- Virtual Reality Applications and Impacts
- Digital Games and Media
- Augmented Reality Applications
- Social Robot Interaction and HRI
- Cinema and Media Studies
- Aesthetic Perception and Analysis
- Human Motion and Animation
- Spaceflight effects on biology
- Educational Games and Gamification
- Media Influence and Health
- Human-Automation Interaction and Safety
- Speech and dialogue systems
- Posttraumatic Stress Disorder Research
- Creativity in Education and Neuroscience
- Telemedicine and Telehealth Implementation
- Action Observation and Synchronization
- Stroke Rehabilitation and Recovery
- Space Exploration and Technology
- Impact of Technology on Adolescents
- Visual perception and processing mechanisms
- Mindfulness and Compassion Interventions
- Teleoperation and Haptic Systems
- Multimedia Communication and Technology
- Manufacturing Process and Optimization
- Fashion and Cultural Textiles
Worldsensing (Spain)
2013-2018
Artistic Realization Technologies
2016
University of Southern California
2005-2015
Creative Technologies (United States)
2009-2014
Southern California University for Professional Studies
2006-2013
USC Institute for Creative Technologies
2010-2011
University of Central Florida
1995
Virtual humans are computer‐generated characters designed to look and behave like real people. Studies have shown that virtual can mimic many of the social effects one finds in human‐human interactions such as creating rapport, people respond ways similar how they We believe represent a new metaphor for interacting with computers, which working computer becomes much person this bring elements interaction not easily supported conventional interfaces. present two systems embody these ideas....
AbstractThis paper focuses on how the body has been recontextualised in age of digital technology, especially through phenomenon Virtual Reality, and specifically fully immersive VR environments made as art or performative installations. It discusses progress\ion form function from other media ‘cybermedia’ to virtual (VEs). This attempts explicate specialised intrinsic qualities ‘Being’ VEs, it impacts both experience embodied person environment, our thinking about everyday reality. The...
In future long duration Mars exploration missions, network limitations and the lack of real-time communication capabilities will impact various aspects space crew performance as well behavioral health. Studies in ground-based analogs Isolated Confined Environments (ICE) such Antarctica have identified sensory social monotony threats to psychological well-being. Given importance health mission success extreme conditions travel, new methods maintaining psycho-social connections support systems...
This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in early 1970s United States as response to Vietnam War, against backdrop dramatic social economic change fueled looming energy crisis, civil rights, feminism, unhealthy widespread drug abuse. Like-minded contemporaries R. Buckminster Fuller (World Game), Robert Smithson (Spiral Jetty), Christo Jean-Claude (Valley Curtain) responded kind these environmental sociopolitical quandaries with their...
Online virtual worlds offer new ways to explore evolving forms of social interaction, including the use non-verbal elements used in conjunction with other communication modalities text and voice. Ancient rhetorician Cicero coined term “chironomia” for that were a persuasive manner. Non-verbal is an inherently human trait and, while provide immersive space they also introduce questions regarding standards best practices within them. Because present richer environment multiple semiotic modes...
We describe a virtual reality telecommunications ecosystem developed under funding from NASA entitled ANSIBLE: A Network of Social Interactions for Bilateral Life Enhancement. ANSIBLE is communication support toolset which enables multi-faceted human-human and human-virtual agent interactions designed to accommodate technical environmental limitations long duration space flight. The primary objectives are address provide telehealth options combat behavioral health threats in future...
Event Abstract Back to Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans Jacquelyn Ford Morie1*, J. Antonisse1, S. Bouchard1 E. Chance1 1 University of Southern California’s Institute Creative Technologies, United States Those who have served in recent conflicts face many challenges they reintegrate into society. In addition recovering from physical wounds, traumatic brain injury post-traumatic stress disorders, soldiers also basic psychological issues about are how...
article Free Access Share on Inspiring the future: merging mass communication, art, entertainment and virtual environments Author: Jacquelyn Ford Morie UniversiO, of Central Florida, Expansion a talk given at Imagina Conference, Monte Carlo, Monaco MonacoView Profile Authors Info & Claims ACM SIGGRAPH Computer GraphicsVolume 28Issue 2May 1994 pp 135–138https://doi.org/10.1145/178951.178973Online:01 May 1994Publication History 9citation0DownloadsMetricsTotal Citations9Total Downloads0Last 12...
Avatars are traditionally understood as representing their human counterparts in virtual contexts by incorporating many aspects of a person's real world physical characteristics within the form. An alternate approach, which avatars instead imbued with non-human characteristics, challenges limitations solely anthropomorphic principles and expands potential for interaction communication. This paper provides brief history non-anthropomorphic avatars, focus on exploring current use such worlds....
We describe a project designed to use the power of online virtual worlds as place camaraderie and healing for returning United States military veterans-a space that can help them deal with problems related their time service also assist in reintegration into society. This veterans' is being built Second Life®, popular immersive world, under consultation medical experts psychologists, several types both social activities planned. In addition, we address barrier issues worlds, including lack...
The Virtual Museum Guides are two virtual humans set in an exhibit at the of Science, Boston, designed to promote interest Technology, Engineering and Mathematics (STEM). primary audience is children between ages 7 14, particular females other groups under-represented STEM.The based on extend approach used SGT Star character Gunslinger project. To interact with characters, operator presses a push-totalk button speaks into microphone. An audio acquisition client then sends automatic speech...