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Veronica Weser, PhD

Research Scientist

Contact Information

Veronica Weser, PhD

Lab Location

  • 55 Church Street, Fl Basement, Ste B04
    New Haven, CT 06510

Biography

Veronica Weser, PhD, is a Research Scientist and a member of XR Pediatrics, part of the Yale Center for Immersive Technologies in Pediatrics. Veronica received her PhD in cognitive psychology from the University of Virginia where she investigated user experience and motion sickness in virtual reality as part of a collaboration with Google VR. Prior to that, Veronica was a Fulbright Fellow at the University of Tsukuba, Japan, where she studied patterns in English spelling errors committed by bilingual English/Japanese elementary students with developmental dyslexia and dysgraphia. Veronica brings basic science research and technical VR knowledge along with a passion for games to the to the process of creating impactful VR experiences that promote healthy behaviors.

Education & Training

  • Postdoctoral Research Fellow
    University of Virginia (2019)
  • PhD
    University of Virginia, Psychology (2018)
  • MA
    University of Virginia, Psychology (2016)
  • BA
    Vassar College, Cognitive Science (2012)

Activities

  • A Concrete Interface for Virtual Reality Locomotion
    During the 90-minute session researchers from Yale, Syracuse University and HP discussed VR platforms for research and provided practical examples to help attendees understand how to incorporate VR into their own research designs. 2022
    Virtual Reality as a Research Tool
  • Virtual Reality in Behavioral Science: Basic and Applied Research Applications
    Poughkeepsie, NY, United States 2021
    Cognitive Science Public Lecture
  • A Multiplayer Dating Game to Empower Black Teen Girls
    Founded in 2004, Games for Change is a nonprofit that empowers game creators and social innovators to drive real-world impact through games and immersive media. The Games for Change Festival showcases leading impact-focused games and immersive experiences for the public. 2021
    2021 Games for Change Festival
  • Developing A Multiplayer Dating Game to Empower Black Teen Girls
    Serious Play offers a full track of sessions on every major market for the use of serious games and simulations in training or education as well as a full track on instructional/game design. 2021
    Annual Serious Play Conference
  • Development of A Multi-Player Videogame Intervention to Empower Black Teen Girls around Healthy Relationships and Partner Communication
    The annual SOPHE Conference held virtually in 2021 2021
    Development of A Multi-Player Videogame Intervention to Empower Black Teen Girls around Healthy Relationships and Partner Communication
  • Invite Only VR: A Vaping Prevention Game: An Evidence-Based VR Game for Health and Behavior Change.
    Oral Presentation at the annual SIGGRAPH Conference in the technology in education track 2020
    Invite Only VR: A Vaping Prevention Game: An Evidence-Based VR Game for Health and Behavior Change.
  • Making the Visual Tangible: The Size-Weight Illusion in Virtual Reality
    Charlottesville, VA, United States 2018
    Making the Visual Tangible: The Size-Weight Illusion in Virtual Reality
  • The value-weight Illusion: Can Value Bias Weight Estimates?
    Boston, MA, United States 2016
    The value-weight Illusion: Can Value Bias Weight Estimates?
  • User Sensitivity to Speed- and Height-Mismatches in VR
    Pasadena, CA, United States 2016
    User Sensitivity to Speed- and Height-Mismatches in VR
  • Interoceptive Awareness, but not Negative Affect, Mitigates the Size-Weight Illusion.
    Chicago, IL, United States 2016
    Interoceptive Awareness, but not Negative Affect, Mitigates the Size-Weight Illusion.
  • Multisensory Integration Induces Body Ownership of an External Tool.
    Pasadena, CA, United States 2015
    Multisensory Integration Induces Body Ownership of an External Tool.
  • Extending the Mind to Include the Tool
    Charlottesville, VA, United States 2015
    Extending the Mind to Include the Tool
  • Is it Me or is it Mine?: Avatar Control and the Extension of Self to Videogames. An ERP Study
    Sapporo, Hokkaido, Japan 2012
    Is it Me or is it Mine?: Avatar Control and the Extension of Self to Videogames. An ERP Study

Honors & Recognition

AwardAwarding OrganizationDate
Oculus Launch Pad2019
Jefferson FellowJefferson Scholars Foundation2018
Fulbright FellowFulbright Program2013
Phi Beta Kappa2012

Professional Service

OrganizationRoleDate
Journal of Motor BehaviorReviewer2022 - Present
Health Education JournalReviewer2022 - Present
Games for HealthReviewer2021 - Present
International Journal of Mental Health and AddictionReviewer2021 - Present
Psychonimic Bulletin and ReviewReviewer2021 - Present
Journal of Substance Abuse TreatmentReviewer2020 - Present
Cyberpsychology, Behavior, and Social NetworkingReviewer2020 - Present
Journal of Experimental Child PsychologyReviewer2018 - Present
Memory and CognitionReviewer2017 - Present
Scientific ReportsReviewer2016 - Present
Experimental Brain ResearchReviewer2016 - Present
Acta PsychologicaReviewer2015 - Present

Departments & Organizations