Eugyoung Han

Assistant Professor University of Florida

  • Gainesville FL

Eugyoung Han studies what social interactions look like in immersive virtual environments, such as virtual and mixed reality.

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University of Florida

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Biography

Eugyoung Han is an assistant professor at the Department of Media Production, Management and Technology. Han's research focuses on understanding what social interactions look like in immersive virtual environments, such as virtual and mixed reality. Specifically, she investigates how contextual factors — physical, virtual, and social — influence these interactions. Through conducting lab studies and field experiments, Han understands how outcomes such as nonverbal behaviors and psychological processes are shaped.

Areas of Expertise

Immersive Technology
Virtual Reality

Media Appearances

New Stanford study shows choices of virtual environments and avatars can promote positive psychological outcomes in the metaverse

Stanford Report  online

2022-12-14

In a new study, Stanford University researchers examined how being able to completely transform one’s appearance and digital environment significantly impacts social interactions in the metaverse.

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Forget Zoom school. For some students, class is in session in VR

CNN  online

2022-01-27

Over the summer and again in the fall, Jeremy Bailenson, the founding director of Stanford’s Virtual Human Interaction Lab, taught more than 260 students in his “Virtual People” class, which explores various aspects of virtual reality.

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Stanford course allows students to learn about virtual reality while fully immersed in VR environments

Stanford Report  online

2021-11-05

The innovative classroom experience lets students directly experience the wide-ranging possibilities of virtual reality as a cutting-edge medium.

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Articles

Understanding the role of virtual mobility on how and what people create in virtual reality

ScienceDirect

Han, et al.

2025-06-01

Virtual reality (VR) is considered a compelling tool to foster creativity by allowing its users to create in 3D space. However, the challenge lies in understanding how people use these tools and what they create, hindering the drawing of meaningful conclusions about VR as a viable tool for creativity. Here, we analyze the 3D creations of 137 participants responding to different creativity activities across seven sessions on a social VR platform.

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Five canonical findings from 30 years of psychological experimentation in virtual reality

Nature Human Behavior

Baileson, et al

2025-05-22

Instead of exhaustively representing the landscape, our unique contribution is providing in-depth reviews of canonical psychological findings balanced across various domains within psychology. We focus on five findings: the benefit of being there depends on the activity; self-avatars influence behaviour; procedural training works better than abstract learning; body tracking makes VR unique; and people underestimate distance in VR.

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How Different Training Types and Computer Anxiety Influence Performance and Experiences in Virtual Reality

Cogitatio

Han, et al.

2024-11-27

Virtual reality (VR) can place people in unique environments and facilitate engagement, making it a compelling tool for storytelling and learning. However, experiencing narratives requires immersion, which can be difficult for those who are anxious about technology. This study examined how training type (paper, video, and VR) and computer anxiety influenced outcomes using a large sample size.

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Media