Frank A. Biocca

Affiliations:
  • Syracuse University, MIND Lab
  • Sungkyunkwan University, Seoul, MIND Lab
  • Michigan State University, East Lansing, MIND Lab
  • University of North Carolina, Center for Research in Journalism and Mass Communications


According to our database1, Frank A. Biocca authored at least 62 papers between 1992 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2022
The Role of the Self-Presence for Interactive Large Digital Displays: Gesture Interactivity and Mirrored-Self Image for Advertising Content.
Int. J. Hum. Comput. Interact., 2022

2020
Beyond user experience: What constitutes algorithmic experiences?
Int. J. Inf. Manag., 2020

Evaluating Global Integrated Transportation Application for Mega Event: Role of Trust and Exchanging Personal Information in Mobility as a Service (MaaS).
Proceedings of the HCI International 2020 - Late Breaking Posters, 2020

2019
The effects of 3D sound in a 360-degree live concert video on social presence, parasocial interaction, enjoyment, and intent of financial supportive action.
Int. J. Hum. Comput. Stud., 2019

Applying Spatial Augmented Reality to Anti-Smoking Message: Focusing on Spatial Presence, Negative Emotions, and Threat Appraisal.
Int. J. Hum. Comput. Interact., 2019

The uncanny valley: No need for any further judgments when an avatar looks eerie.
Comput. Hum. Behav., 2019

Augmented Reality in the Health Domain: Projecting Spatial Augmented Reality Visualizations on a Perceiver's Body for Health Communication Effects.
Cyberpsychology Behav. Soc. Netw., 2019

AR-VIS: Augmented Reality Interactive Visualization Environment for Exploring Dynamic Scientific Data.
Proceedings of the HCI International 2019 - Late Breaking Posters, 2019

2018
Exploring immersive experience in journalism.
New Media Soc., 2018

Effects of Human Connection through Social Drones and Perceived Safety.
Adv. Hum. Comput. Interact., 2018

M.I.N.D. Brain Sensor Caps: Coupling Precise Brain Imaging to Virtual Reality Head-Mounted Displays.
Proceedings of the Augmented Cognition: Intelligent Technologies, 2018

Immersion in Virtual Reality Can Increase Exercise Motivation and Physical Performance.
Proceedings of the Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry, 2018

2017
Explicating user behavior toward multi-screen adoption and diffusion: User experience in the multi-screen media ecology.
Internet Res., 2017

Health experience model of personal informatics: The case of a quantified self.
Comput. Hum. Behav., 2017

Location and Modality Effects in Online Dating: Rich Modality Profile and Location-Based Information Cues Increase Social Presence, While Moderating the Impact of Uncertainty Reduction Strategy.
Cyberpsychology Behav. Soc. Netw., 2017

2015
The cross-platform synergies of digital video advertising: Implications for cross-media campaigns in television, Internet and mobile TV.
Comput. Hum. Behav., 2015

How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment.
Comput. Hum. Behav., 2015

Voice Control System and Multiplatform Use: Specialist Vs. Generalist?
Proceedings of the Human Interface and the Management of Information. Information and Knowledge Design, 2015

Effect of 3D Projection Mapping Art: Digital Surrealism.
Proceedings of the Virtual, Augmented and Mixed Reality, 2015

Lighting a Path While Immersed in Presence: A Wayward Introduction.
Proceedings of the Immersed in Media, Telepresence Theory, Measurement & Technology, 2015

2014
Body in the interactive game: How interface embodiment affects physical activity and health behavior change.
Comput. Hum. Behav., 2014

Connected to My Avatar: - Effects of Avatar Embodiments on User Cognitions, Behaviors, and Self Construal.
Proceedings of the Social Computing and Social Media, 2014

2013
Smart TV: Are they really smart in interacting with people? Understanding the interactivity of Korean smart TV.
Behav. Inf. Technol., 2013

Exploring the user experience of 3D virtual learning environments.
Behav. Inf. Technol., 2013

Exploring the user experience of three-dimensional virtual learning environments.
Behav. Inf. Technol., 2013

Embodiment and Embodied Cognition.
Proceedings of the Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments, 2013

2012
Sensory realism and mediated aggression in video games.
Comput. Hum. Behav., 2012

Corrigendum to "Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games" [Comput. Human Behav. 28 (2012) 285-291].
Comput. Hum. Behav., 2012

Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games.
Comput. Hum. Behav., 2012

Personality and facial expressions in human-robot interaction.
Proceedings of the International Conference on Human-Robot Interaction, 2012

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, 2011

2010
An exploration of real-time environmental interventions for care of dementia patients in assistive living.
Proceedings of the 3rd International Conference on Pervasive Technologies Related to Assistive Environments, 2010

2008
SimDialog: A visual game dialog editor
CoRR, 2008

2007
Attention Issues in Spatial Information Systems: Directing Mobile Users' Visual Attention Using Augmented Reality.
J. Manag. Inf. Syst., 2007

2006
The Omnidirectional Attention Funnel: A Dynamic 3D Cursor for Mobile Augmented Reality Systems.
Proceedings of the 39th Hawaii International International Conference on Systems Science (HICSS-39 2006), 2006

Attention funnel: omnidirectional 3D cursor for mobile augmented reality platforms.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

Children's Home Internet Use: Antecedents and Psychological, Social and Academic Consequences.
Proceedings of the Computers, Phones, and the Internet, 2006

2005
Development of Head-Mounted Projection Displays for Distributed, Collaborative, Augmented Reality Applications.
Presence Teleoperators Virtual Environ., 2005

Instructional Set and Internet Use by Low-Income Adults.
Cyberpsychology Behav. Soc. Netw., 2005

2004
The impact of Internet use on the other side of the digital divide.
Commun. ACM, 2004

Mobile Face Capture for Virtual Face Videos.
Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition Workshops, 2004

2003
The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments.
Presence Teleoperators Virtual Environ., 2003

Towards A More Robust Theory and Measure of Social Presence: Review and Suggested Criteria.
Presence Teleoperators Virtual Environ., 2003

Internet attitudes and Internet use: some surprising findings from the HomeNetToo project.
Int. J. Hum. Comput. Stud., 2003

The Social Impact of Internet Use: Findings from the Other Side of the Digital Divide.
Proceedings of the Twelfth International World Wide Web Conference - Posters, 2003

Does Home Internet Use Influence the Academic Performance of Low-Income Children? Findings from the HomeNetToo Project.
Proceedings of the 1st Latin American Web Congress (LA-WEB 2003), 2003

Effects of Culturally Adapted Interfaces on Learning and Attitudes: Findings from the Homenettoo Project.
Proceedings of the IADIS International Conference WWW/Internet 2003, 2003

Comparative effectiveness of augmented reality in object assembly.
Proceedings of the 2003 Conference on Human Factors in Computing Systems, 2003

2002
Experimental Evaluation of Augmented Reality in Object Assembly Task.
Proceedings of the 2002 IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2002), 30 September, 2002

2001
Visual Touch in Virtual Environments: An Exploratory Study of Presence, Multimodal Interfaces, and Cross-Modal Sensory Illusions.
Presence Teleoperators Virtual Environ., 2001

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

An Ultra-Light and Compact Design and Implementation of Head-Mounted Projective Displays.
Proceedings of the Virtual Reality 2001 Conference, 2001

Extended Abstract Mapping the Semantic Asymmetries of Virtual and Augmented Reality Space.
Proceedings of the Cognitive Technology: Instruments of Mind, 4th International Conference, 2001

The Space of Cognitive Technology: The Design Medium and Cognitive Properties of Virtual Space.
Proceedings of the Cognitive Technology: Instruments of Mind, 4th International Conference, 2001

2000
HomeNetToo: Motivational, affective and cognitive factors and Internet use: A model to explain the racial digital divide and the Internet paradox.
Proceedings of WebNet 2000 - World Conference on the WWW and Internet, San Antonio, Texas, USA, October 30, 2000

Evolutionary co-operative design between human and computer: implementation of "the genetic sculpture park".
Proceedings of the Fifth Symposium on Virtual Reality Modeling Language, 2000

1998
Virtual Eyes Can Rearrange Your Body: Adaptation to Visual Displacement in See Through Head-Mounted Displays.
Presence Teleoperators Virtual Environ., 1998

1997
Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion.
J. Comput. Mediat. Commun., 1997

The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments.
J. Comput. Mediat. Commun., 1997

1995
Quantification of adaptation to virtual-eye location in see-thru head-mounted displays.
Proceedings of the 1995 Virtual Reality Annual International Symposium, 1995

1992
A Survey of Position Trackers.
Presence Teleoperators Virtual Environ., 1992

Will Simulation Sickness Slow Down the Diffusion of Virtual Reality Technology?
Presence Teleoperators Virtual Environ., 1992


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