D-Index & Metrics Best Publications

D-Index & Metrics D-index (Discipline H-index) only includes papers and citation values for an examined discipline in contrast to General H-index which accounts for publications across all disciplines.

Discipline name D-index D-index (Discipline H-index) only includes papers and citation values for an examined discipline in contrast to General H-index which accounts for publications across all disciplines. Citations Publications World Ranking National Ranking
Psychology D-index 65 Citations 18,654 134 World Ranking 1616 National Ranking 986

Overview

What is he best known for?

The fields of study he is best known for:

  • Social psychology
  • Artificial intelligence
  • Cognition

Jeremy N. Bailenson mainly investigates Social psychology, Human–computer interaction, Virtual reality, Social relation and Embodied cognition. The study incorporates disciplines such as Treadmill, Immersive virtual environment and Race in addition to Social psychology. His research in Human–computer interaction intersects with topics in Computer-mediated communication, Immersion, Empirical research and Prosocial behavior.

His Virtual reality study incorporates themes from Conversation and Avatar. His Social relation research includes themes of Nonverbal behavior, Representation, Virtual space and Perception. His research in Embodied cognition focuses on subjects like Cognitive psychology, which are connected to Training set, Amusement and Feature tracking.

His most cited work include:

  • The Proteus Effect: The Effect of Transformed Self-Representation on Behavior (821 citations)
  • Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology (756 citations)
  • The unbearable likeness of being digital: the persistence of nonverbal social norms in online virtual environments. (485 citations)

What are the main themes of his work throughout his whole career to date?

His scientific interests lie mostly in Virtual reality, Human–computer interaction, Social psychology, Cognitive psychology and Avatar. His Virtual reality research includes elements of Aesthetics, Immersion, Prosocial behavior and Action. His Human–computer interaction research is multidisciplinary, incorporating perspectives in Computer-mediated communication, Multimedia and Empirical research.

In general Social psychology, his work in Social relation, Perspective-taking and Self is often linked to Virtual representation linking many areas of study. His Social relation study combines topics from a wide range of disciplines, such as Social influence, Context and Perception. His Cognitive psychology study also includes fields such as

  • Nonverbal communication and related Interpersonal communication and Gesture,
  • Artificial intelligence which intersects with area such as Machine learning.

He most often published in these fields:

  • Virtual reality (31.37%)
  • Human–computer interaction (24.51%)
  • Social psychology (22.06%)

What were the highlights of his more recent work (between 2018-2021)?

  • Virtual reality (31.37%)
  • Cognitive psychology (20.10%)
  • Human–computer interaction (24.51%)

In recent papers he was focusing on the following fields of study:

The scientist’s investigation covers issues in Virtual reality, Cognitive psychology, Human–computer interaction, Nonverbal communication and Augmented reality. His work is dedicated to discovering how Virtual reality, Engineering ethics are connected with Leverage and Storytelling and other disciplines. His study in Cognitive psychology is interdisciplinary in nature, drawing from both Interpersonal communication, Immersion and Attribution.

He is involved in the study of Human–computer interaction that focuses on Avatar in particular. In Nonverbal communication, Jeremy N. Bailenson works on issues like Social relation, which are connected to Point and Argument. The various areas that Jeremy N. Bailenson examines in his Augmented reality study include Social influence and Social psychology.

Between 2018 and 2021, his most popular works were:

  • Social interaction in augmented reality. (32 citations)
  • Key Considerations for Incorporating Conversational AI in Psychotherapy. (17 citations)
  • Walking Your Virtual Dog: Analysis of Awareness and Proxemics with Simulated Support Animals in Augmented Reality (15 citations)

In his most recent research, the most cited papers focused on:

  • Social psychology
  • Artificial intelligence
  • Cognition

Jeremy N. Bailenson focuses on Virtual reality, Human–computer interaction, Nonverbal communication, Augmented reality and Social relation. His Virtual reality study combines topics in areas such as Robot, Leverage and Engineering ethics. Jeremy N. Bailenson does research in Human–computer interaction, focusing on Avatar specifically.

His Augmented reality study frequently intersects with other fields, such as Social psychology. The concepts of his Social psychology study are interwoven with issues in Proxemics and Perception. His Social relation research incorporates elements of Context, Cognitive psychology, Videoconferencing and Point.

This overview was generated by a machine learning system which analysed the scientist’s body of work. If you have any feedback, you can contact us here.

Best Publications

The Proteus Effect: The Effect of Transformed Self-Representation on Behavior

Nick Yee;Jeremy Bailenson.
Human Communication Research (2007)

1748 Citations

Immersive Virtual Environment Technology as a Methodological Tool for Social Psychology

Jim Blascovich;Jack Loomis;Andrew C. Beall;Kimberly R. Swinth.
Psychological Inquiry (2002)

1298 Citations

The unbearable likeness of being digital: the persistence of nonverbal social norms in online virtual environments.

Nick Yee;Jeremy N. Bailenson;Mark Urbanek;Francis Chang.
Cyberpsychology, Behavior, and Social Networking (2007)

880 Citations

The Proteus Effect Implications of Transformed Digital Self-Representation on Online and Offline Behavior

Nick Yee;Jeremy N. Bailenson;Nicolas Ducheneaut.
Communication Research (2009)

854 Citations

INCREASING SAVING BEHAVIOR THROUGH AGE-PROGRESSED RENDERINGS OF THE FUTURE SELF.

Hal E . Hershfield;Daniel G . Goldstein;William F . Sharpe;Jesse Fox.
Journal of Marketing Research (2011)

753 Citations

Interpersonal Distance in Immersive Virtual Environments

Jeremy N. Bailenson;Jim Blascovich;Andrew C. Beall;Jack M. Loomis.
Personality and Social Psychology Bulletin (2003)

749 Citations

Digital Chameleons Automatic Assimilation of Nonverbal Gestures in Immersive Virtual Environments

Jeremy N. Bailenson;Nick Yee.
Psychological Science (2005)

696 Citations

How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence

James J. Cummings;Jeremy N. Bailenson.
Media Psychology (2016)

664 Citations

The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context

Jeremy N. Bailenson;Nick Yee;Jim Blascovich;Andrew C. Beall.
The Journal of the Learning Sciences (2008)

564 Citations

Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments

Jeremy N. Bailenson;Jim Blascovich;Andrew C. Beall;Jack M. Loomis.
Presence: Teleoperators & Virtual Environments (2001)

529 Citations

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