Books

Immersed in Media Experiences: Handbook of Presence. Springer Verlag. (2015) Lombard, M., Biocca, F., Freeman, J. & IJsselsteijn, J.

In Press

Lee, Y., Biocca, F. (in press). Measuring the effects of traditional vs. satirical news on moral judgment. A Study with fMRI and structural equation modeling.

Lee, Y., Min, Y., & Biocca, F. (in press).  A window into opinion formation during presidential debates: Mediating roles of real-time evaluation and involvement in the process of partisan reinforcement. Mass Communication and Society.

Saxena, N., Hirshfield, L.,Neural Underpinnings of Website Legitimacy and Familiarity Detection: An fNIRS Study.  (submitted) World Wide Web Conference. (Perth, Australia) 2017.

Hincks, S., Dennet, D., Hirshfield, L., Jacob, R. Bayesian Dimensionalization, Portrayal, and Interaction in EEG and fNIRS-based BCI. (submitted).  Proc. ACM CHI 2017 Human Factors in Computing Systems Conference, ACM Press.

Lee, E. W. J., Shin, M., & Kawaja, A. (in press). The augmented cognitive mediation model—Examining antecedents of factual and structural breast cancer knowledge among Singaporean women.  Journal of Health Communication

Published Papers

2016-2015

Lee, H. R., Jeong, E. J., & Kim, J. W. (2016). “Role of Internal Health Belief, Catharsis Seeking, and Self-efficacy in Game Players’ Aggression”, Best Paper Nominations, The IEEE Computer Society Press, pp. 3791-3800.

Jeong, E. J., Kim, D. J., Lee, D. M., & Lee, H. R. (2016). “A Study of Digital Game Addiction from Aggression, Loneliness and Depression Perspectives”, The IEEE Computer Society Press, pp. 3769-3780.

Lee, H. R., Jeong, E. J., & Kim, J. W. (2016). “Is It More Than Just the Play? The Influence of Therapeutic Catharsis-Seeking, Personality Differences, Self-Construct and Social Capital”, The 9th European Congress on Violence in Clinical Psychiatry, p. 224.

Lee, H. R. (2016). “Longitudinal Analysis of Young Adolescents’ Game Motivation Needs and Loneliness applied Latent Growth Cause-and-Effect Models”, Journal of Korea Multimedia Society, Vol. 19, No. 8, pp. 1626-1635.

Lee, H. R., Jeong, E. J. (2016). “Aggression in a Gaming Context: The Role of Therapeutic Catharsis Seeking, Game Self-Efficacy, and Big Five Personality Traits”, Journal of Korean Society for Computer Game, Vol. 28, No. 2, pp. 29-35.

Jeon, J. H., & Jeong, E. J. (2016). “A Study of the game designing modularization method”, Journal of The Korean Society for Computer Game, Vol.29, No.1, pp.63-70.

Lee, D. Y., Lee, S. J., & Jeong, E. J. (2016). ”Effect of Adolescent’s Game Using Time on Morality and Psychological Factors”, Journal of The Korean Society for Computer Game, Vol.29, No.1, pp.7-12.

Lee, S. J., Lee D. Y., & Jeong, E. J. (2016). “The Effects of Gambling Game Play on Adolescents’ Morality – Focus on the Personal Trait”, Journal of Korea Game Society, Vol. 16, No. 2, pp.87-96.

Kim, J. W., Lee, D. Y., Kim, M. C., & Jeong, E. J. (2016). “The Effect of adolescent game players Game using pattern, psychology factor on Leadership”, Journal of The Korean Society for Computer Game Vol.29, No.1, pp 75-81.

Jeon, J. H., & Jeong, E. J. (2016). “A Study of Effective game designing processes”, Journal of Korea Game Society, Vol.16, No.3, pp.35-44, 2016.

Lee, S., & Jeong, E. J. (2016). ”How did They Reply to <Reply 1994>. Focused on the Structures of Feeling and Experimental Interpretations in Different Generational Audiences”, Korean Journal of Broadcasting and Telecommunication Studies, Vol.30, No.1, pp.71-110.

Lim, J. S., Lee, S. H., & Lee, S. (2016). “Who Is Her Husband? Obstinate Audiences, and Their Pleasure of <Reply 1988> According to the Horizon of Expectation”, Korean Journal of Broadcasting and Telecommunication Studies, Vol.30, No.5, pp.223-263(41pages).

Jung, S., Dauen, K., Biocca, F. (2015). Projection Augmented Reality and Persuasion. Proceedings Human-computer Interaction International. Los Angeles, Springer International Publishing.

Lim, J.S., Hwang, Y.C., Kim, S. Biocca, F. (2015) How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment. Computers and Human Behavior.

Soyoung Jung, Kwan Min Lee, & Frank Biocca (2015). Voice Control System and Multiplatform Use: Specialist vs. Generalist? In Human Interface and the Management of Information. Information and Knowledge Design (pp. 607-616). Springer International Publishing.

Soyoung Jung, Daeun Lee, Frank Biocca (2015). Effect of 3D Projection Mapping Art: Digital Surrealism.  In Virtual, Augmented and Mixed Reality (pp. 361-367). Springer International Publishing.

Hirshfield, L.M., Costa, M.R., Bandara, D., & Bratt, S. (2015). Measuring Situational Awareness Aptitude Using Functional Near-Infrared Spectroscopy. In Foundations of Augmented Cognition, pp. 244-255.

Huong, K. Lee, J. The effect of robot's behavior vs. appearance on communication with humans. 2015 In  Proceedings of the 6th international conference on Human-robot interaction (pp. 219220). ACM.

Hirshfield, L., Costa, M., Bratt, S., Bandara, D. Measuring Situational Awareness Aptitude Using Functional Near-Infrared Spectroscopy. Accepted in Proc. of the International Conference of HumanComputer Interaction, Los Angeles, CA (2015).

Neupane, A., Saxena, N., Hirshfield, L. How Users Process Phishing Attacks and Malware Warnings: A Triangular Study of Neural Activity, Gaze Patterns, and Task Performance.  Accepted in the USENIXSecurity Conference. 2015.

Hirshfield, L. M., Bratt, S., Costa, M. R., & Bandara, D. (2015). Measuring Situational Awareness Aptitude Using Functional Near-Infrared Spectroscopy. Presented at the accepted in The International Conference on Human Computer Interaction.

Hirshfield, L., Bobko, P., Barelka, A. Measuring the Neural Correlates of Suspicion in the Brain Using Functional Near Infrared Spectroscopy. Tech Report, to be submitted to The International Journal of Human-Computer Interaction (2016).

Jung, S., Dauen, K., Biocca, F. (2015). Projection Augmented Reality and Persuasion. Proceedings Human-computer Interaction International. Los Angeles, Springer International Publishing.

Lim, J.S., Hwang, Y.C., Kim, S. Biocca, F. (2015) How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment. Computers and Human Behavior.

Hirshfield, L., Bobko, P., Barelka, A., Costa, M., Funke, G., Mancuso, V., Finomore, V., Knott, B. The Role of Human Operators' Suspicion in the Detection of Cyber Attacks. Int. J. Cyber Warf. Terror. 5, 3 (July 2015), 28-44.

Serwadda, A., Poudel, S., Phoha, V., Hirshfield, L., Bratt, M., Bandara, D., Costa, M., Biometric Authentication using Functional Near-Infrared Spectroscopy. the IEEE Biometrics, Theory, Applications, and Systems (BTAS) conference (2015).

Hirshfield, L., Costa, M., Bratt, S., Bandara, D. Measuring Situational Awareness Aptitude Using Functional Near-Infrared Spectroscopy. Accepted in Proc. of the International Conference of Human Computer Interaction, Los Angeles, CA (2015).

Neupane, A., Saxena, N., Hirshfield, L. How Users Process Phishing Attacks and Malware Warnings: A Triangular Study of Neural Activity, Gaze Patterns, and Task Performance. USENIX Security Conference. 2015.

Kim, D. J., Jeong, E. J., & Hwang, Y. (2015). A Study of Online Portal Users’ Loyalty from Switching Barriers, Core Service and Additional Value-added Service Satisfaction Perspectives. Information Systems Management, 32, 136-152.

Jeong, E. J., & Lee, H. R. (2015). Addictive Use Due to Personality: Focused on Big Five Personality Traits and Game Addiction. International Journal of Social, Behavioral, Educational, Economic and Management Engineering, 9(6), 1962-1966.

Jeong, E. J. Lee, H. R., & Yoo J. H. (2015). Effects of SNS use on Online/Offline Subjective Well-being via Self-disclosure and Social Capital. International Journal of Social Science & Human Behavior Study, 2(1), 143-148.

Lee, H. R., & Jeong, E. J. (2015). Associations between Game Users and Life Satisfaction: Role of Self-Esteem, Self-Efficacy and Social Capital. International Journal of Social, Behavioral, Educational, Economic and Management Engineering, 9(7), 2257-2261.

Jeong, E. J., & Ryu, S. (2015). Construal Level Theory and Distance Effects, Communication Books: Seoul, Korea

Jeong, E. J., Lee, H. R., & Woo, J. H. (2015). Brand Memory, Attitude, and State Aggression in Violent Games : Focused on the Roles of Arousal, Negative Affect, and Spatial Presence. Proceedings of the 48th Annual Hawaii International Conference on System Sciences (HICSS 2015).3538-3547.

Lee, H. R., Jeong, E. J., & Park. M. S. (2015). Exploring Aggression in Gaming Context: The Role of Therapeutic Catharsis Seeking, Game Self-Efficacy, and Big 5 Personality. Proceedings of the International Research Conference on Science, Management and Engineering (IRCSME 2015), 1-6.

Lee, H. R., & Jeong, E. J. (2015). How Do You Blow off Steam: The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital in Gaming Context. International Journal of Social, Behavioral, Educational, Economic and Management Engineering, 9(7), 2111-2117.

Huong, J. A  study on the competition in social network services on the theory of Niche : 2015. International Journal of Web Based Communities, 10(3), 298-318.

2014-2013

Biocca, F. (2014). Connected to My Avatar. Social Computing and Social Media. G. Meiselwitz, Springer International Publishing. 8531: 421-429.

Bandara, D., Hirshfield, L., & Velipasalar, S. (2014). Insights into User Personality and Learning Styles through Cross Subject fNIRS Classification. In Foundations of Augmented Cognition. Advancing Human Performance and Decision-Making through Adaptive Systems (pp. 181-189). Springer International Publishing

Kweon, S. H., Kong, H., & Jo, D. H. (2014). A study on the competition in social network services on the theory of Niche. International Journal of Web Based Communities, 10(3), 298-318.

Face Interface will Empower Employee 2013. International Journal of Advancements in Computing Technology, 5(15), 193.

Lee, H. R., Jeong, E. J. (2014). A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions, International Journal of Contents, 10(2), 53-62.

 Jung, S., Lee, D. E., & Biocca, F. (2014). Seeing Augmented Reality is More Moving and Memorable: Comparing the Psychological Effects of 3-Dimensional Projection Mapping Versus 2-Dimensional Projection. Presence, 2014.  Philadelphia: International Society for Presence Research

Lee, S. R., Jeong, E. J. (2014). A Study on the Strategy of Contents Repurposing in Korean Historical Drama: Focused on an Emphasis of Semiotic Analysis on the Drama “Deep-Rooted Tree,” Broadcastings & Communication, 15(2), 99-142.

 Kim, J. W., Jeong, E. J. (2014). A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields, Journal of Korea Game Society, 14(5), 161-182.

Kim, S. Y., Prestopnik, N., & Biocca, F. A. (2014). Body in the interactive game: How interface embodiment affects physical activity and health behavior change. Computers in Human Behavior,

Hirshfield, L.M., Barelka, A. Bobko, P. Paverman, D., Hirshfield, S.., Using Non-Invasive Brain Measurement to Explore the Psychological Effects of Computer Malfunctions On Users During Human-Computer Interactions. Journal of Advances in Human-Computer Interaction , 2014.

Bobko, P., Barelka, A., Hirshfield, L., Lyons, J. How the Study of the Construct of Suspicion Can Benefit Theories and Models in Organizational Science. Journal of Business and Psychology. 2014.

Bobko, P., Barelka, A, Hirshfield, L.M.  A Review of the Construct of “Suspicion” with Applications to Automated and Information Technology (IT) Contexts: A Research Agenda. the Human Factors and Engineering Society Journal (HFES 2014).

Solinger, C. Hirshfield, L. Hirshfield, S., Friedman, R., Lepre, C. Beyond Facebook Personality Prediction:  A Multidisciplinary Approach in Predicting Social Media Users' Personality. Proc. of the International Conference of Human Computer Interaction, Crete, Greece. (2014).

Bandara, D., Hirshfield, L., Velipasalar, S., Insights into User Personality and Learning Styles through Cross Subject fNIRS Classification. Proceedings of the International Conference of Human Computer Interaction, Crete, Greece. (HCII 2014).

Sommer, N., Hirshfield, L., Velipasalar, S., Our Emotions as Seen Through a Webcam. Proc. of the International Conference of Human Computer InteractionLee, H. R., Jeong, E. J., & Park, M. S. (2014). Do playing games and game self-efficacy decrease user aggression? Proceedings of the 3rd International Conference on Smart Media and Applications (ICSMA 2014), 71.

Lee, H. R., Jeong, E. J., & Park, M. S. (2014) The Role of Social Capital and Self-efficacy on Gaming Addiction. Proceedings of the 3rd International Conference on Smart Media and Applications (ICSMA 2014), 71.

Nameui Lee, N., Kim, S.Y.,  Biocca F.  (2014).  Design guidelines for user-friendly machines for young single people based on the goal-directed design process.      Contemporary Engineering Sciences, 7,(21), 1079-1086    

Jeong, E. J., & Lee, H. R. (2013). A Study on the Transitional Aspect of Game 3.0 Era – Based on Gamification Concepts and Mechanism, Korean Society for Computer Game, 26(4), 87-97.

Lee, H. R., Jeong, E. J. (2013). A Study on the Festival of Digital Game (MMORPG): Based on Transitivity and Avatar, Korean Association for Visual Culture, 23, 409-459.

Costa, M., Kim, S. Y., & Biocca, F. (2013). Embodiment and embodied cognition. In R. Shumaker (Ed.), Virtual, augmented and mixed reality: Designing and developing augmented and virtual environments (pp. 333-342). Berlin and Heidelberg: Springer-Verlag.

Escalante, J. Butcher, S. Hirshfield, L.M. Using the EEG Error Potential to Identify User Interface Design Flaws. the International Conference of Human Computer Interaction (HCII 2013).

Jeong, J. H., Kim, D. E., & Jeong, E. J. (2013). Preliminary Study on a MMORPG Combat Balance Assessment Model, Korean Society for Computer Game, 26(3), 49-60.

Kim, M. J., Ryu, S. H., & Jeong, E. J. (2013). New Media and the Social Reconstruction of Reality: Life-World Approach, Discourse, 16(1), 33-60.

Haas, M., Hirshfield, L., Ponangi, P. , Kidambi,P., Rao, D., Edala, N., Armbrust, E., Fendley, F., & Narayanan. S. (2013). Decision-making and emotions in the contested information environment.  ICST Journal Transactions.

Lee, H. R., & Jeong, E. J. (2013). “An Overview of Using Serious Games for the Effective Development in Health and Medicine”, Journal of Korea Game Society, Vol.13, No.4, pp. 73-90.

Lee, H. R., & Jeong, E. J. (2013). “Creative Evolution of Digital Leisure Culture, Serious Games”, Journal of the korea contents assocation, Vol.13, No.12, pp. 48-61.

Lee, H. R., & Jeong, E. J. (2013). “A Study on the Festival of Digital Game (MMORPG):Based on Transitivity and Avatar”, Korean Association for Visual Culture, Vol. 23, pp. 409-459.

Jeong, E. J., & Lee, H. R. (2013). “A Study on the Concepts and Categorization of Serious Games Based on Strategic Purposes and Applied Theories”, Journal of Korean Society for Computer Game, Vol. 26, No. 3, pp. 61-69.

Jeong, E. J., & Lee, H. R. (2013). “A Study on the Transitional Aspects of Game 3.0 Era - Based on Gamification Concepts and Mechanism”, Journal of Korean Society for Computer Game, Vol. 26 No. 4, pp. 87-97.

Jang, Y. B., Lee, H. R., Jeong, E. J., Kim, M. K., & Ryu, S. H. (2013). “The Effects of Self-control and Construal Level on Game Addiction”, Journal of Korea Game Society, Vol. 13, No. 2, pp. 131-142.

Jang, Y. B., Lee, H. R., Kim, M. C., Ryu, S. H., & Jeong, E. J. (2013). “Effects of Parenting Attitude and Youth's Subjective Class Identification on Game Addiction”, Journal of Korea Game Society, Vol.13, No.6, pp. 53-64, 2013.

Lee, D. Y., Ryu, S. H., & Jeong, E. J. (2013). "Effect on Social Game Use on the Degree of Social Capital - Based on Construal Level Theory -", Journal of Korea Game Society, Vol.13, No.6, 65-74.

Jeon, J. H., Kim, D. E., & Jeong, E. J. (2013). “Preliminary Study of a MMORPG Combat Balance Assessment Model”, Journal of The Korean Society for Computer Game, Vol.26, No.3, pp.49-60.

Kong, H. (2013). Face Interface will Empower Employee. International Journal of Advancements in Computing Technology, 5(15), 193.

2012-2011

Huong, K. Biocca, F. Media form factor effect on Smart-tv; Role of the frame-thickness on a screen for presence .(Korean) 2012 HCI 2012, 648-652

Jeong, E. J., Biocca, F., & Bohil, C. (2012). Seosory Realism and Mediated Aggression in Video Games. Computers in Human Behavior, 28, 1840-1848.

Jeong, E. J., & Biocca, F. (2012). Are There Optimal Levels of Arousal to Memory? – Effects of arousal, centrality, and familiarity on brand memory in video games. Computers in Human Behavior, 28, 285-291.

 Jeong, E. J., Biocca, F., & Kim, M. K. (2012). Effects of Online Game Service Satisfaction and Content Satisfaction on Users’ Game Loyalty. Korean Journal of Game Studies, 12(4), 33-44.

 Nam, S. K., Ryu, S. & Jeong, E. J. (2012). Analysis on Users’ Perception and Impact Factor on the Effects of Income-Contigent Loan System. The Journal of Educational Administration, 30(1), 235-256.

Kum, H. J., Jung, S.Y., Lim, H.T., & Biocca, F. (2012). Effects of Digital Art Viewing Degree and Interaction; Collage of Digitally Manipulated Sound and Image by Viewer. Smart Materials and Nanotechnology in Engineering (SMNE) (Proceedings).

Jeong, E. J., & Biocca, F. (2012). Are There Optimal Levels of Arousal to Memory? – Effects of arousal, centrality, and familiarity on brand memory in video games. Computers in Human Behavior, 28, 281-291

Kim, S., Kim, K.J., Sundar, S. & Biocca, F. (2012). Electronic Cane for Visually Impaired Persons: Empirical Examination of Its Usability and Effectiveness. In Proceedings of the 5th International Conference on Human-centric computing Computing (HumanCom2012).

Kim, S.Y., Biocca, F. & Kum, H. J. (2012). Effective Electronic Cane for Visually Impaired People: Usability Testing. 2nd International Conference on Smart Materials and Nanotechnology in Engineering (SMNE), July 21-22, 2012.

Kim, S., Kim, K.J., Sundar, S. & Biocca, F. (2012). Electronic Cane for Visually Impaired Persons: Empirical Examination of Its Usability and Effectiveness. Lecture Notes in Electrical Engineering, 182, 71-76.

Jeong, E. J., Bohil, C., & Biocca, F. (2011). Brand Logo Placements in Violent Games: Effects of Violence Cues on Memory and Attitude through Arousal and Presence. Journal of Advertising, 40(3), 59-72.

Jeong, E. J., & Kim D.H. (2011). Social Activities, Self-efficacy, Game Attitudes, and Game Addiction. CyberPsychology, Behavior, & Social Networking, 14(4), 213-221.

Jeong, E. J., Biocca, F., & Kim, M. K. (2011). Realism Cues and Memory in Computer Games: Effects of violence cues on arousal, engagement, and memory. Korean Journal of Game Studies, 11(4), 127-142.

Kim, K. J., Biocca, F., & Jeong, E. J. (2011). The effects of realistic controller and real-life exposure to gun on psychology of violent video game players. Proceedings of the 5th International Conference on Ubiquitous Information Management and Communication (ICUIMC ’11), Article No. 49.

Lee, K. M. Jeong, E. J., Park, N., & Ryu, S. (2011). Effects of Interactivity in Educational Games: A Mediating Role of Social Presence on Learning Outcomes. International Journal of Human-Computer Interaction, 17(7), 620-633.

Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nature Reviews Neuroscience, 12(12), 752-762.

Jeong, E. J., Bohil, C. J., & Biocca, F. A. (2011). Brand logo placements in violent video games effects of violence cues on memory and attitude through arousal and presence. Journal of Advertising, 40(3), 59-72.

Snyder, L. B., Farrar, K., Biocca, F., Bohil, C., & Barta, W. (2011). Impact of a safer sex video game for young African-American heterosexual men in the use on safer sex intentions. Annals of Behavioral Medicine, 41, S93-S93.

Dong-Hee Shin, Frank Biocca & Hyunseung Choo (2011): Exploring the user experience of three dimensional virtual learning environments, Behavior & Information Technology.

Kim, K. J., Biocca, F, & Jeong, E. J. (2011). The Effects of Game Controller’s Degree of Realism and Previous Experience in Real Gun Use on Aggression and Presence in Violent Gaming. In ACM International Conference on Ubiquitous Information Management and Communication (ACM ICUIMC 2011)

Hirshfield, L.M., Gulotta, B., Hincks, S., Hirshfield, S., Russel, M., Ward, R., Williams, T., Jacob, R. "This is Your Brain on Interfaces: Enhancing Usability Testing with Functional-Near Infrared Spectroscopy". In the Proceedings of ACM CHI 2011 Human Factors in Computing Systems Conference, ACM Press.

Girouard, E. Solovey, L. Hirshfield, E. Peck, K. Chauncey, A. Sassaroli, S. Fantini, and R. Jacob, “From Brain Signals to Adaptive Interfaces: Using fNIRS in HCI,” in Brain-Computer Interfaces: Applying our Minds to Human-Computer Interaction, ed. A. Nijholt, pp. 221-237, Springer (2011).

Software and Creative Interactive Designs

Interaction Painting

Kum, Biocca, Kwon 2015

Software supporting interactive installation of full body creation of digital action paintings.

Mind and Media

Projection Graphics, New York,
(Kum, Lee, Kim, Biocca), 2014.

Interactive Exhibit for the Urban Poor Interactive Installation

Korea Telecom (2013-2014)

Kum-Biocca (Designer)

Projection Graphics Interactive Exhibit

Korea Telecom (2013-2014)

Kum-Biocca

Nightlife

City Simulation & Health Computer Game,
Biocca, Owen 2011.

Selected Keynote & Invited Talks

Dr. Biocca has done over 70 M.I.N.D. Lab keynotes or invited talks in over 10 countries.

Global communication meets China:

Inspirations from Global Communication Studies on New Media and Social Media
“Brain measurement of avatar based interaction in virtual reality.”
Dr. Biocca, Invited Talk, Communication University of China, Beijing.

National University of Singapore

“Embodiment and Cognition: M.I.N.D. Lab projects”
Dr. Biocca, Invited talk, March, 2016, Singapore

Nordcom, Denmark

“Presence and Immersion:
Virtual Reality”
Keynote, August, 2015, Copenhagen

Hewlett-Packard Design, Singapore

Dr. Biocca, “MIND Design Projects”
Invited Talk, August, 2015

MIND Methods Workshop

Dr. Biocca, “MIND Methods”
Invited, Konkuk University in New York, 2015

Konkuk University

Dr. Biocca, “Connected to my Avatar”
Invited talk, August, 2014, Seoul

Brain Workshop, San Francisco

Dr. Biocca, Virtual reality in science and measurement
Invited Talk, March, 2014

Human-computer confluence, Milan

“Embodiment and interaction”
Dr. Biocca, Keynote talk, June, 2012, Milan (University of Milan)

Culture Technology, Korea

Dr. Biocca, “M.I.N.D. Lab projects”
Invited talk, August, 2012, Seoul

CyberPsychology & CyberTherapy Conference

Dr. Biocca, “Avatar bodies: Modeling the sense of presence in virtual environments.
Keynote talk, June, 2011, Ottawa-Gatineau

Universidad Politechnica
de Valencia

Dr. Biocca, “M.I.N.D.Labs: Project overview.”
Invited Talk, Valencia Spain.  July,2011.

Conference Papers & Presentations

Among Dr. Biocca’s more than 170 research presentations, the current reporting period includes M.I.N.D. Lab presentations in North America, Asia, and Europe.

 

2017-2012

Lee, H. R., Jeong, E. J., & Jeon, J. H. (Jan, 2017). Do you want to blow off some steam or self-heal? The role of therapeutic catharsis seeking and life self-efficacy via favorite gaming, The proceeding of 2nd Academic International Conference on Multi-Disciplinary Studies and Education, 23-25, Cambridge University, United Kingdom.

Lee, H. R., Jeong, E. J., & Kim, J. W. (Jan, 2017). What Psychosocial Interventions Work For Players’ Aggression, Depression, And Loneliness? Effect of Therapeutic Catharsis and Life and Game Self-Efficacy, The proceeding of 2017 International Academic Conference on Business, 1-5, USA, Oral Presentation.

Kong, H., Biocca, F., Lee, T., Park, K., & Rhee, J. (2017). Effects of Human Connection in Social Drone and Perceived Safety. Paper accepted at HCI International 2017.

Lee, Y., Min, Y., & Biocca, F. (2016).  A window into opinion formation during presidential debates: Mediating roles of real-time evaluation and involvement in the process of partisan reinforcement. Paper presented at the Annual Conference of the International Communication Association (ICA), Fukuoka, Japan, June, 2016.

Lee, Y. (Jun, 2016) Measuring the effects of traditional vs. satirical news on moral judgment. A Study with fMRI and structural equation modeling. Paper presented at the Annual Conference of the International Communication Association (ICA), Fukuoka, Japan.

Kum, H. & Biocca, F. (2016). Making older art interactive: Media modality effects on aesthetic experience and visual perception in the narrative interactive museum. International Communication Association (ICA’16), Fukuoka, Japan.

Lee, Y & Min, Y. (Jun, 2016). Attribute agenda setting and affective priming in the 2011 Seoul Mayoral Election: How media description of candidate attributes affect political decision-making. Paper presented at the Annual Conference of the International Communication Association (ICA), Fukuoka, Japan.

Lee, Y., Min, H., & Biocca, F. (2016). A dynamic window into opinion formation during presidential debates: Mediating roles of real-time evaluation and involvement in the process of partisan reinforcement. International Communication Association, Fukuoda, Japan.

Yang, H., Jung, S., & Roh, S. (2016) "Social Presence with Geolocation and Uncertainty Reduction Strategies in Online Dating ," International Society for Presence Research (ISPR) ICA Preconference 2016, Tokyo, Japan.

Jung, S. & Jung, S. (2015).  The Usability of Multi-Platform, Web-Based Cognitive Behavior Therapy (CBT) Application, “NewDay.”  American Academy of Health Behavior, New Media Division, San Antonio, Texas, USA

Shin, M., Song, S. W., Biocca, F., Cho, Y., & H, Yang. (2016). Effects of reverberation and SPL on social presence and parasocial relationships: Why do people prefer live music to recorded music?  Paper presented at the ICA preconference, Kyoto, Japan

Lee, H. R., Jeong, E. J., &Jeon, J. H. (2016). Role of Therapeutic Catharsis Seeking on Players' Excessive Game Use and Aggression, The proceeding of 2016 International Management, 19-20, December 2016, Berlin, Germany, Oral Presentation.

Lee, H. R., Jeong, E. J., Kim, J. W. (2016). “Does playing favorite games induce therapeutic effects? Role of life and game self-efficacy in depression and loneliness”, The proceeding of 24th International Academic Conference organized by the International Institute of Social and Economic Sciences, 28 June 2016 to 01 July 2016, Spain, Oral Presentation.

Lee, H. R., Jeong, E. J., Kim, J. W. (2016). “Does a Venting Outlet Exist via Favorite Online Games? The Moderating Role of Therapeutic Catharsis Seeking on Aggression”, The proceeding of 2016 ICBTS International Academic Research Conference, June 16-18, 2016, Netherlands, Oral Presentation.

Jeong, E. J., Kim, D. J., Lee, D. M., & Lee, H. R. (2016). “A Study of Digital Game Addiction from Aggression, Loneliness and Depression Perspectives”, The proceeding of 49th Hawaii International Conference on System Sciences(HICSS), January 5-8, 2016, USA, Oral Presentation.

Lee, H. R., Jeong, E. J., Kim, J. W. (2016). “Role of Internal Health Belief, Catharsis Seeking, and Self-efficacy in Game Players’ Aggression”, The proceeding of 49th Hawaii International Conference on System Sciences(HICSS), January 5-8, 2016, USA, Oral Presentation.

Daeun Lee, Frank Biocca, & Soyoung Jung (2015).  Effect of Interactive Advertising on Large Display. International Communication Association (ICA), Information System Division, San Juan

Shin, M.., Jung, Y. B., & Yoo, J. (May, 2015).   Effects of LBS on psychological distance in CMC. Paper presented at the ICA 2015 conference, Puerto Rico, USA.

Song, J., Shin, M., & Jung, Y. B. (May, 2015). Social TV for the Elderly: When Passive Co-viewing Leads to a Better TV Watching Experience . Paper presented at the ICA 2015 conference, Puerto Rico, USA

Serwadda, A., Phoha, V., Poudel, S., Hirshfield, L., Bandarra, D., Bratt, S., & Costa, M. R. (2015). fNIRS: A New Modality for Brain Activity-Based Biometric Authentication. In Biometrics (IJCB), 2015 IEEE International Joint Conference on Biometrics: Theory, Applications and Systems. Arlington, Virginia: IEEE.

Jung, S., Dauen, K., Biocca, F. (2015). Projection Augmented Reality and Persuasion. Human-computer Interaction International. Los Angeles, Springer International Publishing.

Lee, H. R., Jeong, E. J., & Lee, S. J. (2015). The effects of List of Values, Life Satisfaction, Self-Esteem, Bonding and Bridging Social Capital on Players' Material Values, The proceeding of Intellectbase International Consortium, December 17-19, USA, Oral Presentation.

Lee, H. R., Jeong, E. J., & Kim, J. W. (Oct, 2015) “Is It More Than Just the Play? The Influence of Therapeutic Catharsis-Seeking, Personality Differences, Self-Construct and Social Capital”, The proceeding of 9th European Congress on Violence in Clinical Psychiatry, Copenhagen, Denmark, Poster presentation.

Lee, H. R., Jeong, E. J., & Kim, J. W. (Jul, 2015). “How Do You Blow Off Steam? : The Impact of Therapeutic Catharsis Seeking, Self-Construal, and Social Capital In Gaming Context”, The proceeding of 17th International Conference on Psychological, Educational, Health and Social Sciences (ICPEHSS), Athens, Greece, Oral Presentation.

Lee, H. R., Jeong, E. J., & Yoo, J. H. (Jul, 2015) “Associations between Game Users and Life Satisfaction: The Role of Self-Esteem, Self-Efficacy and Social Capital”, The proceeding of 17th International Conference on Cognitive and Neural Sciences (ICCNS), Zurich, Switzerland, Oral Presentation.

Jeong, E. J., Lee, H. R., & Yoo, J. H. (Jun, 2015). “Addictive Use due to Personality: Focused on Big Five Personality Traits and Game Addiction”, The proceeding of 17th International Conference on Applied Psychology and Behavioral Sciences (ICAPBS), Paris, France, Oral Presentation.

Lee, H. R., Jeong, E. J., & Park, M. S. (Jan, 2015) “Exploring Aggression in Gaming Context: The Role of Therapeutic Catharsis Seeking, Game Self-Efficacy, and Big 5 Personality”, The proceeding of International Research Conference on Science, Management and Engineering (IRCSME 2015), Dubai, UAE, Oral Presentation.

Jeong, E. J., Lee, H. R., & Woo, J. H. (Jan, 2015) “Brand Memory, Attitude, and State Aggression in Violent Games: Focused on the Roles of Arousal, Negative Affect, and Spatial Presence”, Best Paper Nominations, The proceeding of 48th Hawaii International Conference on System Sciences(HICSS), USA, Oral Presentation.

Biocca, F. (2014). Connected to My Avatar. Human-computer Interaction International. Crete, Springer International Publishing. 8531: 421-429.

Jung, S., Lee, D. E., & Biocca, F. (2014). Seeing Augmented Reality is More Moving and Memorable: Comparing the Psychological Effects of 3-Dimensional Projection mapping Versus 2-Dimensional Projection.
International Society for Presence Research (ISPR), March 17-19, 2014.

Kim, S. Y., Searls, R. A., Costa, M., Shin, Y.-I., & Biocca, F. (June, 2013)The effects of avatar realism on heart rate variability, feelings, thoughts, and behaviors. Paper presented at the 63rd Annual Conference of the International Communication Association, London, United Kingdom

Costa, M., Kim, S. Y., & Biocca, F. (2013) Embodiment and embodied cognition.
Virtual, augmented and mixed reality: Designing and developing augmented and virtual environments (HCI International, Berlin).

Kum, H. J., Jung, S.Y., Lim, H.T., & Biocca, F. (2012). Effects of Digital Art Viewing Degree and Interaction; Collage of Digitally Manipulated Sound and Image by Viewer. 2nd International Conference on Smart Materials and Nanotechnology in Engineering (SMNE), July 21-22, 2012.

Kim, S.Y., Biocca, F. & Kum, H. J. (2012). Effective Electronic Cane for Visually Impaired People: Usability Testing. 2nd International Conference on Smart Materials and Nanotechnology in Engineering (SMNE), July 21-22, 2012.

Sung Yeon Kim, Ki Joon Kim, S. Shyam Sundar, & Frank Biocca (2012). Electronic Cane for Visually Impaired Persons: Empirical Examination of Its Usability and Effectiveness. Lecture Notes in Electrical Engineering, in press

 Sung Yeon Kim, Ki Joon Kim, S. Shyam Sundar, & Frank Biocca (2012). Electronic Cane for Visually Impaired Persons: Empirical Examination of Its Usability and Effectiveness. In Proceedings of the 5th International Conference on Human-centric computing Computing (HumanCom2012). Notification of acceptance (May 15, 2012).

Sung Yeon Kim, Frank Biocca, & Hyejin Kum (2012). Effective Electronic Cane for Visually Impaired People: Usability Testing. In Proceedings of 2nd International Conference on Smart Materials and Nanotechnology in Engineering (SMNE 2012).

Kim, S. Y., Lee, Y. M., Gramzow, R. H., & Biocca, F. (2012). Effects of modality-interactivity in exergames on health behavior intentions: Moderating role of regulatory focus. Paper submitted to the 62nd Annual Conference of the International Communication Association, Phoenix, AZ. (top paper award).  Infosystems Division, International Communication Association).

Kong, H., Chae, H. S., & Sha, Y. J. (2012). Media form factor effect on Smart-tv; Role of frame-thickness on a screen for presence. Paper presented at HCI Korea.

2011-2007

Bohil, C.J., Biocca, F.A., & Owen, C.B. Stopping landmine injuries: An original health game for the OLPC. Invited talk at Serious Games Summit, San Francisco, CA, Feb 28-Mar 1, 2011.

Kim, S. Y., Lee, Y. M., Gramzow, R. H., & Biocca, F. (2011, September). Effectiveness of augmented virtuality in exergame on physical health behavioral intention: Moderating role of individualistic regulatory focus. Paper accepted at Researching Learning in Immersive Virtual Environments - ReLIVE 11, Milton Keynes, UK.

Kim, K. J., Biocca, F, & Jeong, E. J. (2011). The Effects of Game Controller’s Degree of Realism and Previous Experience in Real Gun Use on Aggression and Presence in Violent Gaming. ACM International Conference on Ubiquitous Information Management and Communication (ACM ICUIMC 2011), Seoul.

Jeong, E. J., Hong, J., & Biocca, F. (2011). Arousal and Brand Memory: Effects of arousal, centrality, and familiarity on brand memory. Paper presented to be presented at the International Communication Association Annual Convention (ICA 2011, Boston).

Jeong, E. J., Bohil, C., & Biocca, F. (2011). Brand Logo Memory and Attitude Change in Violent Games. Paper presented at the International Communication Association Annual Convention (ICA 2011,  Boston). 

Snyder, L., Farrar, K. et al., (2011). He's Got Game: Promoting Safer Sex Among Young Heterosexual African-American Men with an Interactive Video. University of Southern California,

Snyder, L., Farrar, K. et al., (2011). A Safer-Sex Video Game Can Change Condom Use Intentions Among Urban Young Heterosexual African-American Men. Sex-Tech Conference, San Francisco.

Kum, H. J., & Biocca, F. (2010).Analysis of IPhone icon and UI design using HCI concept. KSII The first International Conference on Internet (ICONI), 2010. 10-1

Biocca, F., & Kim, S. Y. (2010). Communicative responses to robot morphology: Communicating functionality and perceived robot states during user interaction. In A. P. del Pobil & S. S. Sundar (Eds.), Proceedings of the Workshop on Interaction Science Perspective on HRI: Designing Robot Morphology (pp. 19-28). Osaka, Japan.

Bohil, C., Biocca, F. & Owen, C. (2010) Mobile game teaches kids to avoid landmines: Notes from Cambodia. In B. Winn, Heeter, C. & Games, A.(Ed.). Meaningful Play. East Lansing, MI.

Rebenitsch, L., Owen, C. B., Ferrydiansyah, R., Bohil, C., and Biocca, F. (2010). An exploration of real-time environmental interventions for care of dementia patients in assistive living. In F. Makedon, I. Maglogiannis, and S. Kapidakis, Eds., Proceedings of the 3rd international Conference on Pervasive Technologies Related To Assistive Environments.

Biocca, Frank (Ed.). (2010). Virtual reality motion platform concept. Linz: Ars Electronica Center/Museum(reprinted conceptual design)

Bohil, C.J. & Biocca, F.A. (2009).  Cognitive modeling of user experience in video games: A decision-field theoretic account of risk taking.  MODSIM World Conference, Virginia Beach (Top paper award: Game simulation).

Biocca, F. (2009). Presence is indeed for everyone. In D. Benyon,  M. Smythe, I. Helgason (Eds.). Presence for Everyone. Barcelona: Peach, Center for Interactive Design.

Bohil, C., Owen, C., E.J., Jeong, Alicea, B. & Biocca, F.  (2009). Virtual reality and presence. In B. Eadie (Ed.), 21st Century Communication: A Reference Handbook. Sage Publications.

Jeong, S., Biocca, F., and Bohil, C.  Advertising Effects through Violent Virtual Experience: Presence, Arousal, Brand Memory and Attitude in 3D Violent Games. In M. Lombard and K. Lee (Eds.), Presence 2010 Proceedings. Los Angeles, CA.

Biocca, Dr. Frank, Bohil, Dr. Corey, Tang, Dr. Kwok Hung, & Owen, Dr. Charles (2009). Media That Alert or Direct You to Objects and Locations Anywhere Around the Body: Tests of general purpose search and navigation aids for mobile augmented reality. Cogprints.

 Biocca, F. et al. (2009). Nightlife.  Storrs, Connecticut: Center for Health Marketing and Centers for Disease Control. (Computer game). 

Owen, C., Biocca, F., Bohil, C. (Oct. 2008).  SimDialog: A software tool for scripting non-linear interactive dialog in computer games and simulations.  Proceedings of the Meaningful Play conference. East Lansing: Michigan State University. (CD Rom)

Jeong, J., Biocca, F. and Bohil, C. (2008). Effects of representational realism in 3D violence games. In Spagnolli, A. & L. Gamberini (Ed.),  Presence 2008: Proceedings of the 11th Annual Workshop on Presence. Padua, Italy. pp. 191-200.

Biocca, F. (2008). ”The pursuit of sound: radio, perception and utopia in the early twentieth century.” In Andrew Crisell (Ed.), Radio: Critical Concepts in Media and Cultural Studies, Vol. 2. History. Routledge. (reprint). 

Daugherty, T., Li, H., and Biocca. F. (2008). Consumer learning and the effects of virtual experience relative to indirect and direct product experience.  Psychology & Marketing, Vol. 25(7): 568–586.

Owen, C., Biocca, F., Bohil, C. (Oct, 2008).  SimDialog: A visual game dialog editor.  arXiv.org .

Biocca, F. , Owen, C., Tang, A., and Bohil, C. (2007). Attention Issues in Spatial Information Systems: Directing Mobile Users’ Visual Attention Using Augmented Reality. Journal of Management Information Systems, Vol. 23 No. 4 , pp. 163 – 184

Werner, W., Hartmann, T., Bocking, S., Vorderer, P., Klimmt, C., Schramm, C., Saari, T., Laarni,  J., Ravaja, N. , Ribeiro Gouveia, F., Biocca, F., Sacau, A., Jancke, Baumgartner, L., Jancke, P. (2007). A Process Model of the Formation of Spatial Presence Experiences. Media Psychology, Vol. 9, No. 3: pp.  493-525.

2006-2002

Biocca, F.,  Tang, A.,  Owen, C. and Fan, X. (April, 2006). The Omnidirectional Attention Funnel: A Dynamic 3D Cursor for Mobile Augmented Reality Systems Proceedings of CHI. Conference on Human Factors in Computer Systems. Montréal, Québec. Canada

Jackson, L. A., von Eye, A., Biocca, F. A., Barbatsis, G., Zhao, Y., & Fitzgerald, H. E. (2006). Children's home Internet use: Predictors and psychological, social and academic consequences. R. Kraut , M. Brynin, & S. Kiesler(Eds.), Computers, phones, and the Internet: Domesticating information technology.  London: Oxford University Press

Jackson , L. A., von Eye, A., Biocca, F. A., Barbatsis, G., Zhao, Y., & Fitzgerald, H. E. (2006). Children's home Internet use: Predictors and psychological, social and academic consequences. Developmental Psychology.

Biocca, F., Tang, A., Owen, C. and Xiao, F. (2006). The omnidirectional attention Funnel: A dynamic 3D cursor for mobile augmented reality systems Proceedings of 39th, Annual Hawaii International Conference on System Sciences (CD/ROM). Computer Society Press.

Figueroa-Villanueva, M. A., Biocca, F. Reddy, C., Rolland, J. and Stockman, G. (2005). Providing high social presence for mobile systems via an unobtrusive face capture system. Proceedings of the Presence Conference, 2005.  London, England.

Rolland, J.  Biocca, F. Hamza-Lup, F,  Ha, Y. and Ricardo Martins, R. (2005). Development of head-mounted projection displays for distributed, collaborative, augmented reality applications, Presence, Teleoperators, and Virtual Environments. pp. 528 – 549.

Biocca, F., Tang, A., Mou, W., Owen, C. and Lim, L. (2005). Spatial information organization guideline for augmented reality environment.  In Proceeding of Human Computer Interaction International 2005, 11th International Conference on Human-Computer Interaction, July 22-27, 2005, Las Vegas, NV.

Owen, C., Xiao, F., Biocca, F., Tang, A., Mou, W., and Lim, L. (2005).  Information reference frames in mobile augmented reality interfaces.  In Proceedings of Human Computer Interaction International 2005, 11th International Conference on Human-Computer Interaction, July 22-27, 2005, Las Vegas, NV.

Jackson, L. A., von Eye, A., Biocca, F., Zhao, Y., Barbatsis, G., & Fitzgerald, H. (2005). Personality and use of the Internet’s information and communication tools: Findings from the HomeNetToo project. In K-H. Renner, A. Schütz & F. Machilek (Eds.), Internet and Personality (pp. 93-105). Gottingen, Germany: Hogrefe Verlag GmbH & Co. KG.

Jackson, L. A., von Eye, A., Biocca, F., Barbatsis, G., Zhao, Y. & Fitzgerald, H. E. (2005). How low-income children use the Internet at home. Journal of Interactive Learning Research, 16, 259-272.

Jackson, L. A., von Eye, A., Biocca, F., Zhao, Y., Barbatsis, G., & Fitzgerald, H. E. (2005). Instructional set and Internet use. Cyberpsychology and Behavior, 8.

Jackson, L. A., Dang, C., Biocca, F., von Eye, A., Zhao, Y., Barbatsis, G. & Fitzgerald, H. (2005). Interface design and intentions to use health information in low-income adults. Proceedings of the Human-Computer Interaction (HCI) International 2005 Conference. Las Vegas, Nevada, July 22-27.

Daugherty, T., Li, H., & Biocca, F. (2005). Experiential e-commerce:  A summary of research investigating the impact of virtual experience on consumer learning. In C. Haugtvedt, K. Machleit & R. Yalch (Eds.), Online Consumer Psychology: Understanding and Influencing Consumer Behavior in the Virtual World (p. 457-490). Mahwah, NJ: Lawrence Erlbaum Associates.

Jackson, L. A., von Eye, A., Biocca, F. A., Barbatsis, G., Fitzgerald, H. E. Zhao, Y., (July, 2004). The impact of internet use on the other side of the digital divide. Communications of the ACM, 47, 43-47,

Mou, W., Biocca, F., Owen, C., Tang, A., & Xiao, F. (2004). Spatial memory and spatial updating in augmented reality. International Journal of Psychology, 39(5-6).

Mou, W., Biocca, F., Owen, C. B., Tang, A., Xiao, F., & Lim, L. (2004). Frames of reference in mobile augmented reality displays. Journal of Experimental Psychology: Applied, 10(4), 238-244.

Tang, A., Biocca, F., & Lim, L. (2004). Comparing differences in presence during social interaction in augmented reality versus virtual reality environments: An exploratory study. In M. A. Raya & B. R. Solaz (Eds.), Proceedings of presence 2004, 7th annual international workshop on presence (pp. 204-208). Valencia, Spain.

Jackson, L. A., von Eye, A., Biocca, F., Zhao, Y., Barbatsis, G., & Fitzgerald, H. E.  (2004). Low-income children's career aspirations and Internet use: Findings from the HomeNetToo project.  International IPSI 2004 Conference, Symposium on Challenges in Internet and Interdisciplinary Research, Venice, Italy, November 10-15.

Mou, W., Biocca, F., Owen, C., Tang, A., & Xiao, F. (2004). Spatial Memory and Spatial Updating in Augmented Reality. In Proceedings of the 28th International Congress of Psychology. August 8 – 13, 2004, Beijing, China.

Harms, C., & Biocca, F. (2004). Internal consistency and reliability of the networked minds social presence measure. In M. Alcaniz & B. Rey (Eds.), Seventh Annual International Workshop: Presence 2004. Valencia: Universidad Politecnica de Valencia.

Jackson, L. A., von Eye, A., Biocca, F., Zhao, Y., Barbatsis, G., & Fitzgerald, H. E.  (2004). Effects of alternative interface designs for presenting health information to African Americans.  Proceedings of the International Conference on New Learning Paradigms and New Learning Tools (New Learning 2004), Skiathos, Greece, May 10-12, 2004.

Rolland, J., Biocca, F., Gao, C., Hua, H., Ha, Y., Harrysson, O., et al. (2004). Teleportal augmented reality system:  Integrating virtual objects, remote collaborators, and physical reality for distributed networked manufacturing. In S. K. Ong & A. Y. C. Nee (Eds.), Virtual and augmented reality applications in manufacturing (pp. 67-98). Berlin: Springer Verlag.

Rolland, J., Biocca, F., Gao, C., Hua, H., Ha, Y., Harrysson, O., et al. (2004). Design and prototyping of a teleportal ultra Light-weight large field of view head-mounted display. In S. K. Ong & A. Y. C. Nee (Eds.), Virtual and augmented reality applications in manufacturing (pp. 179-200). Berlin: Springer Verlag.

Tang, A., Owen, C., Biocca, F., & Mou, W. (2004). Performance evaluation of augmented reality for directed assembly. In S. K. Ong & A. Y. C. Nee (Eds.), Virtual and augmented reality applications in manufacturing (pp. 301-322). Berlin: Springer Verlag.

Jackson, L. A., Eye, A. v., Barbatsis, G., Biocca, F., Fitzgerald, H. E., & Zhao, Y. (2004). The social impact of internet use on the other side of the digital divide. Communications of the ACM, 47(7), 43-47.

Jackson, L. A., Biocca, F., von Eye, A., Barbatsis, G., Zhao, Y., & Fitzgerald, H. E. (2004). Children's Internet use: Findings from the HomeNetToo project. Proceedings of the World Conference on Educational Multimedia, Hypermedia and Telecommunications, Lugarno, Switzerland.[

Jackson, L. A., von Eye, A., Biocca, F., Zhao, Y., Barbatsis, G., & Fitzgerald, H. E. (2004). Effects of alternative interface designs for presenting health information to African Americans. Proceedings of the International Conference on New Learning Paradigms and New Learning Tools (New Learning 2004), Skiathos, Greece.

Jackson, L. A., von Eye, A., Biocca, F., Zhao, Y., Barbatsis, G., & Fitzgerald, H. E. (2004). Low-income children's career aspirations and their Internet Use: The HomeNetToo project. Proceedings of the Annual Convention of the American Psychology Association, Honolulu, Hawaii, USA.

Jackson, L. A., Barbatsis, G., von Eye, A., Biocca, F.A., Zhao, Y., & Fitzgerald, H.E. (2003).  Implications for the digital divide of Internet use in low-income families. IT & Society, 1, 210-244. 

Jackson, L. A., Barbatsis, G., Biocca, F., Zhao, Y., von Eye, A., & Fitzgerald, H. E. (2003). HomeNetToo: Home Internet use in low-income families: Is access to the Internet enough? In E. P Bucy & J. E. Newhagen (Eds.), Media access: Social and psychological dimensions of new technology use. Mahwah, NJ: Lawrence Erlbaum Associates.  

Jackson, L. A., von Eye, A., Biocca, F., Barbatsis, G., Zhao, Y.  & Fitzgerald, H. (2003). Internet use in low-income families: Implications for the digital divide.  IT and Society, pp. 141-165.

Biocca, F., Harms, C., & Burgoon, J. (2003). Towards a more robust theory and measure of social presence: Review and suggested criteria. Presence: Teleoperators and virtual environments. (pp. 456-480)

Biocca, F., Rolland, J., Plantegenest, G., Reddy, C., Harms, C., Owen, C., et al. (2003). Approaches to the design and measurement of social and information awareness in augmented reality systems. In J. A. Jacko & C. Stephanidis (Eds.), Proceedings of Human computer Interaction international: Theory and practice (Vol. 2, pp. 844-848). Hillsdale, NJ: Lawrence Erlbaum.

Nowak, K., & Biocca, F. (2003). The effect of the agency and anthropomorphism on users' sense of telepresence, copresence, and social presence in virtual environments. Presence: Teleoperators and Virtual Environments, 12(5), 481-494.

Jackson, L. A., Barbatsis, G., Biocca, F., Zhao, Y., von Eye, A., & Fitzgerald, H. E. (2003). Does home internet use influence the academic performance of low-income children? In Proceedings Latin American Web Congress. Santiago, Chile: IEEE CS.

Jackson, L. A., Barbatsis, G., von Eye, A., Biocca, F. A., Zhao, Y., & Fitzgerald, H. E. (2003). Implications for the digital divide of Internet use in low-income families. IT & Society, 1(5), 219-244.

Jackson, L. A., Biocca, F., Lim, L., Bradburn, K., Tang, M., Mou, W., Barbatsis, G., von Eye, A., Zhao, Y., & Fitzgerald, H. (2003). Presence, Learning and Attitudes in Virtual Environments: A Comparison between 3-D Spatial, Interpersonal and Standard Interfaces in Transmitting Health Information to Low-income Users. Proceedings of the International Conference on Computers in Education 2003 (ICCE 2003), Budapest, Hungary.

Jackson, L. A., Biocca, F., Lim, L., Bradburn, K., Tang, M., Mou, W., Barbatsis, G., von Eye, A., Zhao, Y., & Fitzgerald, H. (2003). Effects of culturally adapted interfaces on learning and attitudes: Findings from the HomeNetToo project. Proceedings of the International Association for the Development of Information Society (IADIS) International Conference, WWW/Internet 2003, Algarve, Portugal.

Jackson, L. A., Biocca, F., Lim, L., Bradburn, K., Tang, M., Weimin Mou, et al. (Nov. 2003). Effects of culturally adapted interfaces on learning and attitudes: Findings from the HomeNetToo Project. Proceedings of IADIS WWW2003.

Jackson, L., Eye, A. V., & Biocca, F. (2003). Home internet use, psychological wellbeing, and social involvement: Does internet use help or harm low income users. Proceedings of WWW 2003, Budapest.

Jackson, L. A., von Eye, A., Biocca, F. A., Barbatsis, G., Fitzgerald, H. E., & Zhao, Y. (2003). Personality, cognitive style, demographic characteristics and Internet use - Findings from the HomeNetToo project. Swiss Journal of Psychology, 62(2), 79-90.

Jackson, L. A., von Eye, A., Biocca, F., Barbatsis, G., Fitzgerald, H. E., & Zhao, Y. (2003). Internet attitudes and Internet use: Some surprising findings from the HomeNetToo project. International Journal of Human Computer Studies, 59(3), 355-382.

Jackson, L. A., von Eye, A., Biocca, F., Zhao, Y., Barbatsis, G., & Fitzgerald, H. E. (2003). Motives for Internet use: Communication, information, consumption and Internet use in low-income families. Information, Communication and Society, August 26.

Jackson, L. A., Barbatsis, G., Eye, A. v., Biocca, F., Zhao, Y., & Fitzgerald, H. (2003). Implications for the digital divide of internet use in low-income families. IT&SOCIETY, 1(5,), 219-244.

Tang, A., Owen, C., Biocca, F., & Mou, W. (2003). Comparative effectiveness of augmented reality in object assembly. In Proceedings of the conference on Human factors in computing systems (ACM CHI) (pp. 73-80). New York: ACM Press.

Jackson, L., Eye, A. V., & Biocca, F. (2003). Home internet use, psychological wellbeing, and social involvement: Does internet use help or harm low income users. In Proceedings of WWW 2003. Budapest.

Hua, H., Gao, C., Brown, L., Biocca, F., & Rolland, J. P. (2002). Design of an ultra-light head-mounted projective display (HMPD) and its Applications in Augmented Collaborative Environments. Proceedings of SPIE, Vol.4660.

Biocca, F., Tang, A., Inoue, H., Polanski, H., & Lee, A. (2002). Virtual touch revisited: More evidence of the role of intersensory integration in the illusion of telepresence. In F. Gouveia & F. Biocca (Eds.), Presence 2002 Proceedings. Porto, Portugal: University of Fernando Pessoa Press.

Biocca, F.,  Harms, C. (2002) Networked Minds Social Presence Inventory: |(Scales only, Version 1.2) Measures of co-presence, social presence,  subjective symmetry, and intersubjective symmetry. Cogprints (6742).

Biocca, F.,  Harms, C , (2002). Guide to theNetworked Minds Social Presence Inventory (Version 1.2): Measures of co-presence, social presence,subjective symmetry, and intersubjective symmetry. Cogprints. (6741).

Biocca, F. & Harms, C. (2002). Guide to the networked minds measure of social presence. Report: Media Interface and Networked Design Labs, Michigan State University, East Lansing, MI. (scales only)

Biocca, Z., & Biocca, F. (2002). Building bridges across fields, universities, and countries: Successfully funding communication research. Journal of Applied Communication Research.

Biocca, F., & Harms, C. (2002). What is social presence? In F. Gouveia & F. Biocca (Eds.), Presence 2002 Proceedings. Porto, Portugal: University of Fernando Pessoa Press.

Li, H., Daugherty, T. M., & Biocca, F. (2002). The Impact of 3-D Advertising on Product Knowledge, Brand Attitude and Purchase Intention: The Mediating Role of Presence. Journal of Advertising, 31(3), 43-58. Uploaded

Tang, A., Owen, C., Biocca, F., & Mou, W. (2002). Comparative effectiveness of augmented reality in object assembly. International Symposium on Mixed and Augmented Reality. Darmstadt, Germany: ACM.

Hartmann, T. (2002). Interview with Prof. Dr. Frank Biocca. Zeitschrift für Medienpsychologie [Journal of Media Psychology], 14(3), 139 - 141.

 Biocca, F. (2002). The evolution of narrative towards "being there" in non-linear narrative worlds. In M. Green & J. Strange & T. Brock (Eds.), Narrative Impact: Social and Cognitive Foundations. Hillsdale, NJ: Lawrence Erlbaum. Part I Chapter 5 Pages 97-130[B14] 

Parrien, P., Hua, H., Del Vento, B., Biocca, F., & Rolland, J. (2002). Head-mounted projective displays for creating remote collaborative environments. Proceeding of the SPIE

Rowland, D., & Biocca, F. (2002). Cooperative design methodology: Genetic Sculpture Park. Leonardo, 35(2), 193-196.

Jackson, L. A., Biocca, F. A., Barbatsis, G., von Eye, A., Fitzgerald, H. E., & Zhao, Y. (2002, October 15-19). Trust and the internet, Proceeding of the World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education. Montreal Canada.

Li, H., Daugherty, T., & Biocca, F. (2002). Types and effects of affordances in consumer learning: An empirical study of virtual experience. Journal of Consumer Psychology

2001-1997

Biocca, F., & Nowak, K. (2001).  Plugging your body into the telecommunication system.  In C. Lin & D. Atkin (Eds.), Communication technology and society: New Media Adoption and Uses. Cresskill, NJ: Hampton.

Biocca, F. (2001). Inserting the Presence of Mind into a Philosophy of Presence: A Response to Sheridan and Mantovani and Riva. Presence:  Teleoperators and Virtual

Choi, Y., Miracle, G., & Biocca, F. (2001). The effects of anthropomorphic agents on advertising effectiveness and the mediating role of presence. Journal of Interactive Advertising, 2(1), (URL: jiad.org/vol2/no1/Choi).

Biocca, F., Kim, J., & Choi, Y. (2001). Visual touch in virtual environments: An exploratory study of presence, multimodal interfaces, and cross-modal sensory illusions. Presence:  Teleoperators and Virtual Environments (MIT)

Biocca, F. (2001). New media and youth. Journal of Adolescent Health, 27, 22-29.

Hua, H., Rolland, J., & Biocca, F. (2001). A head-mounted projective display and its applications in Interactive augmented environments, SIGGRAPH Proceedings: Technical Papers and Sketches. Los Angeles: Association for Computer Machinery.

Biocca, F., Tang, A., & Lamas, D. (2001). Evolution of the mobile info sphere: iterative design of a high information-bandwidth, mobile augmented reality interface. In Proceedings of the International Conference on Augmented, Virtual Environments and Three-Dimensional Imaging, ICAV3D'2001. Mykonos, Greece.

Biocca, F. (2001). The space of cognitive technology: The design medium and cognitive properties of virtual space (extended abstract). In M. Benyon & C. L. Neshanic & K. Dautenhahn (Eds.), Cognitive technology: Instruments of mind. Proceedings of the International Cognitive Technology conference, 2001 (pp. 55-56). Warwick, U.K.: Springer-Verlag.

Biocca, F., Lamas, D., Gai, P., Brady, R., & Tang, A. (2001). Mapping the semantic asymmetries of virtual and augmented reality space (extended abstract). In M. Beynon & C. L. Nehaniv & K. Dautenhahn (Eds.), Cognitive technology: Instruments of mind. Proceedings of the International Cognitive Technology conference, 2001 (pp. 117-122). Warwick: Springer-Verlag.

Biocca, F., Li, H., Daugherty, T., & Chafe, Z. (2001). Effect of sensory immersion on presence, product knowledge, attitude towards the product, and purchase intention. In F. Biocca & H. Li & P. David & S. Edwards & T. Daugherty (Eds.), Proceedings of the Experiential E-commerce conference (CD-Rom). East Lansing: M.I.N.D. Lab, Michigan State University.

Daugherty, T., Li, H., & Biocca, F. (2001). Consumer Learning and 3-D E-commerce: Sequential Exposure to a Virtual Experience Relative to Indirect and Direct Product Experience. In F. Biocca & H. Li & P. David & S. Edwards & T. Daugherty (Eds.), Proceedings of the Experiential E-commerce conference (CD-Rom). East Lansing: M.I.N.D. Lab, Michigan State University.

Choi, Y., Miracle, G., & Biocca, F. (2001). The effects of anthropomorphic agents on advertising effectiveness and the mediating role of presence. In F. Biocca, H. Li, P. David, S. Edwards & T. Daugherty (Eds.), Experiential E-commerce conference (URL:www.mindlab.org/Biocca/papers/2001_exp_ecomm_proceedings). East Lansing, Michigan State University: M.I.N.D. Lab.

Hua, H., Gao, C., Biocca, F., & Rolland, J. P. (March 2001). An ultra-light and compact design and implementation of head-mounted projective displays. Proceedings of IEEE Virtual Reality (pp. 175-182). Yokohama, Japan: IEEE.

Li, H., Biocca, F., & Daugherty, T. (2001). Psychological characteristics of virtual experience: A comparison of verbalization in 3-D and 2-D advertising. In F. Biocca & H. Li & P. David & S. Edwards & T. Daugherty (Eds.), Proceedings of the Experiential E-commerce conference (CD-Rom). East Lansing: M.I.N.D. Lab, Michigan State University.

Li, H., Daugherty, T., & Biocca, F. (2001). Characteristics of Virtual Experience in Electronic Commerce: A Protocol Analysis. Journal of Interactive Marketing, 15(3), 13-30.

Biocca, F., Tang, A., Lamas, D., Gregg, J., Grady, R., & Gai, P. (2001). How do users organize virtual tools around their body in immersive virtual and augmented reality environments? An exploratory study of egocentric spatial mappings of virtual tools in the mobile infosphere. East Lansing, MI: Media Interface and Network Design Lab, Michigan State University.

Biocca, F. (2000). Embodied knowing and virtual environments: How to improve telecommunication environments for knowledge workers. In J. Koki & S. Martial (Eds.), Conference on Knowledge and Innovation (pp. 33-54). Helsinki, Finland: Helsinki School of Economics.

Jackson, L. A., Biocca, F. A., Barbatsis, G., von Eye, A., Fitzgerald, H. E., & Zhao, Y. (2000). HomeNetToo: Motivational, affective and cognitive factors and Internet use: A model to explain the racial digital divide and the Internet paradox. Web Net 2000 World Conference on the WWW and Internet. San Antonio, TC.

Tang, A., Maslowski, E., & Biocca, F. (2000). Virtual Hands-on Cadaver Demonstration (00-01). East Lansing, MI: Media Interface and Network Design Lab.

Biocca, F. (2000). Human-bandwidth and the Design of Internet 2 Interfaces: Human Factors and Psychosocial Challenges. In Proceedings of the Internet2 Sociotechnical Summit. IEEE Press.

Biocca, F. (2000). New media technology and youth. (ML-RR 2000-02). Media Interface and Network Design Labs, Michigan State University.

Biocca, F. (2000). Human-bandwidth and the Design of Internet 2 Interfaces: Human Factors and Psychosocial Challenges (ML-RR 2000-01). Media Interface and Network Design Labs, Michigan State University.

Rowland, D., & Biocca, F. (2000). Evolutionary Co-operative Design Between Human And Computer: Implementation Of 'The Genetic Sculpture Park'. In W. Broll (Ed.), VRML 2000 / Web3D. Monterey, CA: ACM.

Rowland, D., & Biocca, F. (2000). Evolutionary Co-operative Design Between Human And Computer: Implementation Of 'The Genetic Sculpture Park' (MLR 2000-03). E. Lansing, MI, USA: Media Interface and Network Design Lab.

Biocca, F. (1999). On the boundaries between physical environments and virtual environments: Communication, identity, and cognition in advanced media. Proceedings of the International conference: In search of boundaries: communication, nation state, and cultural identities, Chinese University, Hong Kong.

Biocca, F. (1999). New media technology and youth. Report to the Grant Foundation.

Myers, P. & Biocca, F. (1999). The elastic body image. In Laura K. Guerrero, Joseph A. DeVito, and Michael L. Hecht (Eds.), The Nonverbal Communication Reader:  Classic and Contemporary Readings. Edition:  2nd. Waveland Press (reprinted.)

Nowak, K., & Biocca, F. (1999). "I think there is someone else here with me!” The role of the virtual body in the sensation of co-presence with other humans and artificial intelligences in advanced virtual environments. In K. Cox, & B. Gorayska (Eds.), 3rd International Cognitive Technology Conference. San Francisco: Media Interface and Network Design Lab, Michigan State University, E. Lansing, MI.

Biocca, F., et. al. (1998). Virtual and Augmented Reality. In A. Grant (Ed.), Communication Technology Update: 1996-1998. Austin: Butterworth Heineman.

Biocca, F. & Mark R. Levy (1997). Applicazioni di Realta virtuale nell-ambito della Communicazione (pp. 79-111). In C. Galimberti, G. Riva (Eds.). La communicaione virtuale: Dalcomputer alle reti telmatiche: nuove forme di interazione sociale. Milano: Italia.

Biocca, F. & Nowak, K. (1998). Five long-term trends in information technology.  Michigan Forward.

Biocca, F., K. Nowak, Lauria, R. (1997). "Virtual Reality," in Focal Encyclopedia of Electronic Media (ed. Christopher H. Sterling), Boston: Focal Press. (CDRom).

Biocca, F. & Rolland, J. (1998). Virtual Eyes Can Rearrange Your Body: Adaptation to visual displacement insee-through, head-mounted displays. Presence, 7(3), 262-277. 

 Biocca, F. (1997). The cyborg’s dilemma: Embodiment in virtual environments. Journal of Computer Mediated Communication.

Kim, T. & Biocca, F. (1997). Telepresence in Television. Journal of Computer Mediated Communication.

Biocca, F. (1997). The cyborg’s dilemma: Embodiment in virtual environments. In B. Goraskya (Ed.), Proceedings of the Second International Cognitive Technology Conference.  IEEE.

Biocca, F. (1998). What does it mean to design a mind tool? How the Goal of Intelligence Augmentation Will Influence the Design of Advanced Virtual Reality Interfaces.  InD. Boyarksi, R. Butter, K. Krippendorff, R. Solomon, W. Wiebe Jay Tomlinson (Ed.) Design in the Age of Information. Washington: National Science Foundation. (Reprinted from Gorayska, 1996)

Biocca, F., Brown, J., Makris, G., Bernhardt, J.M., Gaddy, G. (1997). Improving Anti-violence Public Service Announcements Through Systematic Analysis and Design. In National Television Violence Study: Volume 2.  Los Angeles: Sage Publications.

Gregory, M. Kemp, K., Brown, J. & Biocca, F. (1997). Stop the violence: Lessons from anti-violence campaigns using mass media. In James Hamilton, (Ed.), Public Policy, Violence and the Media.

Biocca, F. (1998). Creating a Space for Research in Virtual Reality. In Monica Richter & Eduardo Neiva (Eds.), Communicacao e Pos-moderdeism.  Sao Paolo.  (In Portuguese)

1996-1992

Biocca, F., Lauria, R. & McCarthy, M. (1996). Virtual Reality. In A. Grant (Ed.), Communication Technology Update: 1996-1998. Austin: Butterworth Heineman.

Biocca, F.  Intelligence Augmentation: The Vision Inside Virtual Reality. In B. Gorayska (Ed.). Cognitive Technology: In Search of a Humane Interface.  Amsterdam: North Holland. (1996)

Biocca, F., West, M. (1996) Dynamic Systems in Continuous Audience Response. In J. Watt & A.V. Lear (Eds.), Cycles and Dynamic Patterns in Communication Processes. New York: Academic Press.

Biocca, F., Brown, J., et al.  (1996). Assessment of Television’s Anti-violence Messages. In National Television Violence Study: Volume 1.  Los Angeles: Sage Publications).

Biocca, F., Brown, J., et al. (1996) Assessment of Television’s Anti-violence Messages. In National Television Violence Study: Executive Summary, 1994-1995 (pp. IV 1 - IV 121).  Los Angeles: MediaScope.

 50. Rolland, J., Biocca, F., Barlow, T., Kancherla, A. (1995).  Quantification of Perceptual Adaptation to Virtual-Eye Location inSee-thru Head-mounted Displays. In Virtual reality annual international symposium'95. Los Alamitos: IEEE Computer Society Press (pp. 56-66).

Biocca, F., Donatello, M. & McConville, D. (1995).  Virtual Reality. In A. Grant (Ed.), Communication Technology Update: 1995-1996. Austin: Butterworth Heineman.

Biocca, F. & Levy, M.  Virtual Reality as a Communication System. In Frank A. Biocca & Mark Levy (Eds.), (1995). Communication in the Age of Virtual Reality.  Hillsdale, NJ: Lawrence Erlbaum.

Biocca, F. & Delaney, B. (1995). Immersive Virtual Reality Technology. In Frank A. Biocca & Mark Levy (Eds.), Communication in the Age of Virtual Reality.  Hillsdale, NJ: Lawrence Erlbaum.

Biocca, F. & Levy, M. (1995).  Communication Applications of Virtual Reality Technology. In Frank A. Biocca & Mark Levy (Eds.), Communication in the Age of Virtual Reality.  Hillsdale, NJ: Lawrence Erlbaum. (with Mark Levy)

Biocca, F., Taejong Kim & Mark Levy (1995).  The Vision of virtual reality. In Frank A. Biocca & Mark Levy (Eds.), Communication in the Age of Virtual Reality.  Hillsdale, NJ: Lawrence Erlbaum. 

Biocca, F (1994).  Communication Research in the Design of Communication Interfaces and Systems. In Mark Levy & Michael Gurevitch (Eds.), The Future of the Field of Communication.   New York: Oxford University Press.

Biocca, F. & Meyer, K. (1994).  Virtual reality.  In R. Aston & J. Schwarz (Eds., Multimedia: Gateway to the Millennium.  New York: Academic Press. 

Biocca, F., West, M. & David, P. (1994).  Continuous Response Measurement: Theory, Technology, and Methodology.  In A. Lang (Ed.), Measuring Psychological Responses to Media. (pp. 15-65).  Hillsdale, NJ: Lawrence Erlbaum Associates. 

Biocca, F. (1994).  Virtual Reality. In A. Grant (Ed.), Communication Technology Update: 1994-1995. Austin: Butterworth-Heineman.

Biocca, F. (1993).  Virtual Reality: The Forward Edge of Multimedia.  In M. De Sonne (Ed.), Multimedia 2000. (pp. 16-37) Washington: National Association of Broadcasters.

Biocca, F. (1993). Will simulation sickness slow down the diffusion of virtual reality technology? Presence

Biocca, F. (1993).  "Virtual Reality: The Forward Edge of Multimedia." In S. Helsel (Ed.), Electronic Proceedings of Virtual Reality '93. Westport, CN: Meckler. (Reprinted from Multimedia 2000.)

Biocca, F. (1993).  Communication Design in Virtual Reality.  In S. Helsel (Ed). Proceedings Virtual Reality '92: VR becomes a business. (pp.173-206) Westport, CN: Meckler.

Biocca, F. (1993).  Communication Research in the Design of Communication Interfaces and Systems. Journal of Communication.43, 4, 59-69.

Biocca, F. (1992).  Virtual Reality Technology: A Tutorial. Journal of Communication, 42 (4), 23-73.

Biocca, F. (1992).  Communication Within Virtual Reality: Creating a Space for Research. Journal of Communication, 43 (4), 5-22.

Biocca, F., Lanier, J. (1992).  An Insider's Look at the Future of Virtual Reality.  Journal of Communication (42) 4, 150-172.

Biocca, F., Meyer, K., Applewhite, H. (1992) A Survey of Position Trackers in Virtual Reality Systems.  Presence. 1, 2, 173-201.

 

Featured Papers

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Bohil, C. J., Alicea, B., & Biocca, F. A. (2011). Virtual reality in neuroscience research and therapy. Nature Reviews Neuroscience, 12(12), 752-762.

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