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Sophie Czok

dblp:373/4862 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
health and well-being technologies
0.812024
ACHOO - Bless you! Sense of Presence can provoke Proactive Mucosal Immune Responses in Immersive Human-Agent Interactions · VR 2024
Virtual and augmented reality
immersive interaction
0.812024
ACHOO - Bless you! Sense of Presence can provoke Proactive Mucosal Immune Responses in Immersive Human-Agent Interactions · VR 2024
Virtual and augmented reality
virtual agents
0.812024
ACHOO - Bless you! Sense of Presence can provoke Proactive Mucosal Immune Responses in Immersive Human-Agent Interactions · VR 2024
Virtual and augmented reality
presence
0.212024
ACHOO - Bless you! Sense of Presence can provoke Proactive Mucosal Immune Responses in Immersive Human-Agent Interactions · VR 2024

Methods — techniques the papers use, named apart from their topics

salivary siga measurement · 0.8immunological experiment · 0.8
YearPublicationVenuePosition
2024 ACHOO - Bless you! Sense of Presence can provoke Proactive Mucosal Immune Responses in Immersive Human-Agent Interactions
abstract
Previous work suggests that the mere visual perception of disease cues displayed in 2D videos or photos can proactively enhance mucosal immune responses even without actual pathogen exposure. In this paper, we present the first immersive immunological experiment, which investigates if social interactions with virtual agents in virtual reality (VR) can lead to a mucosal immune response, in particular, a proactive release of secretory immunoglobin A(sIgA) in saliva. Therefore, we simulated a virtual bus stop scenario of enhanced airborne contagion risk in which participants were required to closely approach and establish eye contact with ten agents in two conditions. In the first (i.e., contagion) condition, seven of the ten agents sneezed directly before smiling or at predefined intervals. The second (i.e., control) condition used the same agents but without sneezes. We tested 70 healthy participants in a between-subjects design, measured changes in salivary sIgA, as well as subjectively perceived disgust and contagion risk, and assessed their sense of presence and cybersickness in the VE. We found that sIgA secretion increased in both scenarios, while in the control scenario, this increase also correlated with the perceived involvement and sense of presence in the VE. This suggests that the intimate social interactions with virtual agents were sufficient to trigger increased sIgA secretion regardless of sneezing. Hence, VR can be used to provoke proactive immune responses in laboratory experiments.
Judith K. Keller, Agon Kusari, Sophie Czok, Birgit Simgen, Frank Steinicke, Esther K. Diekhof
VR3