Comparing accuracy of faces draw inverted and upright
This project looks at face drawing accuracy with both physical and perceptual measures and compares scores of faces drawn in an inverted position to those that are upright. To view the publication:
Day, J.A. & Davidenko, N. (2017) Physical and perceptual accuracy of upright and inverted face drawings, Visual Cognition.
Measuring expression and identity recognition in the context of filters
This project looks at face perception within an ephemeral social media platform that allows for heavy virtual face augmentation. We study how augmentations of the face change perception of expression, identity, attractiveness, and race.
Creating a face space to define parameters of identity, gender, and expression
This project works to replicate Davidenko (2007) with front view faces. This multidimensional space samples from over 1500 hand-coded faces. We are working to publish a detailed write up of the methods and benefits of our face space and make it available to the scientific community.
Determining preferred screen angle as a function of body orientation
This project determines optimal screen viewing preference based on participants comfort reports at different body orientations. We consider this in the context of a VR study where body and screen orientation can be mismatched.
Determining a connection between immersion and embodiment in virtual reality
This project explores how embodying an avatar can increase immersion and interaction within virtual spaces. We consider factors such as the uncanny valley, proteus effect, levels of movement, gestures, and avatar customization and congruence.