Frank Armand Biocca
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Frank Armand Biocca's AcademicInfluence.com Rankings
Frank Armand Bioccacommunications Degrees
Communications
#6542
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#9005
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Linguistics
#1154
World Rank
#1463
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Communications
Frank Armand Biocca's Degrees
- PhD Communication University of Southern California
- Masters Communication University of Southern California
Why Is Frank Armand Biocca Influential?
(Suggest an Edit or Addition)Frank Armand Biocca's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- Toward a More Robust Theory and Measure of Social Presence: Review and Suggested Criteria (2003) (1437)
- The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments (2006) (1051)
- The Effect of the Agency and Anthropomorphism on Users' Sense of Telepresence, Copresence, and Social Presence in Virtual Environments (2003) (847)
- Virtual reality in neuroscience research and therapy (2011) (768)
- Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence (2002) (743)
- Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion (2006) (727)
- A Process Model of the Formation of Spatial Presence Experiences (2007) (660)
- Comparative effectiveness of augmented reality in object assembly (2003) (572)
- Communication in the age of virtual reality (1995) (520)
- The Elastic Body Image: The Effect of Television Advertising and Programming on Body Image Distortions in Young Women (1992) (502)
- Characteristics of virtual experience in electronic commerce: A protocol analysis (2001) (500)
- The Networked Minds Measure of Social Presence : Pilot Test of the Factor Structure and Concurrent Validity (2001) (369)
- Immersive virtual reality technology (1995) (349)
- Does home Internet use influence the academic performance of low-income children? findings from the HomeNetToo project (2003) (302)
- A Survey of Position Trackers (1992) (290)
- The Role of Virtual Experience in Consumer Learning (2003) (248)
- Visual Touch in Virtual Environments: An Exploratory Study of Presence, Multimodal Interfaces, and Cross-Modal Sensory Illusions (2001) (229)
- Criteria And Scope Conditions For A Theory And Measure Of Social Presence (2001) (213)
- Will Simulation Sickness Slow Down the Diffusion of Virtual Environment Technology? (1992) (205)
- How social media engagement leads to sports channel loyalty: Mediating roles of social presence and channel commitment (2015) (188)
- Consumer Learning and the Effects of Virtual Experience Relative to Indirect and Direct Product Experience (2008) (183)
- Communication within virtual reality: Creating a space for research. (1992) (170)
- Internal Consistency and Reliability of the Networked MindsMeasure of Social Presence (2004) (162)
- The cyborg's dilemma: embodiment in virtual environments (1997) (159)
- Exploring immersive experience in journalism (2018) (157)
- Virtual Reality Technology: A Tutorial (1992) (147)
- The Effects of Anthropomorphic Agents on Advertising Effectiveness and the Mediating Role of Presence (2001) (138)
- Attention funnel: omnidirectional 3D cursor for mobile augmented reality platforms (2006) (134)
- An Insider's View of the Future of Virtual Reality (1992) (132)
- Virtual Eyes Can Rearrange Your Body: Adaptation to Visual Displacement in See-Through, Head-Mounted Displays (1998) (117)
- Attention Issues in Spatial Information Systems: Directing Mobile Users' Visual Attention Using Augmented Reality (2007) (88)
- Health experience model of personal informatics: The case of a quantified self (2017) (87)
- Internal Consistency and Reliability of the Networked Minds Social Presence Measure (2006) (87)
- Body in the interactive game: How interface embodiment affects physical activity and health behavior change (2014) (85)
- The impact of Internet use on the other side of the digital divide (2004) (77)
- Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games (2012) (73)
- Quantification of adaptation to virtual-eye location in see-thru head-mounted displays (1995) (73)
- The cross-platform synergies of digital video advertising: Implications for cross-media campaigns in television, Internet and mobile TV (2015) (70)
- Development of Head-Mounted Projection Displays for Distributed, Collaborative, Augmented Reality Applications (2005) (68)
- Exploring the user experience of three-dimensional virtual learning environments (2013) (67)
- Comparing Differences in Presence during Social Interaction in Augmented Reality versus Virtual Reality Environments: An Exploratory Study (2004) (64)
- Personality, cognitive style, demographic characteristics and Internet use - Findings from the HomeNetToo project (2003) (63)
- Internet attitudes and Internet use: some surprising findings from the HomeNetToo project (2003) (63)
- Brand Logo Placements in Violent Games (2011) (61)
- Inserting the Presence of Mind into a Philosophy of Presence: A Response to Sheridan and Mantovani and Riva (2001) (59)
- An ultra-light and compact design and implementation of head-mounted projective displays (2001) (56)
- Can we resolve the book , the physical reality , and the dream state problems ? From the two-pole to a three-pole model of shifts in presence (2003) (56)
- Beyond user experience: What constitutes algorithmic experiences? (2020) (55)
- New media technology and youth: trends in the evolution of new media. (2000) (54)
- INTERNET USE IN LOW-INCOME FAMILIES: IMPLICATIONS FOR THE DIGITAL DIVIDE (2003) (45)
- Guide to the Networked Minds Social Presence Inventory v. 1.2 (2003) (44)
- Chapter 3 Intelligence augmentation: The vision inside virtual reality (1996) (44)
- Visual cues and virtual touch: Role of visual stimuli and intersensory integration in cross-modal haptic illusions and the sense of presence. (2002) (44)
- Virtual reality as a communication system (1995) (42)
- Experiential ecommerce: A summary of research investigating the impact of virtual experience on consumer learning (2005) (38)
- Sensory realism and mediated aggression in video games (2012) (38)
- Experimental evaluation of augmented reality in object assembly task (2002) (37)
- Will Simulation Sickness Slow Down the Diffusion of Virtual Reality Technology (1992) (37)
- Networked Minds Social Presence Inventory:|(Scales only, Version 1.2)Measures of co-presence, social presence,subjective symmetry, and intersubjective symmetry (2003) (35)
- Explicating user behavior toward multi-screen adoption and diffusion: User experience in the multi-screen media ecology (2017) (35)
- Positive and Negative Political Advertising: Effectiveness of Ads and Perceptions of Candidates (2013) (32)
- Communication applications of virtual reality (1995) (31)
- Immersed in Media (2015) (29)
- The effects of 3D sound in a 360-degree live concert video on social presence, parasocial interaction, enjoyment, and intent of financial supportive action (2019) (29)
- The uncanny valley: No need for any further judgments when an avatar looks eerie (2019) (27)
- Emotion, Formal Features, and Memory for Televised Political Advertisements (2013) (27)
- Immersion in Virtual Reality Can Increase Exercise Motivation and Physical Performance (2018) (27)
- The vision of virtual reality (1995) (25)
- Frames of reference in mobile augmented reality displays. (2004) (25)
- Performance Evaluation of Augmented Reality for Directed Assembly (2004) (24)
- The influence of anthropomorphism on mental models of agents and avatars in social virtual environments (2000) (21)
- Communication Research in the Design of Communication Interfaces and Systems. (1993) (20)
- Applying Spatial Augmented Reality to Anti-Smoking Message: Focusing on Spatial Presence, Negative Emotions, and Threat Appraisal (2018) (20)
- The Omnidirectional Attention Funnel: A Dynamic 3D Cursor for Mobile Augmented Reality Systems (2006) (18)
- Chapter 6 – The Cyborg’s Dilemma: Progressive embodiment in virtual environments1 (1999) (18)
- How Low-Income Children Use the Internet at Home (2005) (17)
- Evolutionary Cooperative Design Methodology: The Genetic Sculpture Park (2002) (16)
- Understanding The Influence of Agency and Anthropomorphism on Copresence , Social Presence and Physical Presence With Virtual Humans (2001) (15)
- Augmented Reality in the Health Domain: Projecting Spatial Augmented Reality Visualizations on a Perceiver's Body for Health Communication Effects (2019) (15)
- In Platforms We Trust?Unlocking the Black-Box of News Algorithms through Interpretable AI (2022) (15)
- Teleportal Augmented Reality System: Integrating Virtual Objects, Remote Collaborators, and Physical Reality for Distributed Networked Manufacturing (2004) (15)
- Children and Internet Use: Social, Psychological and Academic Consequences for Low-income Children (2006) (15)
- Embodiment and Embodied Cognition (2013) (14)
- How do users organize virtual tools around their body in immersive virtual and augmented environments ? : An exploratory study of egocentric spatial mapping of virtual tools in the mobile infosphere (2003) (14)
- Impact of Social Influence and Users' Perception of Coolness on Smartwatch Behavior (2018) (14)
- Evolutionary co-operative design between human and computer: implementation of “the genetic sculpture park” (2000) (14)
- Children's Home Internet Use: Antecedents and Psychological, Social and Academic Consequences (2012) (13)
- Effects of Representational Realism in 3D Violent Games (2008) (13)
- The pursuit of sound: radio, perception and utopia in the early twentieth century (1988) (13)
- The social impact of Internet use on the other side of the digital divide 1 (2003) (13)
- The Cyborg’s Dilemma (1999) (12)
- Television and Political Advertising : Volume Ii: Signs, Codes, and Images (2014) (12)
- Personality and facial expressions in human-robot interaction (2012) (12)
- The Effects of Visual Structure and Content Emphasis on the Evaluation and Memory for Political Candidates (2013) (11)
- Building bridges across fields, universities, and countries: Successfully funding communication research through interdisciplinary collaboration (2002) (11)
- Instructional Set and Internet Use by Low-Income Adults (2005) (10)
- Virtual Reality and Presence (2009) (10)
- In Search of the Model Model: Political Science Versus Political Advertising Perspectives on Voter Decision Making (2013) (9)
- Connected to My Avatar: - Effects of Avatar Embodiments on User Cognitions, Behaviors, and Self Construal (2014) (9)
- Viewers’ mental models of political messages: Toward a theory of the semantic processing of television (2013) (8)
- Media and Perceptual Shifts: Early Radio and the Clash of Musical Cultures (1990) (8)
- Location and Modality Effects in Online Dating: Rich Modality Profile and Location-Based Information Cues Increase Social Presence, While Moderating the Impact of Uncertainty Reduction Strategy (2017) (8)
- Changing the Social Fabric of Life for Homebound Elderly (2001) (8)
- Television and Political Advertising : Volume I: Psychological Processes (2013) (8)
- Evolution of the Mobile Infosphere : Iterative design of a high infomation-bandwidth , mobile augmented reality interface (8)
- An exploration of real-time environmental interventions for care of dementia patients in assistive living (2010) (8)
- Lighting a Path While Immersed in Presence: A Wayward Introduction (2015) (7)
- Extended Abstract Mapping the Semantic Asymmetries of Virtual and Augmented Reality Space (2001) (7)
- Mobile Face Capture for Virtual Face Videos (2004) (7)
- HomeNetToo: Motivational, affective and cognitive factors and Internet use: A model to explain the racial digital divide and the Internet paradox (2000) (7)
- Voice Control System and Multiplatform Use: Specialist Vs. Generalist? (2015) (7)
- Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (2011) (6)
- Brand Logo Placements in Violent Games: Effects of Violence Cues on Memory and Attitude (2011) (6)
- Sampling from the Museum of Forms: Photography and Visual Thinking in the Rise of Modern Statistics (1987) (6)
- Effects of Human Connection through Social Drones and Perceived Safety (2018) (5)
- The effects of realistic controller and real-life exposure to gun on psychology of violent video game players (2011) (5)
- Electronic cane for visually impaired persons: Empirical examination of its usability and effectiveness (2012) (5)
- Signs, codes, and images (1991) (5)
- The Space of Cognitive Technology: The Design Medium and Cognitive Properties of Virtual Space (2001) (4)
- Effect of 3D Projection Mapping Art: Digital Surrealism (2015) (4)
- Design of an ultralight head-mounted projective display (HMPD) and its applications in augmented collaborative environments (2002) (4)
- Approaches to the Design and Measurement of Social and Information Awareness in Augmented Reality Systems (2003) (4)
- SimDialog: A visual game dialog editor (2008) (4)
- M.I.N.D. Brain Sensor Caps: Coupling Precise Brain Imaging to Virtual Reality Head-Mounted Displays (2018) (4)
- Models of a successful and an unsuccessful ad: An exploratory analysis (2013) (4)
- Home Internet Use In Low-Income Families: Frequency, Nature, and Correlates of early Internet Use in the HomeNetToo Project (2006) (4)
- Corrigendum to "Are there optimal levels of arousal to memory? Effects of arousal, centrality, and familiarity on brand memory in video games" [Comput. Human Behav. 28 (2012) 285-291] (2012) (3)
- Home internet use in low-income families: Is access enough to eliminate the digital divide? (2003) (3)
- Children's Internet Use: Findings from the HomeNetToo Project (2004) (3)
- Communication design in virtual reality (1993) (3)
- Ways to measure presence. Review and future directions (2015) (3)
- 1 Advertising Effects through Violent Virtual Experience-Presence , Arousal , Brand Memory and Attitude in 3 D Violent Games (2009) (2)
- The Pursuit of Sound: Aural Media, Perception, and the Composer in the Early Twentieth Century. (1985) (2)
- AR-VIS: Augmented Reality Interactive Visualization Environment for Exploring Dynamic Scientific Data (2019) (2)
- Design guidelines for user-friendly washing machines for young single people based on the goal-directed design process (2014) (2)
- The Social Impact of Internet Use: Findings from the Other Side of the Digital Divide (2003) (2)
- Inside the Agenda-Setting Process: How Political Advertising and TV News Prime Viewers to Think about Issues and Candidates (2013) (2)
- The Vision of Virtual Reality: Frank Biocca, Taeyong Kim, and Mark R. Levy (2013) (1)
- The Active Audience: Trivia, Exaggeration, or Ideology. (1985) (1)
- ESL learning through writing pattern: Development of a web-based planning and writing supporting system for ESL learner (2012) (1)
- findings from the HomeNetToo project Cognitive style and interface design : (2004) (1)
- Smart TV: Are they really smart in interacting with people? Understanding the interactivity of Korean smart TV (2013) (1)
- What is the language of political advertising (2014) (1)
- Head-mounted projective displays for creating distributed collaborative environments (2002) (1)
- Effects of Modality-Interactivity in Exergames on Health Behavior Intentions: Moderating Role of Regulatory Focus (Also Featured in Virtual Conference) (2012) (1)
- Effects of Culturally Adapted Interfaces on Learning and Attitudes: Findings from the Homenettoo Project (2003) (1)
- Providing High Social Presence for Mobile Systems via an Unobtrusive Face Capture System (2005) (1)
- Virtuality: inside information. virtual reality: an interface concept (2000) (1)
- Cognitive Style And Interface Design: Findings From The HomeNetToo Project (2004) (1)
- Evaluating Global Integrated Transportation Application for Mega Event: Role of Trust and Exchanging Personal Information in Mobility as a Service (MaaS) (2020) (1)
- Semiotics and Mass Communication Research: Key Intersections (1990) (1)
- Symbolic Speech in Political Advertising: Encroaching Legal Barriers (2014) (0)
- One-handed Thumb Text-message through different Vertical position of Touchscreen QWERTY keyboard (2014) (0)
- Presence of a Remote Sender Scale (2019) (0)
- Presence, Arousal, and Memory in 3D Games - Effects of Blood Color, Sound and Perspective on Gamers Arousal, Presence, and Memory (2008) (0)
- Communication Issues and Policy Implications: Lisa St. Clair Harvey (2013) (0)
- Cognitive Modeling of Video Game Player User Experience (2010) (0)
- Channel Loyalty Measure (2015) (0)
- Media That Alert or Direct You to Objects and Locations Anywhere Around the Body: Tests of general purpose search and navigation aids for mobile augmented reality (2007) (0)
- Should product involvement facilitate the experience of telepresence (2008) (0)
- FAMILY SUPPORT AND INTERNET USE AMONG LOW-INCOME ADULTS (2006) (0)
- One-hand texting usability with iphone 5 touch-screen keyboard vertical position (2014) (0)
- Dramatic Narrative in Virtual Reality: Kenneth Meyer (2013) (0)
- Trust and the Internet: Findings from the HomeNetToo Project (2002) (0)
- Development of Head-Mounted Projection Displays for Networked , Collaborative , Augmented Reality Applications (2005) (0)
- Communication Applications of Virtual Reality: Frank Biocca and Mark R. Levy (2013) (0)
- Targeting in Virtual Workspaces: motor learning consolidates spatial memory for performance clusters (2019) (0)
- reading the video screen: psychological measurement of spatial attention and perceptual asymmetries within television, video, and computer monitors (1989) (0)
- Optimal Levels of Arousal to Brand Memory (2011) (0)
- New paradigm for head-mounted display technology: application to medical visualization and remote collaborative environments (2001) (0)
- The Role of the Self-Presence for Interactive Large Digital Displays: Gesture Interactivity and Mirrored-Self Image for Advertising Content (2022) (0)
- Channel Commitment Measure (2015) (0)
- Social Presence Measure (2015) (0)
- Television as an Instrument in the Informal Education of Preschool Children: An Analysis of National Options. (1984) (0)
- Signal to Noise: On the Meaning of Cyberpunk Subculture: Anne Balsamo (2013) (0)
- Exploring the user experience of 3D virtual learning environments (2013) (0)
- Social TV Engagement Measure (2015) (0)
- Health experience model of personal informatics: The case of a quanti fi ed self Computers in Human Behavior (2018) (0)
- Virtual Reality and HCI (2017) (0)
- Embodied Knowing and Virtual Environments : How to improve telecommunication for knowledge workers (2006) (0)
- Study on Designing User-Friendly Washing Machines for Single People in Their 20s and 30s: User Research on Goal Directed Design Process (2014) (0)
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Frank Armand Biocca is affiliated with the following schools: