Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Kristine L. Nowak is active.

Publication


Featured researches published by Kristine L. Nowak.


Presence: Teleoperators & Virtual Environments | 2003

The effect of the agency and anthropomorphism of users' sense of telepresence, copresence, and social presence in virtual environments

Kristine L. Nowak; Frank A. Biocca

We report on an experiment that examined the influence of anthropomorphism and perceived agency on presence, copresence, and social presence in a virtual environment. The experiment varied the level of anthropomorphism of the image of interactants: high anthropomorphism, low anthropomorphism, or no image. Perceived agency was manipulated by telling the participants that the image was either an avatar controlled by a human, or an agent controlled by a computer. The results support the prediction that people respond socially to both human and computer-controlled entities, and that the existence of a virtual image increases tele-presence. Participants interacting with the less-anthropomorphic image reported more copresence and social presence than those interacting with partners represented by either no image at all or by a highly anthropomorphic image of the other, indicating that the more anthropomorphic images set up higher expectations that lead to reduced presence when these expectations were not met.


Computers in Human Behavior | 2008

Choose your buddy icon carefully: The influence of avatar androgyny, anthropomorphism and credibility in online interactions

Kristine L. Nowak; Christian Rauh

In both online and offline interactions, the visual representation of people influences how others perceive them. In contrast to the offline body, an online visual representation of a person is consciously chosen and not stable. This paper reports the results of a 2 step examination of the influence of avatars on the person perception process. Specifically, this project examines the reliance on visual characteristics during the online perception process, and the relative influence of androgyny, anthropomorphism and credibility. In the first step, 255 participants fill out a survey where they rated a set of 30 static avatars on their credibility, androgyny, and anthropomorphism. The second step is a between subjects experiment with 230 participants who interact with partners represented by one of eight avatars (high and low androgyny, and anthropomorphism by high and low credibility). Results show that the characteristics of the avatar are used in the person perception process. Causal modeling techniques revealed that perceptions of avatar androgyny influence perceptions of anthropomorphism, which influences attributions of both avatar and partner credibility. Implications of these results for theory, future research, and users and designers of systems using avatars are discussed.


Teleoperators and Virtual Environments | 2008

The causes and consequences of presence: Considering the influence of violent video games on presence and aggression

Kristine L. Nowak; Marina Krcmar; Kirstie M. Farrar

The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (previous game use and gender) predict presence. Those who frequently play video games reported higher levels of presence than those who play video games less frequently. Males play more games but felt less presence than women. The second path is related to perceived violence: those who perceived the game to be more violent felt more presence than those who perceived less violence in the game. Both of these paths were influenced by frustration with the game, which reduced presence. Those who felt more presence felt more hostility and were more verbally aggressive than those who felt lower levels of presence. Higher levels of presence led to increased physically aggressive intentions. Theoretical and practical implications are discussed.


Journal of Computer-Mediated Communication | 2006

The Influence of Synchrony and Sensory Modality on the Person Perception Process in Computer-Mediated Groups

Kristine L. Nowak; James H. Watt; Joseph B. Walther

This study examined the effects of synchrony and the number of cues on the person perception process in computer-mediated communication. One hundred and forty-two participants in groups of three or four engaged in collaboration over five weeks to develop oral reports, using alternate versions of communication systems or meeting face-to-face. Consistent with the hyperpersonal model, those using low cue media felt their partners were more credible, and reported more social attraction, less uncertainty, and more involvement in the interaction than those using high cue media. People interacting with synchronous media felt increased social attraction, self-reported involvement, and certainty. They also felt that their conversations were more effective, although this effect appeared mainly in low cue groups. Results of an exploratory path analysis suggest that future research should focus on causal chains rather than direct effects, and that intervening variables (such as involvement) may be central to our understanding of the effects of communication technology systems.


Media Psychology | 2003

Sex Categorization in Computer Mediated Communication (CMC): Exploring the Utopian Promise

Kristine L. Nowak

Cue-lean media lack the physical information people traditionally rely on for social status attributions. It is possible the absence of this visible physical information reduces the influence of categorizations such as biological sex. If this were true, then cue-lean media may facilitate more egalitarian participation in interactions where all voices are equal (Hert, 1997; Lea & Spears, 1992; Rice & Love, 1987; Siegel, Dubrovsky, Kiesler, & McGuier, 1986). These predictions are part of what has been called the utopian promise of cue-lean media. At the same time, these social status attributions are mentally salient, perceived to provide useful information, and frequently used in the person perception process (Bodenhausen & Macrae, 1998). It is possible that the mental salience of these categories sustains peoples reliance on them whether the physical indicators are visible or not. These contrasting predictions were tested using a between-subjects experimental design. Forty-two undergraduates at a large Midwestern university took part in this experiment. Participants engaged in the desert survival task across networked computers using text. Following the interactions, more than 1/3 of participants did not assign their partner to a sex category. The majority of those who made an attribution of their partners biological sex were inaccurate. Those who did not assign their partner to a sex category felt more immediacy and credibility as compared to those who did. Female participants reported the medium as being able to provide more social presence than did male participants. Implications for the utopian predictions in computer-mediated interactions are discussed.


Media Psychology | 2009

The Effect of Image Features on Judgments of Homophily, Credibility, and Intention to Use as Avatars in Future Interactions

Kristine L. Nowak; Mark A. Hamilton; Chelsea C. Hammond

Avatar characteristics influence the perception of the people they represent in a process that is remarkably similar to the way physical bodies influence person perception offline. This is consistent with the Social Responses to Computer Technologies model, which argues that people respond similarly to computers and people as long as sources are perceived to be intelligent. Similarly, Information Processing Theory suggests that the viewers apply the same evaluation sequences to nearly all sources and that more processing resources are allocated to perceiving an entity with social potential. To address the extent to which static avatars are perceived to be intelligent and human like, or have social potential, participants (N = 261) each evaluated a random set of 10 images as potential avatars. The avatars varied with respect to level of computer manipulation, visible indicators of masculinity, and anthropomorphism (having human characteristics). Results confirm that even static avatars are anthropomorphized and that visual characteristics influence perceptions of the avatars. Level of computer manipulation, masculinity, and anthropomorphism all influence perceived levels of realism, competence, and the sense of homophily with the avatar. The implications of these results for theory, future research, and for users and designers of communication systems are discussed.


Journal of Computer-Mediated Communication | 2016

Experiencing Nature: Embodying Animals in Immersive Virtual Environments Increases Inclusion of Nature in Self and Involvement With Nature

Sun Joo Ahn; Joshua Bostick; Elise Ogle; Kristine L. Nowak; Kara T. McGillicuddy; Jeremy N. Bailenson

Immersive virtual environments IVEs produce simulations that mimic unmediated sensory experiences. 3 experiments N = 228 tested how different modalities increase environmental involvement by allowing users to inhabit the body of animals in IVEs or watch the experience on video. Embodying sensory-rich experiences of animals in IVEs led to greater feeling of embodiment, perception of being present in the virtual world, and interconnection between the self and nature compared to video. Heightened interconnection with nature elicited greater perceptions of imminence of the environmental risk and involvement with nature, which persisted for 1 week. Although the effect sizes were small to moderate, findings suggest that embodied experiences in IVEs may be an effective tool to promote involvement with environmental issues.


Computers in Human Behavior | 2015

Full Length ArticleMake it our time: In class multitaskers have lower academic performance

Saraswathi Bellur; Kristine L. Nowak; Kyle S. Hull

Data highlight the prevalence of multitasking both within and outside classroom.In-class multitasking was found to be negatively predictive of current college GPA.Multitasking during homework increases time spent studying outside class.Texting emerged as a dominant multitasking activity within and outside classroom.Implications for technology use, practices and policies in academia are discussed. Young adults, especially college students, are consistently engaging in multiple tasks simultaneously. They are texting, reading, and using social media while studying and attending class. While there are a variety of contexts and relationships likely influenced by this, the present research project examines the influence of media multitasking in the context of students in technology-saturated classrooms and how this is impacting learning and academic performance. A survey of college students examined the impact of technology-based multitasking behaviors both within and outside classrooms. Data demonstrate that those who multitask frequently in-class have lower current college GPAs. This relationship remained significant even after controlling for perceived multitasking efficacy and time spent studying outside of class. Texting emerged as a dominant activity both while attending class and while doing homework. Females seem to use technologies more for maintaining mediated interpersonal interactions and social connections. Males seem to use technology more for online information seeking and for consuming online videos. Those who reported multitasking while doing homework spent more time spent studying outside of class, thereby contributing to inefficient study habits. Implications for technology use, best practices and policies in academic settings are discussed.


Computers in Human Behavior | 2013

Choosing Buddy Icons that look like me or represent my personality: Using Buddy Icons for social presence

Kristine L. Nowak

People choose aspects of the self to present that they believe will lead others to have positive impressions of them. The diffusion of telecommunication technologies has led to some of this self-presentation being done using Instant Messaging and other social media applications and devices. When people use Instant Messaging, they select graphical representations to represent them called Buddy Icons. This project asks users to describe the Buddy Icons they are currently using and what they intend to self-present in selecting them to test the extent to which self presentation theory can explain the choices people are making. Overall, participants reported that they felt their Buddy Icons accurately reflected physical characteristics, psychological aspects of the self, or both, which is consistent with previous research that people are relatively honest in their self-presentation online. Those who selected more human like (anthropomorphic) Buddy Icons reported them as more representative of the physical, as opposed to the psychological, self. Finally, users who felt their Buddy Icon accurately represented them reported a stronger sense of identification and felt their Buddy Icon could increase social presence. Implications of these results for online self presentation and impression management are discussed.


Ai & Society | 2014

The choices people make: the types of buddy icons people select for self-presentation online

Kristine L. Nowak; Samantha B. Gomes

People are adapting their self-presentation strategies to utilize both online and offline communication in their interactions with strangers, co-workers, family, and friends. One way people communicate online is through the use of instant messaging, which includes the use of graphical representations of people called buddy icons. This project presents the results of a survey of the buddy icons 93 participants were currently using in their instant messaging interactions. It examines the extent to which self-presentation theory (Goffman 1959) can explain the choices people are making about how to self-present elements of their identity online. The icons were categorized and users were asked why they choose them as well as when and whether they change them with different interaction partners. Results show that male users select different categories of buddy icons than females but that most users select buddy icons that are human like, low on photorealism, and consistent with their biological sex. Users also reported that they rarely change their icons and that they selected human buddy icons when they want to increase social presence.

Collaboration


Dive into the Kristine L. Nowak's collaboration.

Top Co-Authors

Avatar

James H. Watt

Rensselaer Polytechnic Institute

View shared research outputs
Top Co-Authors

Avatar

Rory McGloin

University of Connecticut

View shared research outputs
Top Co-Authors

Avatar

Christian Rauh

University of Connecticut

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge