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Frank Biocca
Director M.I.N.D. Labs

M.I.N.D. Lab, Michigan State University
http://www.biocca.org

Dr. Biocca is the SBC Chair of Telecommunication, Information, and Media. He directs the networked Media Interface and Network Design (M.I.N.D.) Lab.
Dr. Biocca is interested in how mind and media can be coupled to extend human cognition and enhance human performance. His current projects include research on the psychology of presence in virtual environments, spatial cognition and information organization in high-bandwidth and mobile system collaborative augmented reality systems, and work on adapting interfaces to cognitive styles and sub-cultural differences. Among his books is the award winning, Communication in the Age of Virtual Reality. Dr. Biocca has patents on augmented reality technology, over 150 publications, and participated in the introduction of the first portable computer.

Dr. Biocca is on the editorial board of several journals including MIT Presence: Teleoperators and Virtual Environments, Journal of Communication, Media Psychology, the Journal of Computer-Mediated Communication, and other international journals. Dr. Biocca has been a professor, researcher, or lecturer at the University of California-Berkeley, Stanford, University of North Carolina, and University of Wisconsin.

Projects

  • Experiential e-Commerce [>]
  • Digital Tattoo [>]
  • Omnidirectional Attention Funnel [>]
  • Presence [>]

Publications

  • Invited Speaker [>]
  • Televison and political advertising: Psychological processes [>]
  • Television and political advertising: Semiotic and symbolic processes [>]
  • Will simulator sickness slow down the diffusion of virtual environment technology? [>]
  • Will simulation sickness slow down the diffusion of virtual environment technology? [>]
  • Intelligence augmentation: The vision inside virtual reality. [>]
  • Panel Discussion [>]
  • Is nanotechnology a communication medium? [>]
  • Does virtual space come precoded with meaning? Location around the body in virtual space affects the meaning of objects and agents. [>]
  • Manipulating objects in the virtual space around the body: Relationship between spatial location, ease of manipulation, spatial recall, and spatial ability [>]
  • When low spatial ability does not get you "there" in 3D environments, but agents jump out "here" to change attitudes. [>]
  • Communication in the age of virtual reality [>]
  • Proceedings of the Experiential E-commerce conference (CD-Rom) (URL:www.mindlab.org/Biocca/papers/2001_exp_ecomm_proceedings) [>]
  • "My body is connected to the computer": The body and the interface in highly immersive, social virtual environments. [>]
  • Plugging your body into the telecommunication system: Mediated embodiment, media interfaces, and social virtual environments. [>]
  • Evolution of the mobile infosphere: iterative design of a high information-bandwidth, mobile augmented reality interface. [>]
  • Adapting computer interfaces to differences in cognitive and cultural style. [>]
  • Separating wheat from chaff: Understanding the novelty of interacting with 3D products [>]
  • Virtual reality and passive simulators: The future of fun [>]
  • Communication research on consumer VR [>]
  • A head-mounted projective display and its applications in Interactive augmented environments [>]
  • Research instrumentation: Multimedia data over wireless networks with virtual reality applications [>]
  • Wireless client-server technologies for ubiquitous multimedia computing [>]
  • OmniPres Report 2004 [>]
  • Motives for Internet use: Communication, information, consumption and Internet use in low-income families. [>]
  • Children's home Internet use: Predictors and psychological, social and academic consequence. [>]
  • Trust and the internet [>]
  • Consumer learning from virtual experience: An experiment on interactive advertising [>]
  • Types and effects of affordances in consumer learning: An empirical study of virtual experience [>]
  • Information Frames in Proximal and Distal Augmented Reality Mobile User Interfaces [>]
  • Head-mounted projective displays for creating remote collaborative environments [>]
  • Innovative displays for augmented reality applications and remote collaborations [>]
  • Evolutionary sculpture park [>]
  • Effect of interactivity in computer-mediated communication [>]
  • Hands-on Virtual Cadaver Demonstration [>]
  • A Researcher is a Terrible Thing to Waste [>]
  • The HomeNetToo Project: Home Internet use in low-income families: Is access enough to eliminate the digital divide? [>]
  • Handbook of presence research [>]
  • Semiotics and Mass Communication: Points of Intersection [>]
  • The effect of the attention funnel techniques of free object search, retrieval, and search paths. [>]
  • Frames of Reference in Mobile Augmented Reality Displays [>]
  • Children's Internet use: Findings from the HomeNetToo project. [>]
  • Effects of alternative interface designs for presenting health information to African Americans. [>]
  • Low-income children's career aspirations and their Internet Use: The HomeNetToo project. [>]
  • Design and prototyping of a teleportal ultraLight-weight large field of view head-mounted display [>]
  • Spatial presence in augmented reality environments [>]
  • Mobile infospaces: Using space as a medium in augmented reality. [>]
  • The measurement of social presence: Data supporting the reliability and validity of the Networked Minds measure of social presence [>]
  • Performance evaluation of augmented reality for directed assembly [>]
  • An Exploratory Study of Wendy's Video Training Using continuous Audience Response Technology [>]
  • Presence in informative virtual environments: The effects of self-efficacy, spatial ability and mood. [>]
  • Does home internet use influence the academic performance of low-income children? [>]
  • Effects of culturally adapted interfaces on learning and attitudes: Findings from the HomeNetToo project. [>]
  • Looking for mind in the heart of presence [>]
  • Home Internet use in low-income families: Perceptions of injustice in cyberspace. Symposium on "Fairness in Cyberspace: The Challenge of Maintaining Justice in a Networked Economy [>]
  • Home Internet use in low-income families: Perceptions of injustice in cyberspace. [>]
  • Trust and the Internet: Findings from the HomeNetToo Project [>]
  • The HomeNetToo project: Predicting Internet use from trust-related attitudes about the Internet [>]
  • What is social presence? [>]
  • Virtual touch revisited: More evidence of the role of intersensory integration in the illusion of telepresence [>]
  • Presence 2002 Proceedings [>]
  • Mobile Infospaces: Mapping Information to neuropsychological patterns of human-spatial cognition to support wearable, augmented-reality interface design [>]
  • The effects of anthropomorphic agents on advertising effectiveness and the mediating role of presence [>]
  • HomeNetToo: Motivational, affective and cognitive factors and Internet use: A model to explain the racial digital divide and the Internet paradox. [>]
  • The influence of agency and the virtual body on presence, social presence and copresence in a computer mediated interaction [>]
  • Effect of sensory immersion on presence, product knowledge, attitude towards the product, and purchase intention [>]
  • Network minds theory and measure of social presence: Some early explication and validation. [>]
  • Criteria and scope conditions for a theory and measure of social presence [>]
  • Effect of sensory immersion on presence, product knowledge, attitude towards the product, and purchase intention [>]
  • Plugging your body into the telecommunication system: Mediated embodiment, media interfaces, and social virtual environments [>]
  • HomeNetToo: Motivational, affective and cognitive factors and Internet use: A model to explain the racial digital divide and the Internet paradox. [>]
  • "I feel as if I'm here, inside the computer": Toward a theory of presence in advanced virtual environments [>]
  • "I think there is someonelse there with me": The Role of the Virtual Body in the Sensation of Co-presence with Other Humans and Artificial Intelligences [>]
  • "I feel as if I'm here, inside the computer": Toward a theory of presence in advanced virtual environments [>]
  • Teleportal face-to-face system: Teleconferencing and telework augmented reality display [>]
  • What does it mean for consciousness to feel "presence" in virtual reality? (abstract) [>]
  • Defining virtual reality: Dimensions determining telepresence [>]
  • Interpersonal communication in virtual reality: Mediating interpersonal relationships [>]
  • A theoretical construction of Spatial Presence: Current Status of MEC's Two-Level Model [>]
  • Measuring Presence: Critical evaluation and theory-based classification of existing approaches. [>]
  • Types and effects of affordances in consumer learning: An empirical study of virtual experience [>]
  • Mobile face capture for virtual face videos [>]
  • Home internet use, psychological well being, and social involvement: Does internet use help or harm low income users [>]
  • Experimental evaluation of augmented reality in object assembly [>]
  • HomeNetToo: Adapting computer interfaces to differences in cognitive and cultural style [>]
  • HomeNetToo: Motivational, affective and cognitive factors and Internet use: A model to explain the racial digital divide and the Internet paradox. [>]
  • On the boundaries between physical environments and virtual environments: Communication, identity, and cognition in advanced media [>]
  • I'm not a real doctor, but I play one in virtual reality: Implications of virtual reality for judgements about reality [>]
  • Dramatic narrative in virtual reality [>]
  • Sound and communication in virtual reality [>]
  • Spatialized Interface Design of Mobile Augmented Reality Systems [>]
  • The elastic body image: An experiment on the effects of advertising and programming on body image distortions in young women [>]
  • The vision of virtual reality [>]
  • The cyborg's dilemma: progressive embodiment in virtual environments [>]
  • Inserting the Presence of Mind into a Philosophy of Presence: A Response to Sheridan and Mantovani and Riva [>]
  • Visual Touch In virtual environments: An exploratory study of presence, multimodal interfaces, and cross-modal sensory illusions [>]
  • Consumer Learning and 3-D Ecommerce: The effects of sequential exposure of a virtual experience relative to indirect and direct product experience on product knowledge, brand attitude and purchase intention [>]
  • Characteristics of Virtual Experience in Electronic Commerce: A Protocol [>]
  • Psychological characteristics of virtual experience: A comparison of verbalization in 3-D and 2-D advertising [>]
  • The Impact of 3-D advertising on product knowledge, brand attitude and purchase intention: The mediating role of presence [>]
  • Comparative effectiveness of augmented reality in object assembly [>]
  • Approaches to the design and measurement of social and information awareness in augmented reality systems. [>]
  • Implications for the digital divide of Internet use in low-income families. [>]
  • Towards a more robust theory and measure of social presence: Review and suggested criteria [>]
  • Can we resolve the book, the physical reality, and the dream state problems? From the two-pole to a three-pole model of shifts in presence [>]
  • Comparing differences in presence during social interaction in augmented reality versus virtual reality environments: an exploratory study [>]
  • Internal consistency and reliability of the networked minds social presence measure [>]
  • Embodied knowing and virtual enviroments: How to improve telecommunication environments for knowledge workers. [>]
  • Evolutionary Co-operative Design Between Humand And Computer: Implementation Of 'The Genetic Sculpture Park' [>]
  • Human-bandwidth and the design of Internet 2 interfaces: Human factors and psychosocial challenges [>]
  • New Media Technology and Youth [>]
  • Evolution of the Mobile Infosphere: Iterative Design of High Information-bandwidth, Mobile Augmented Reality Interface [>]
  • The evolution of narrative towards "being there" in non-linear narrative worlds [>]
  • Building bridges across fields, universities, and countries: Successfully funding communication research [>]
  • The effects of anthropomorphic agents on advertising effectiveness and the mediating role of presence [>]
  • Experiential commerce: A summary of research investigating the impact of virtual experience on consumer learning [>]
  • Telepresence in television [>]
  • Cooperative design methodology: Genetic sculpture park [>]
  • Impact of internet use on the other side of the digital divide [>]
  • Children and Internet Use: Social, psychological and academic consequences for low-income families. [>]
  • Children and Internet Use: Social, psychological and academic consequences for low-income families. [>]
  • Spatial cognition and mobile augmented reality systems [>]
  • Personality and use of the Internet's information and communication tools: Findings from the HomeNetToo project [>]
  • Spatial Memory and Spatial Updating in Augmented Reality [>]
  • Spatial Memory and Spatial Updating in Augmented Reality [>]
  • Evolution of the mobile infosphere: iterative design of a high information-bandwidth, mobile augmented reality interface [>]
  • Evolution of the mobile infosphere: iterative design of a high information-bandwidth, mobile augmented reality interface [>]
  • Semiotic and Psychological Analysis of Political Advertising [>]
  • The Breakdown of the "Canonical Audience": Comments on the Lindlof and Gunther Articles. In James Anderson, (Ed.) [>]
  • Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics. Beverly Hills, Sage (Refereed) [>]
  • Viewers' Mental Models of Political Ads: Towards a Theory of the Semantic Processing of Television [>]
  • Media and Perceptual Shifts: Early Radio and the Clash of Musical Cultures [>]
  • What Is the Language of Political Advertising [>]
  • The Role of Communication Codes in Political Ads. [>]
  • The Analysis of Discourses within the Political Ad [>]
  • Does Internet use influence the academic performance of low-income children? Findings from the HomeNetToo project. [>]
  • A survey of position trackers in virtual reality systems. [>]
  • Standard System of Analysis for Insight Testing [>]
  • The Use of Semantic Scales for Continuous Audience Measurement [>]
  • Analysis of Present and Future Trends for In-Home Computerized Audience Response Systems [>]
  • The Semiotics of Target Audience Response - (Video) [>]
  • Center for Research in Journalism and Mass Communiation Sponsors Semiotic Research [>]
  • Feature and Market Analysis of Computerized Audience Response Systems [>]
  • The Orchestration of Codes and Discourses: Analysis of Semantic Framing Within the Political Ad [>]
  • Review of Myron Krueger, Artificial Reality II [>]
  • The Effects of Commercials on Memory and Perceived Importance of Television News. [>]
  • Review of J. Bryant & D. Zillman Responding to the Screen: Reception and Reaction to Television. [>]
  • Media and Perceptual Shifts: Early Radio and the Clash of Musical Cultures [>]
  • How to Determine Whether Your Video is a Winner or a Wild Card [>]
  • Models of a Successful and Unsuccessful Ad: An Exploratory Analysis [>]
  • What Is the Language of Political Advertising? [>]
  • Some Limitations of Earlier "Symbolic" Approaches to Political Communication [>]
  • Looking for Units of Meaning in Political Ads [>]
  • Continuous response measurement: Theory, technology, and methodology [>]
  • Virtual Reality [>]
  • Virtual Reality [>]
  • Will Simulation Sickness Slow Down the Diffusion of Virtual Reality Technology? [>]
  • Electronic Proceedings of Virtual Reality [>]
  • The Vision Inside Virtual Reality [>]
  • Assessment of Television's Antiviolence Messages. [>]
  • Assessment of Television's Antiviolence Messages. [>]
  • Virtual Reality - In A. Grant (Ed.) [>]
  • Virtual Reality - In Al Grant (Ed.) [>]
  • Applicazioni de Realta Virtuale nell'Ambito della Communicazione [>]
  • Virtual Reality [>]
  • Sampling from the museum of forms: Photography and visual thinking in the rise of modern statistics. Apocrypha [>]
  • Opposing Conceptions of the Audience: The Active and Passive Hemispheres of Mass Communication Theory. In James Anderson, (Ed.) [>]
  • Dynamic Systems in Continuous Audience Respoinse. [>]
  • Quantification of Perceptual Adaptation to Virtual-Eye Location in See-thru Head-mounted Displays [>]
  • Immersive virtual reality technology [>]
  • Communication Applications of Virtual Reality Technology [>]
  • Virtual Reality: The Forward Edge of Multimedia. [>]
  • An ultra-light and compact design and implementation of head-mounted projective displays [>]
  • How low-income children use the Internet at home [>]
  • Home Internet use in low-income families: Frequency, nature and correlates of early use in the HomeNetToo project. [>]
  • Experiential E-Commerce: Relationship of physical and social presence to consumer learning, decision making, and attitudes [>]
  • Defining Virtual Reality: Dimensions Determining Telepresence [>]
  • The impact of Internet use on the other side of the digital divide. [>]
  • The effect of the agency and anthropomorphism on users' sense of telepresence, copresence, and social presence in virtual environments [>]
  • Internet attitudes and Internet use: Some surprising findings from the HomeNetToo project. [>]
  • Cognitive Style and Interface Design: Findings from the HomeNetToo project [>]
  • Social Antecedents and Consequences of Children's Internet Use: Findings from the HomeNetToo Project [>]
  • Social impact of Internet use on the other side of the digital divide [>]
  • The space of cognitive technology: The design medium and cognitive properties of virtual space (extended abstract) [>]
  • New Media Technology and Youth: Trends in the Evolution of New Media [>]
  • Virtual eyes can rearrange your body: Adaptation to visual displacement in see-through, head-mounted displays [>]
  • Communication Research in the Design of Communication Interfaces and Systems [>]
  • Communication within virtual reality: Creating a space for research [>]
  • Virtual Reality Technology: A Tutorial [>]
  • An insider's view of the future of virtual reality [>]
  • Responding to the Screen - Reception and Reaction Processes [>]
  • The Pursuit of Sound: Radio, Perception, and Utopia in the Early Twentieth Century [>]
  • Evolutionalry Cooperative Design Methodology: The "Genetic Sculpture Park" [>]
  • Feeling the presence of products: Consumer learning from virtual experience, [>]
  • Personality, Cognitive Style and Internet Use [>]
  • Instructional Set and Internet Use by Low-Income Adults [>]
  • Development of head-mounted projection displays for distributed, collaborative, augmented reality applications. [>]
  • Personality, cognitive style, demographic characteristics and Internet use - Findings from the HomeNetToo project. [>]
  • Mapping the semantic asymmetries of virtual and augmented reality space (extended abstract) [>]
  • Communication-Research in the Design of Communication Interfaces and Systems [>]
  • Telewindows: Case Studies in Asymmetrical Social Presence [>]
  • Presence in computer-mediated environments: a short review of the main concepts, theories, and trends [>]
  • Internet attitudes and Internet use: Some surprising findings from the HomeNetToo project [>]
  • Cognitive Modeling of Video Game Players [>]
  • Virtual Reality [>]

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