
dc.contributor.authorKyrlitsias, Christos-
dc.contributor.authorMichael-Grigoriou, Despina-
dc.date.accessioned2018-05-02T05:11:03Z-
dc.date.available2018-05-02T05:11:03Z-
dc.date.issued2018-09-
dc.identifier.citationComputer Animation and Virtual Worlds, 2018, vol. 29, no. 5en_US
dc.identifier.issn15464261-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/10987-
dc.description29th International Conference on Computer Animation and Social Agents, 2016, Geneva, Switzerland, 23-25 May.en_US
dc.description.abstractVirtual reality is used in fields of cognitive sciences to study the participants' behavior. In such cases, existence of other digital humanoid representations in the virtual environment is a crucial factor. Conformity-the act of matching attitudes, beliefs, and behaviors to fit with the majority-is one of the most powerful aspects of social influence. In this study, we investigated conformity to virtual humans in an immersive virtual environment, using two experiments. In the first experiment, we investigated whether agents have social influence on the participants by conducting the 1951 Asch conformity experiment. Findings demonstrate that the participants' response times were affected by the judgments of the agents in the virtual environment. In the second experiment, we used a similar method to study how the factors "agency" and "behavioral real ism" affect social conformity. "Agency" is the extent of a user's belief that other humanoid representations represent real people. "Behavioral realism" is the degree to which humanoid representations behave as they would do in the real world. The results of the experiment showed that conformity can be caused by virtual humans in immersive virtual environments. However, there are no significant results regarding the influence of "agency" and "behavioral realism" on conformity.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofComputer Animation and Virtual Worldsen_US
dc.rights© John Wiley & Sons, Ltd.en_US
dc.subjectAgentsen_US
dc.subjectAsch experimenten_US
dc.subjectAvatarsen_US
dc.subjectBehavioral realismen_US
dc.subjectConformityen_US
dc.subjectVirtual realityen_US
dc.titleAsch conformity experiment using immersive virtual realityen_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.subject.categoryElectrical Engineering - Electronic Engineering - Information Engineeringen_US
dc.journalsOpen Accessen_US
dc.countryCyprusen_US
dc.subject.fieldEngineering and Technologyen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.1002/cav.1804en_US
dc.relation.issue5en_US
dc.relation.volume29en_US
cut.common.academicyear2017-2018en_US
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.openairetypearticle-
item.cerifentitytypePublications-
item.grantfulltextopen-
item.languageiso639-1en-
item.fulltextWith Fulltext-
crisitem.journal.journalissn1546-427X-
crisitem.journal.publisherWiley-
crisitem.author.deptDepartment of Multimedia and Graphic Arts-
crisitem.author.facultyFaculty of Fine and Applied Arts-
crisitem.author.orcid0000-0003-0824-7684-
crisitem.author.parentorgFaculty of Fine and Applied Arts-
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