Virtual Placemaking
YouTube video by Virtual Human Interaction Lab
What if you had a real encounter, then used genAI to model it, and weeks later relived the memory in VR?
Largescale, longitudinal study by @portiawang.bsky.social at JCMC.
Reliving past memories caused groups to be better, in speech, in gestures, and in outcomes.
www.youtube.com/watch?v=jAqf...
13.01.2026 14:29
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VHIL-E knows it all but rarely hallucinates! Lab materials collected, cleaned, classified, chunked, created embeddings, correlated in an index, & connected ("7 Cs"). Over 2.3 million words segmented into 10k "chunks" integrated into an RAG-based LLM. Now published.
vhil.stanford.edu/publications...
06.01.2026 18:19
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People become attached to places they spend time in. 3D maps allow visits in VR. Santoso & colleagues show that visiting distant locations makes even politically conservative participants care about real climate change news in that city, compared to static images.
vhil.stanford.edu/publications...
18.09.2025 22:03
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Stanford Virtual Becomes Reality on Meta Quest
With Virtual Reality technology widely available, itβs more important than ever to understand its impact on people and society. Explore highlights of over two decades of research from Stanford's Virtu...
Virtual Becomes Reality finally available (for free) on Quest. Take a guided 15-minute tour of the Stanford lab. Fly like a hero, walk the plank, defend coral in Palau, become a QB, dance with Grover, transform identity in the mirror. Now we are bringing the lab to you!
www.meta.com/experiences/...
02.09.2025 14:55
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PNAS
Proceedings of the National Academy of Sciences (PNAS), a peer reviewed journal of the National Academy of Sciences (NAS) - an authoritative source of high-impact, original research that broadly spans...
New in @pnas.org! We analyzed 38 million US obituaries to see how we remember the deceased:
- Tradition & benevolence dominate legacies
- Major cultural events (e.g., 9/11) shifted what values were emphasized
- Gender & age of the deceased shape legacies
doi.org/10.1073/pnas...
26.08.2025 18:04
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5 robust, replicated, & meta-analyzed findings from 30 years of psych research in VR. Timeline of events in experiment history, recommendations for consumers & scholars new to the medium, and the DICE model on when to use (and not use) VR.
@nathumbehav.nature.com
vhil.stanford.edu/publications...
22.05.2025 20:15
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How do groups behave in VR?
Monique Santoso coded 9,000 speech acts to develop Virtual Reality Interaction Dynamics Scheme, 10 speech acts (e.g., disagreements, context-dependent commentary). Prior speech acts and current nonverbal behavior predict group action.
vhil.stanford.edu/publications...
07.05.2025 23:13
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New #cscw paper out with my amazing collaborators! In it, we predicted and analyzed what features saliently predicted turn-taking behaviors in VR π£οΈπ’
28.04.2025 21:25
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Panel of six figures featuring users engaging in VR activities in the presence and absence of virtual mirrors. These activities including getting acquainted with their avatar, socialization, and drawing.
A table featuring a non-exhaustive list of barriers to inclusive avatar embodiment in social VR. Categories in this list are embodied glitches and rendering issues, embodied design bias, disruptions to immersion, and survival tactics for embodied racial harassment.
New paper out! We explore avatar embodiment experiences of 52 Black users in social VR from ethnographic interviews + lab study. Findings unpack embodied consequences of racial representation in immersive VR and how users navigated challenges to expressing identity. vhil.stanford.edu/publications...
24.03.2025 20:42
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