RABINDRA (ROBBY) AYYAN RATAN

raratan@gmail.com

 

OBJECTIVE

To contribute to the advancement of social media technologies, particularly virtual worlds and video games.

 

EDUCATION

ANNENBERG SCHOOL FOR COMMUNICATION, U OF SOUTHERN CALIFORNIA, Los Angeles, CA (8/06 – present)

PhD Candidate: Communication.

Coursework includes: Social Dynamics of Communication Technologies, Communication Network Analysis, Network Society, Economics of Information, Intro to Psychophysiology and fMRI, and Regression Analysis.

GPA: 3.933/4.0

 

STANFORD UNIVERSITY, Stanford, CA (9/00 – 6/05)

Masters of Arts: Communication. Focus - Human Computer Interaction and Media Studies. Conferred  6/05

Coursework included: Human Computer Interaction Fundamentals, Aspects of Human Virtual Representation, Experimental Research in Advanced User Interfaces, and Media Processes and Effects.

GPA: 3.883/4.0

 

Bachelor of Arts with Honors: Science, Technology & Society. Minor - English.  Conferred 6/04          

Coursework included: Social Relations of Science and Technology, Economics Fundamentals, Formal Managerial Theory, Political Systems and Poetry Writing.

GPA: 3.388/4.0

 

LONDON SCHOOL OF ECONOMICS, London, England  (8/03)

Summer Term: Course in Development of International Political Economy.   

                                         

PUBLICATIONS

 

Ratan, R.A. & Hasler, B. (2009, in press).  Self-Presence Standardized: Introducing the Self-Presence Questionnaire (SPQ). Proceedings of the 10th Annual International Workshop on Presence.  Los Angeles, USA.

 

Martins, N., D. Williams, R. Ratan & K. Harrison (2009, in press). A Content Analysis of Female Body Imagery in Video Games. Sex Roles.

 

Castronova, E., Williams, D., Huang, Y., Shen, C., Keegan, B., Ratan, R. (2009, in press). As real as real? Macroeconomic behavior in a large-scale virtual world. New Media & Society.


Xiong, L., R. Ratan & D. Williams (2009, in press). Location-Based Mobile Games: A Theoretical Framework for Research. In A. deSouza e Silva & D. Sutko (Eds.) Hybrid Reality Games: Reconfiguring Social and Urban Networks Via Locative Media. New York, New York: Peter Lang Publishers.

 

Ratan, R. A. & Ritterfeld, U. (2009). Towards a psychological classification of serious games. In U. Ritterfeld, M. Cody & P. Vorderer (Eds.), Serious Games: Mechanisms and Effects. New York, NY: Routledge.

 

Ratan, R.A., Santa Cruz, M., & Vorderer, P. (2007).  Multitasking, Presence & Self-Presence on the Wii. In L. Moreno (Ed.), Proceedings of the 10th Annual International Workshop on Presence (pp.167 – 190).  Barcelona, Spain: Starlab Barcelona S.L.

                                                            

CONFERENCE PAPERS/PRESENTATIONS

 

Ratan, R., Chung, J.E., Shen, C., Williams, D., Foucault, B., Poole, M.S. (2009). Schmoozing and Smiting: Trust and Communication Patterns in an MMO.  Paper to be presented at the Communication and Technology Commission of the International Communication Association, Chicago, USA.

 

Huh, S., Ratan, R. & Williams, D. (2008). Going (Online) With the Flow: Modeling Flow Within a Large Social Online World. National Communication Association Conference. San Diego, California.

 

Ratan, R. A., Diaz, A. & Nass, C. (2008). The Effect of Voice Agent Choice on Users’ Experiences in Business and Entertainment VUI Contexts. Paper presented at the Communication and Technology Commission of the International Communication Association, Quebec, Canada.

 

Ratan, R. A. (2008). The Presentation of Self in Everyday Second Life: An Attempt to Relate Psychological and Virtual Gender. Paper presented at the When Media Environment Become Real Conference, University of Berne, Switzerland.

 

Ratan, R. A. & Bailenson, J. N. (2007). The Effects of Behavioral and Facial Similarity on Persuasion in a Collaborative Virtual Environment. Paper presented at the Communication and Technology Commission of the International Communication Association, California, USA.

                                         

AWARDS

Finalist – Favorite Communication T.A.

-          Awarded by the Annenberg Student Communication Association based on votes from student body.

                                                                 

RESEARCH EXPERIENCE

Dissertation Research, ANNENBERG, USC, Los Angleles, CA (05/09 – present)

Self-Presence: Theory, Measurement and Validation

-          The theory of self-presence broadly describes how the self is present (relevant) during media use.

o        The first phase of this dissertation is to fully explicate this theory.

-          A Self-Presence Questionnaire (SPQ) has been developed and examined in a preliminary study. 

o        A large-scale survey will be conducted to establish construct validity for the SPQ.

o        A series of experiments, using psychophysiological measures, will also help establish validity.

-          There have been some interesting relationships found between self-presence and social measures.

o        The survey and experiments will include such measures, including social presence, social capital, online/offline community involvement, trust, self-disclosure, and text vs. voice use.

 

Research Assistant to Professor Dmitri Williams, ANNENBERG, USC, Los Angleles, CA (09/07 – present)

Everquest II Projects

-          Various projects that examine a large set of behavioral and survey data from the MMOG Everquest II to examine relevant theories (economics, trust and communication patterns, and self-report bias)

Body Imagery in Video Games

-          Comparison of body dimensions for video game characters and a sample of healthy men and women.

 

Research Group Leader, ANNENBERG, USC, Los Angleles, CA (01/07 – 10/07)

Examining the Effects Self-Presence on Multitasking while playing the Nintendo Wii

-          How does self-presence affect the ability to multitask?

-          Under the direction of Professor Peter Vorderer and with a team of four undergraduate students, designed a study to examine how manipulations of self-presence affect multitasking ability of participants playing the Nintendo Wii.

-          This study was presented at the Presence conference in October, 2007 in Barcelona.

 

Research Assistant, ANNENBERG, USC, Los Angleles, CA (01/07 – 01/08)

Creating a Taxonomy of Serious Games

-          What are the various types of serious video games that currently available?

-          Under the direction of Professor Ute Ritterfeld and with the assistance of an undergraduate researcher, conducted an extensive review of 600+ serious games in order to create a taxonomy of these games.

-          Research results presented at the Serious Games workshop hosted by Annenberg in May 2007.

-          Paper published as a chapter within the book Serious Games: Mechanisms and Effects.

 

Research Assistant to Professor Kwan Min Lee, ANNENBERG, USC, Los Angleles, CA (8/06 – present)

Explicating “Media Use”

-          How has the term “media use” been used in the past 10 years of Communication research?

-          Under the direction of Professor Kwan Min Lee, conducted extensive literature review of the operationalization of “media use” in various communication journals.

-          Paper in process of being written.

 

Research Assistant, Communication Department, Stanford University, Stanford, CA

Choice of Voice-Agent for a Business or Entertainment Automated Voice System – Group Leader (1/06 – 06/06)

-          How does the ability to choose an automated voice-agent affect user performance and attitude?

-          In collaboration with Nuance Communications, Inc., designed study, implemented two automated voice systems, collected data from 40 participants in six conditions, analyzed data.

-          Paper to be presented at the ICA conference in Montreal in May, 2008.

Submissiveness and Dominance in an In-car Voice Navigation System – Group Leader (4/06 – 06/06)

-          How does the personality of a voice navigation system affect driver performance and attitude?

-          Designed 2 (agent submissiveness or dominance) x 2 (participant submissiveness or dominance) study, programmed car simulator, collected data from 30 participants (ongoing). 

Throwing Voices in a Car – Group Leader (4/06 – 06/06)

-          How does the source (speaker) location of a car voice affect driver performance and attitude?

-          Redesigned the study “Throwing Voices” (Takayama, in press) in the driving simulator context, collected data from 20 participants in two conditions.

Availability of Mobile Phone Users (in collaboration with Karlsruhe University) – Group Member (09/05 – 10/06)

-          How can availability of mobile phone users be measured and operationalized?

-          Aided in the design and implementation of large-scale study, directed the first stage analysis of data.

 

Research Assistant, Communication Department, Stanford University, Stanford, CA

Emotion in Car Voices – Group member, ADVANCED USER INTERFACES RESEARCH COURSE (10/04 – 06/06)

-          How do the emotions of two car voices affect driver performance and attitude?

-          Designed study, programmed car simulator, collected data from 48 participants in eight conditions, analyzed data.

Music, Arousal and Driving – Project Leader, MEDIA EFFECTS RESEARCH COURSE - (3/05 – 6/05)

-          How does the arousal level of music in cars affect driver performance and attitude?

-          Designed study, programmed car simulator, collected data from 65 participants in six conditions

Similarity Persuasion Study – Project Leader, VIRTUAL HUMAN INTERACTION LAB (10/04 – 6/05)

-          How persuasive is information presented by an avatar (virtual human), dependent on his physical and behavioral similarity to the information consumer?

-          Conducted study in virtual environment, collected data from 60 subjects in 4 conditions, analyzed data.

-          Paper presented at the ICA conference in May 2007 in San Francisco.

 

Undergraduate Honors Thesis, SCIENCE TECHNOLOGY & SOCIETY PROGRAM, Stanford, CA (1/03 – 6/04)

The Evolution of Rap and Roll

-          How is rap music’s evolution interrelated with its technologies, culture and history?

-          Spent six weeks in London conducting interviews and observing local rap community.

-          Used field research in conjunction with literary sources to argue that the evolution of rap music as an art form has been largely engendered by the technological changes that surround the music, that these technological changes are associated with strong cultural effects, and that within these contexts, the progression of rap music is similar to the progression of rock and roll.

 

WORK EXPERIENCE

Research Assistant, COMMUNICATION DEPT– Stanford University, Stanford, CA (8/05 – 06/06)

Provided support to Professor Nass and graduate students in the lab; directed and assisted graduate students with design and implementation of over five experimental studies; analyzed results and created first draft of paper for Emotion Consistency in Car Voices study; developed multiple driving simulator scenarios; supported lab’s corporate relations; and managed lab’s online experiment sign-up system, website and equipment.

 

Research Assistant, TOYOTA INFO TECHNOLOGY CENTER, Palo Alto, CA (7/05 – 12/05)

Prepared online research for study of elderly drivers, assembled literature review of current research on in-car technologies, developed multiple driving simulator scenarios, directed and produced multiple videos for in-house presentations portraying research conducted using driving simulator, and configured technical setup for recording and editing research studies using driving simulator, video projector, media converter, Apple G5 and Final Cut Pro software.

 

STANFORD STUDENT ENTERPRISES– THE STANFORD STORE, Stanford, CA  (9/01– 6/04)              

-          Director (9/03 – 6/04)- Budgeted $150,000, achieved store’s highest profit in five years. Negotiated 4 contracts worth $5,000 over 9 months with a web vendor and student vendor. Hired and directed four managers, ten sales associates, and three interns.  Supervised eight major marketing events estimated to have increased revenue by 30% over previous year. Advised merchandising decisions to decrease COGS (Cost of Goods Sold) and increase Gross Margin by 5%. Supervised Web retail operations worth $7,000 (revenue) over six-month period.

-          Operations Manager (9/02 – 6/03) - Hired, trained and managed team of ten Sales Associates. Prepared annual evaluations. Ensured efficient operations and responded to immediate emergencies.

-          Online Manager (1/02 – 6/02) - Managed web site and finances, ensured order delivery.

-          Sales Associate (9/01 – 12/01)- Worked register, maintained store and communicated with customers.

 

YELLOW PAGES INTEGRATED MEDIA ASSOCIATION, Berkeley Heights, NJ  (7/01 – 9/02)

-          Intern (7/02 – 9/02) Member Relations and Research Departments.

-          Intern (7/01 – 9/01) Accounting Department, Assisted CFO in preparation of budgets.

 

Intern, LUCENT TECHNOLOGIES, BELL LABS RESEARCH, Murray Hill, NJ  (7/98 – 9/98)                               

Used Java programming methods for research in Multimedia Research Department.            

                       

MORE SKILLS

Computer Tools:  Video/Audio editing (FCP, Audible), basic coding - HTML, C, Python, STISIM driving simulator.

Hobbies: World travel, cyberpunk (science fiction), poetry writing, racquetball, and soon, being a dad.

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