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Anna Martin Coesel

dblp:358/2430 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
0009-0008-0531-3061ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 87% Games and playful interaction · 13%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › embodiment
proteus effect
0.912025
The Hidden Face of the Proteus Effect: Deindividuation, Embodiment and Identification · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › embodiment
virtual embodiment
0.912025
The Hidden Face of the Proteus Effect: Deindividuation, Embodiment and Identification · IEEE Trans. Vis. Comput. Graph. 2025
Games and playful interaction › player-avatar relationship
avatar identification
0.312025
The Hidden Face of the Proteus Effect: Deindividuation, Embodiment and Identification · IEEE Trans. Vis. Comput. Graph. 2025

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

experimental study · 0.9
YearPublicationVenuePosition
2025 The Hidden Face of the Proteus Effect: Deindividuation, Embodiment and Identification
abstract
The Proteus effect describes how users of virtual environments adjust their attitudes to match stereotypes associated with their avatar's appearance. While numerous studies have demonstrated this phenomenon's reliability, its underlying processes remain poorly understood. This work investigates deindividuation's hypothesized but unproven role within the Proteus effect. Deindividuated individuals tend to follow situational norms rather than personal ones. Therefore, together with high embodiment and identification processes, deindividuation may lead to a stronger Proteus effect. We present two experimental studies. First, we demonstrated the emergence of the Proteus effect in a real-world academic context: engineering students got better scores in a statistical task when embodying Albert Einstein's avatar compared to a control one. In the second study, we tested the role of deindividuation by manipulating participants' exposure to different identity cues during the task. While we could not find a significant effect of deindividuation on the participants' performance, our results highlight an unexpected pattern, with embodiment as a negative predictor and identification as a positive predictor of performance. These results open avenues for further research on the processes involved in the Proteus effect, particularly those focused on the relation between the avatar and the nature of the task to be performed. All supplemental materials are available at https://osf.io/au3wk/.
Anna Martin Coesel, Béatrice Biancardi, Mukesh Barange, Stéphanie Buisine
IEEE Trans. Vis. Comput. Graph.1