Andrea Stevenson Won

Orcid: 0000-0001-5240-6166

Affiliations:
  • Cornell University, Virtual Embodiment Lab, USA


According to our database1, Andrea Stevenson Won authored at least 50 papers between 2014 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2024
Conferencing together in social virtual reality: Bringing agency back into affordances-based approaches in communication scholarship.
Inf. Soc., August, 2024

Actor-Observer Asymmetry in Virtual Reality.
J. Media Psychol. Theor. Methods Appl., January, 2024

Effects of first vs. third-person perspective and self- versus other-avatars on user movements in virtual reality.
Int. J. Hum. Comput. Stud., 2024

"I Try to Represent Myself as I Am": Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR Avatars.
CoRR, 2024

Just Look at Them! Encouraging Self-Reflection on Teacher Gaze Behavior through Data Visualizations in Virtual Reality.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

SocialCueSwitch: Towards Customizable Accessibility by Representing Social Cues in Multiple Senses.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

The Sound of Support: Gendered Voice Agent as Support to Minority Teammates in Gender-Imbalanced Team.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024

Accessible Nonverbal Cues to Support Conversations in VR for Blind and Low Vision People.
Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, 2024

The Looking-Glass Avatar: Representing Chronic Pain through Social Virtual Reality Avatar Movement.
Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, 2024

"I Try to Represent Myself as I Am": Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR Avatars.
Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, 2024

An AI Guide to Enhance Accessibility of Social Virtual Reality for Blind People.
Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, 2024

Exploring the Accessibility of Social Virtual Reality for People with ADHD and Autism: Preliminary Insights.
Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, 2024

2023
Perspectives from Naive Participants and Experienced Social Science Researchers on Addressing Embodiment in a Virtual Cyberball Task.
Proceedings of the Computer Supported Cooperative Work and Social Computing, 2023

Exploring Interaction, Movement and Video Game Experience in an Educational VR Experience.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

"Invisible Illness Is No Longer Invisible": Making Social VR Avatars More Inclusive for Invisible Disability Representation.
Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility, 2023

"The Guide Has Your Back": Exploring How Sighted Guides Can Enhance Accessibility in Social Virtual Reality for Blind and Low Vision People.
Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility, 2023

2022
Being there to Learn: Narrative Style and Cross-platform Comparison for 360-degree Educational Videos.
Proc. ACM Hum. Comput. Interact., 2022

AI in Your Mind: Counterbalancing Perceived Agency and Experience in Human-AI Interaction.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Shared Realities: Avatar Identification and Privacy Concerns in Reconstructed Experiences.
Proc. ACM Hum. Comput. Interact., 2021

Hide and Seek: Choices of Virtual Backgrounds in Video Chats and Their Effects on Perception.
Proc. ACM Hum. Comput. Interact., 2021

Examining virtual reality for pro-social attitude change.
New Media Soc., 2021

Despite Appearances: Comparing Emotion Recognition in Abstract and Humanoid Avatars Using Nonverbal Behavior in Social Virtual Reality.
Frontiers Virtual Real., 2021

Designing Immersive Virtual Environments for Human Behavior Research.
Frontiers Virtual Real., 2021

Working Together on Diverse Tasks: A Longitudinal Study on Individual Workload, Presence and Emotional Recognition in Collaborative Virtual Environments.
Frontiers Virtual Real., 2021

IEEEVR2020: Exploring the First Steps Toward Standalone Virtual Conferences.
Frontiers Virtual Real., 2021

IdeaBot: Investigating Social Facilitation in Human-Machine Team Creativity.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Do Cyborgs dream of Electric Limbs? Experiential Factors in Human-Computer Integration Design and Evaluation.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

From FOMO to JOMO: Examining the Fear and Joy of Missing Out and Presence in a 360° Video Viewing Experience.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Evaluating immersive experiences during Covid-19 and beyond.
Interactions, 2020

Social Interaction and Pain Threshold in Virtual Reality.
Cyberpsychology Behav. Soc. Netw., 2020

ReliveReality: Enabling Socially Reliving Experiences in Virtual Reality via a Single RGB camera.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Affective Embodiment: Embodying emotions through postural representation in VR.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Pain Experience in Social VR: The Competing Effect on Objective Pain Tolerance and Subjective Pain Perception.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Minimal Embodiment: Effects of a Portable Version of a Virtual Disembodiment Experience on Fear of Death.
Proceedings of the 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2020

Work-in-Progress - Learning about Virtual Worlds in Virtual Worlds: How Remote Learning in a Pandemic Can Inform Future Teaching.
Proceedings of the 6th International Conference of the Immersive Learning Research Network, 2020

Again, Together: Socially Reliving Virtual Reality Experiences When Separated.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Supporting Self-Injury Recovery: The Potential for Virtual Reality Intervention.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

MoveBox: Democratizing MoCap for the Microsoft Rocketbox Avatar Library.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
Embodied well-being through two media technologies: Virtual reality and social media.
New Media Soc., 2019

Motivation to Select Point of View in Cinematic Virtual Reality.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

RelivelnVR: Capturing and Reliving Virtual Reality Experiences Together.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

VR-Replay: Capturing and Replaying Avatars in VR for Asynchronous 3D Collaborative Design.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019

2018
Movement Visualizer for Networked Virtual Reality Platforms.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

2016
Evaluating Control Schemes for the Third Arm of an Avatar.
Presence Teleoperators Virtual Environ., 2016

Identifying Anxiety Through Tracked Head Movements in a Virtual Classroom.
Cyberpsychology Behav. Soc. Netw., 2016

The RealityMashers: Augmented Reality Wide Field-of-View Optical See-Through Head Mounted Displays.
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016

2015
Appearance and Task Success in Novel Avatars.
Presence Teleoperators Virtual Environ., 2015

Homuncular Flexibility in Virtual Reality.
J. Comput. Mediat. Commun., 2015

The virtual human interaction lab: Stanford, California.
XRDS, 2015

2014
Automatic Detection of Nonverbal Behavior Predicts Learning in Dyadic Interactions.
IEEE Trans. Affect. Comput., 2014


  Loading...