Andrea Won

Prof. Andrea Won

orcid

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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23 June 2017 in Children
Verified
Journal Article
Open access
PDF file
AWAndrea Won
Andrea Won
JBJakki Bailey
Jakki Bailey
JBJeremy Bailenson
Jeremy Bailenson
CTChristine Tataru
Christine Tataru
IYIsabel A. Yoon
Isabel A. Yoon
BGBrenda Golianu
Brenda Golianu
Children must often endure painful procedures as part of their treatment for various medical conditions. Those with chronic pain endure frequent or constant discomfort in their daily lives, sometimes severely limiting their physical capacities. With the advent of affordable consumer-grade equipment, clinicians have access to a promising and engaging intervention for pediatric pain, both acute and chronic. In addition to providing relief from acute and procedural pain, virtual reality (VR) may also help to provide a corrective psychological and physiological environment to facilitate rehabilitation for pediatric patients suffering from chronic pain. The special qualities of VR such as presence, interactivity, customization, social interaction, and embodiment allow it to be accepted by children and adolescents and incorporated successfully into their existing medical therapies. However, the powerful and transformative nature of many VR experiences may also pose some risks and should be utilized with caution. In this paper, we review recent literature in pediatric virtual reality for procedural pain and anxiety, acute and chronic pain, and some rehabilitation applications. We also discuss the practical considerations of using VR in pediatric care, and offer specific suggestions and information for clinicians wishing to adopt these engaging therapies into their daily clinical practice.

4 August 2021 in Journal of Communication
Verified
Journal Article
Open access
PDF file
LHLee Humphreys
Lee Humphreys
NLNeil A Lewis
Neil A Lewis
KSKatherine Sender
Katherine Sender
AWAndrea Won
Andrea Won
Recent initiatives toward open science in communication have prompted vigorous debate. In this article, we draw on qualitative and interpretive research methods to expand the key priorities that the open science framework addresses, namely producing trustworthy and quality research. This article contributes to communication research by integrating qualitative methodological literature with open communication science research to identify five broader commitments for all communication research: validity, transparency, ethics, reflexivity, and collaboration. We identify key opportunities where qualitative and quantitative communication scholars can leverage the momentum of open science to critically reflect on and improve our knowledge production processes. We also examine competing values that incentivize dubious practices in communication research, and discuss several metascience initiatives to enhance diversity, equity, and inclusion in our field and value multiple ways of knowing.

1 June 2016 in Cyberpsychology, Behavior, and Social Networking
Verified
Journal Article
Closed access
AWAndrea Won
Andrea Won
BPBrian Perone
Brian Perone
MFMichelle Friend
Michelle Friend
JBJeremy N. Bailenson
Jeremy N. Bailenson
Virtual reality allows the controlled simulation of complex social settings, such as classrooms, and thus provides an opportunity to test a range of theories in the social sciences in a way that is both naturalistic and controlled. Importantly, virtual environments also allow the body movements of participants in the virtual world to be tracked and recorded. In the following article, we discuss how tracked head movements were correlated with participants' reports of anxiety in a simulation of a classroom. Participants who reported a high sense of awareness of and concern about the other virtual people in the room showed different patterns of head movement (more lateral head movement, indicating scanning behavior) from those who reported a low level of concern. We discuss the implications of this research for understanding nonverbal behavior associated with anxiety and for the design of online educational systems.

16 September 2019 in PLOS ONE
Verified
Journal Article
Open access
PDF file
YSYilu Sun
Yilu Sun
OSOmar Shaikh
Omar Shaikh
AWAndrea Won
Andrea Won
How might nonverbal synchrony naturally evolve in a social virtual reality environment? And how can avatar embodiment affect how participants coordinate nonverbally with each other? In the following pre-registered between-subjects experiment, we tracked the movements of pairs of users during a collaborative or competitive task in immersive virtual reality. Each conversational partner controlled either a customized avatar body or an abstract cube that responded to their movements. We compared the movements of the actual user pairs between the two conditions, and to an artificial “pseudosynchrony” dataset composed of the movements of randomly combined participant pairs who did not actually interact. We found stronger positive and negative correlations between real pairs compared to pseudosynchronous pairs, providing evidence for naturally occurring nonverbal synchrony between pairs in virtual reality. We discuss this in the context of the relationships between avatar appearance, task success, social closeness and social presence.

22 October 2023
Verified
Conference Paper
Open access
JCJazmin Collins
Jazmin Collins
CJCrescentia Jung
Crescentia Jung
YJYeonju Jang
Yeonju Jang
DMDanielle Montour
Danielle Montour
AWAndrea Won
Andrea Won
SAShiri Azenkot
Shiri Azenkot
As social VR applications grow in popularity, blind and low vision users encounter continued accessibility barriers. Yet social VR, which enables multiple people to engage in the same virtual space, presents a unique opportunity to allow other people to support a user’s access needs. To explore this opportunity, we designed a framework based on physical sighted guidance that enables a guide to support a blind or low vision user with navigation and visual interpretation. A user can virtually hold on to their guide and move with them, while the guide can describe the environment. We studied the use of our framework with 16 blind and low vision participants and found that they had a wide range of preferences. For example, we found that participants wanted to use their guide to support social interactions and establish a human connection with a human-appearing guide. We also highlight opportunities for novel guidance abilities in VR, such as dynamically altering an inaccessible environment. Through this work, we open a novel design space for a versatile approach for making VR fully accessible.

12 July 2017 in Social Psychological and Personality Science
Verified
Journal Article
Closed access
AWAndrea Won
Andrea Won
KSKetaki Shriram
Ketaki Shriram
DTDiana I. Tamir
Diana I. Tamir
Proximity, or spatial closeness, can generate social closeness—the closer people are together, the more they interact, affiliate, and befriend one another. Mediated communication allows people to bridge spatial distance and can increase social closeness between conversational partners, even when they are separated by distance. However, mediated communication may not always make people feel closer together. Here, we test a hypothesis derived from construal theory, about one way in which mediated communication might increase spatial distance, by imposing social distance between two texting partners. In three studies, the social distance generated by a text conversation correlated with estimates of spatial distance. Conversations designed to generate social distance increased estimates of spatial distance. We discuss this relationship in light of the rise in computer-mediated communication.