Please use this identifier to cite or link to this item: https://hdl.handle.net/20.500.14279/19276
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dc.contributor.authorKyrlitsias, Christos-
dc.contributor.authorMichael-Grigoriou, Despina-
dc.contributor.authorBanakou, Domna-
dc.contributor.authorChristofi, Maria Dolores-
dc.date.accessioned2020-10-27T09:07:51Z-
dc.date.available2020-10-27T09:07:51Z-
dc.date.issued2020-09-08-
dc.identifier.citationFrontiers in Psychology, 2020, vol. 11, articl. no. 2254en_US
dc.identifier.issn16641078-
dc.identifier.urihttps://hdl.handle.net/20.500.14279/19276-
dc.description.abstractImmersive virtual reality (IVR) can induce an experience of “social presence” which can, in turn, increase social influence. Non-verbal behavior such as eye contact is an important component of human communication and, therefore, an important factor in creating social presence. This paper presents an experimental study that elaborates social influence through conformity with a group of virtual agents within an immersive virtual environment (IVE). Specifically, it investigates the impact of the agents’ gaze behavior on social presence and influence. An experiment based on the Asch (1951) paradigm using two levels of agents’ gaze behavior (Eye Contact condition vs. No-Eye Contact condition) was conducted. The results showed that participants conformed with the agents as they gave significantly more incorrect responses to the trials that the agents also gave an incorrect response, compared to those trials that the agents gave correct answers. However, no impact of the agents’ gaze behavior on conformity was observed, even if the participants in the Eye Contact condition reported a higher sense of social presence. In addition, self-reported measures showed a number of social effects that occurred only in the eye contact condition, indicating that the agents’ gaze behavior has an impact on participants’ experience.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.relation.ispartofFrontiers in Psychologyen_US
dc.rights© Kyrlitsias, Michael-Grigoriou, Banakou and Christofi.en_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectAgentsen_US
dc.subjectBehavioral realismen_US
dc.subjectConformityen_US
dc.subjectEye contacten_US
dc.subjectSocial influenceen_US
dc.subjectSocial presenceen_US
dc.subjectVirtual realityen_US
dc.titleSocial Conformity in Immersive Virtual Environments: The Impact of Agents’ Gaze Behavioren_US
dc.typeArticleen_US
dc.collaborationCyprus University of Technologyen_US
dc.collaborationResearch Center on Interactive Media, Smart Systems and Emerging Technologiesen_US
dc.collaborationUniversity of Barcelonaen_US
dc.subject.categoryComputer and Information Sciencesen_US
dc.journalsOpen Accessen_US
dc.countryCyprusen_US
dc.countrySpainen_US
dc.subject.fieldNatural Sciencesen_US
dc.publicationPeer Revieweden_US
dc.identifier.doi10.3389/fpsyg.2020.02254en_US
dc.relation.volume11en_US
cut.common.academicyear2020-2021en_US
item.fulltextWith Fulltext-
item.cerifentitytypePublications-
item.grantfulltextopen-
item.openairecristypehttp://purl.org/coar/resource_type/c_6501-
item.openairetypearticle-
item.languageiso639-1en-
crisitem.journal.journalissn1664-1078-
crisitem.journal.publisherFrontiers-
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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