Rabindra A. Ratan
Orcid: 0000-0001-7611-8046Affiliations:
- Michigan State University, Department of Telecommunication, USA
According to our database1,
Rabindra A. Ratan
authored at least 48 papers
between 2009 and 2024.
Collaborative distances:
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Bibliography
2024
Exploring how gender-anonymous voice avatars influence women's performance in online computing group work.
Int. J. Hum. Comput. Stud., January, 2024
How Does Exposure to General and Sexual Harassment Relate to Female Gamers' Coping Strategies and Mental Health?
Games Cult., 2024
An Avatar's worth in the metaverse workplace: Assessing predictors of avatar customization valuation.
Comput. Hum. Behav., 2024
2022
Virtual Reality Versus Flatscreen Pornography: Correlations and Effects on Relationship Satisfaction, Rape-Myth Acceptance, and Problematic Use.
Presence Teleoperators Virtual Environ., December, 2022
Presence Teleoperators Virtual Environ., December, 2022
Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players.
IEEE Trans. Games, 2022
Jogging in Your Avatar's Footsteps: The Effects of Avatar Customization and Control Intuitiveness.
Frontiers Virtual Real., 2022
Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model.
Comput. Educ., 2022
How do social presence and active learning in synchronous and asynchronous online classes relate to students' perceived course gains?
Comput. Educ., 2022
Avatar customization orientation and undergraduate-course outcomes: Actual-self avatars are better than ideal-self and future-self avatars.
Comput. Educ., 2022
Cyberpsychology Behav. Soc. Netw., 2022
Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning.
Behav. Inf. Technol., 2022
Audio Matters Too: How Audial Avatar Customization Enhances Visual Avatar Customization.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
Proc. ACM Hum. Comput. Interact., 2021
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games.
Games Cult., 2021
Reality Stems From Modality: Stereotype Threat Effects of a STEM Game in Augmented and Virtual Reality.
Frontiers Virtual Real., 2021
Using Video Games to Help Visualize and Teach Microbiological Concepts: A study analyzing the learning implications of a video game in comparison to a traditional method.
Proceedings of the IMX '21: ACM International Conference on Interactive Media Experiences, 2021
2020
The Role of Plausibility in the Experience of Spatial Presence in Virtual Environments.
Frontiers Virtual Real., 2020
Comput. Hum. Behav., 2020
Proceedings of the HCI in Games, 2020
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020
2019
The Voice Makes the Car: Enhancing Autonomous Vehicle Perceptions and Adoption Intention through Voice Agent Gender and Style.
Multimodal Technol. Interact., 2019
Cyberpsychology Behav. Soc. Netw., 2019
Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/Virtual Reality Mobile Applications.
Cyberpsychology Behav. Soc. Netw., 2019
2018
The effect of behavioral synchrony with black or white virtual agents on outgroup trust.
Comput. Hum. Behav., 2018
2016
Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games.
J. Comput. Mediat. Commun., 2016
Introducing Avatarification: An Experimental Examination of How Avatars Influence Student Motivation.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
2015
Games Cult., 2015
Leveling up on stereotype threat: The role of avatar customization and avatar embodiment.
Comput. Hum. Behav., 2015
The Trojan Player Typology: A cross-genre, cross-cultural, behaviorally validated scale of video game play motivations.
Comput. Hum. Behav., 2015
Proceedings of the 2015 XSEDE Conference: Scientific Advancements Enabled by Enhanced Cyberinfrastructure, St. Louis, MO, USA, July 26, 2015
Champions of Equality: Examining Gender Egalitarianism in Virtual Teams across Cultures.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015
Experiencing Autonomous Vehicles: Crossing the Boundaries between a Drive and a Ride.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015
2014
Inf. Soc., 2014
Dude, where's my avacar? A mixed-method examination of communication in the driving context.
Pervasive Mob. Comput., 2014
J. Comput. Mediat. Commun., 2014
Proceedings of the Annual Conference of the Extreme Science and Engineering Discovery Environment, 2014
Proceedings of the Computer Supported Cooperative Work, 2014
Proceedings of the Adjunct Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, Seattle, WA, USA, September 17, 2014
2013
Proceedings of the Predicting Real World Behaviors from Virtual World Data @ SocialCom 2013, 2013
2010
Schmoozing and Smiting: Trust, Social Institutions, and Communication Patterns in an MMOG.
J. Comput. Mediat. Commun., 2010
2009
New Media Soc., 2009