- Virtual Reality Applications and Impacts
- Digital Mental Health Interventions
- Interactive and Immersive Displays
- Empathy and Medical Education
- Simulation-Based Education in Healthcare
- Tactile and Sensory Interactions
- Augmented Reality Applications
- Media Influence and Health
- AI in Service Interactions
- Human-Automation Interaction and Safety
- Impact of Technology on Adolescents
- Color perception and design
- Olfactory and Sensory Function Studies
- Social Robot Interaction and HRI
- Clinical Reasoning and Diagnostic Skills
- Death Anxiety and Social Exclusion
- Psychosomatic Disorders and Their Treatments
- Teaching and Learning Programming
- Creativity in Education and Neuroscience
- Usability and User Interface Design
- Scientific Research and Philosophical Inquiry
- Mental Health Research Topics
- Language and cultural evolution
- Psychology of Social Influence
- Insect Pheromone Research and Control
University of Florida
2020-2025
Clemson University
2018-2024
TH Köln - University of Applied Sciences
2024
Universidade Regional do Cariri
2021
Louisiana State University
2016-2018
Considered an evolution of Virtual Reality systems, Digital Twins, which integrate technologies like Mixed Reality, Internet Things, Machine Learning, Big Data, and Cloud Computing, it is proving its potential across various domains. These facilitate the creation accurate simulations real objects, processes, systems based on real-time data. This capability supports a wide range applications, including hypothesis testing, design prototyping, process optimization. As result, Twins are highly...
The immersion of virtual reality (VR) can impact user perceptions in numerous forms, even racial bias and embodied experiences. These effects are often limited to head-mounted displays (HMDs) other immersive technologies that may not be inclusive the general population. This paper investigates embodiment on a less but more accessible medium: desktop VR. A population participants (n = 158) participated simulation where they avatar interacted with humans determine if is induced there resulting...
Research on tangible user interfaces commonly focuses acting alone or in comparison with multi-touch graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established "mainstream" interaction paradigms. This paper proposes that support complementary use of physical and virtual modalities interactions. We describe prototypes involving capacitively-sensed surfaces combined laser-cut 3D-printed dial-like tangibles. employ them context several computationally-mediated...
Millions of students worldwide have adopted online learning due to the isolation restrictions imposed by Covid-19 pandemic. In this context, video conferencing platforms garnered immense popularity as tools for teaching. However, these several limitations compared real-world encounters, especially in activities involving collaboration and teamwork. A growing number researchers educators turned avatar-based communication platforms, such Mozilla Hubs, alternatives that can complement social...
Abstract Background Clinicians working with patients at risk of suicide often experience high stress, which can result in negative emotional responses (NERs). Such may lead to less empathic communication (EC) and unintentional rejection the patient, potentially damaging therapeutic alliance adversely impacting suicidal outcomes. Therefore, clinicians need training effectively manage emotions toward improve Methods This study investigated impact virtual human interaction (VHI) on clinicians’...
This paper investigates the process of automating evaluation empathetic response levels in virtual human interaction systems implementing mental health scenarios. Two suicidal patients were developed to collect clinician participants' responses. Before collecting clinicians' responses, we tested with healthcare trainees. Trainees' responses evaluated by experts use ECCS scale based on level (Empathetic Communication Coding System). We trained classifiers using trainees' experts' coded...
Immersive Virtual Environments (IVEs) incorporating tangibles are becoming more accessible. The success of applications combining 3D printed and VR often depends on how accurately size is perceived. Research has shown that visuo-haptic perceptual information important in the perception size. However, it unclear these sensory-perceptual channels affected by immersive virtual environments incorporate tangible objects. Towards understanding effects different sensory near field graspable sizes...
In the context of mental wellness support, trust and intimacy between a counselor patient are necessary to converge healing processes positively. However, convincing students virtual human for topics regarding is complex problem that requires understanding students' experiences. Based on research discusses health as concerning topic Computer Science (CS) students, this paper investigates how undergraduate computing-related perceive humans' expertise support based demographic resemblance...
We describe iterations on the design of a hexagonal token and constraint tangible cyberphysical interface. Our system has been co-designed both for use in tangible, embedded, embodied interaction extended reality classroom contexts, within broader applied generalizations. survey some related literature hexagonal, rectangular, triangular interfaces. express space characterizing several aspects these prior systems; apply to number additional virtual physical iterations. accompany our text with...
Virtual humans (i.e., embodied conversational agents) have the potential to support college students’ mental health, particularly in Science, Technology, Engineering, and Mathematics (STEM) fields where students are at a heightened risk of disorders such as anxiety depression. A comprehensive understanding students, considering their cultural characteristics, experiences, expectations, is crucial for creating timely effective virtual human interventions. To this end, we conducted user study...
Increasingly, virtual environments are being used in educational and training applications. As with other types of applications that use environments, these scenarios must be evaluated terms user experience. However, they also should on the efficacy or learning provided, so as to ensure transfer. Frameworks, such Kirkpatrick Model, exist evaluate scenarios, but application frameworks has not been fully utilized development environment-based education training. To address this gap share our...
Virtual human interactions are increasingly used for empathy skills training in healthcare by providing feedback during or after the interaction. The post-interview consists of evaluation results users' empathic responses and can be provided once without interfering with However, this type is insufficient to engage trainees obtaining a deeper understanding insights into their learning. scaffolded ping-pong multi-round descriptions explaining how formulate desired induce users explore an...
In this paper, we propose a framework for the rapid development of conversational virtual humans (VHs) via web. Web3D formats, such as WebGL, have enabled use interactive VHs on Web-based are found to great potential in improving population health. However, web-based needs significant time and effort which can lead health experts avoid VH technology. present case study highlight challenges that VHs. Based our findings, uses formats has address identified systems.
Virtual humans (VHs) have the potential to support mental wellness among college computer science (CS) students. However, designing effective VHs for counseling purposes requires a clear understanding of students’ demographics, backgrounds, and expectations. To this end, we conducted two user studies with 216 CS students from major university in North America. In first study, explored how co-designed conversations found that VHs’ appearance, voice closely resembled characteristics their...
This paper investigates how a virtual human's persuasion attempts influence the user's intentions to perform recommended behaviors using Theory of Planned Behavior. The Behavior suggests that users' attitudes towards behavior, subjective norms, and perceived behavior control determine user behaviors. Using Behavior, we identify underlying mechanisms attitudes, effectiveness persuasive on behavior. To mechanisms, conducted an online study with 202 college students. In between-subjects study,...
This report investigates how clinician-participants react to virtual patients' sensical vs. nonsensical responses in a training simulation that aims help clinicians acquire empathetic skills toward high-risk patients with symptoms of the Suicide Crisis Syndrome (SCS). Two suicidal were developed, and interactions them recorded. Their facial emotions analysed three key moments: after baseline response, following response. We compared their basic aggregated into Negative Positive affective...
Simulating real-world experiences in a safe environment has made virtual human medical simulations common use case for research and interpersonal communication training. Despite the benefits provide, previous work suggests that users struggle to notice when humans make potentially life-threatening verbal mistakes inside simulations. In this work, we performed 2x2 mixed design user study had learners (n = 80) attempt identify by acting as nurse desktop environment. A was used instead of...
Our long-term goal is to foster genetically informed reproductive health knowledge and behaviors among young adults with sickle cell disease (SCD) or trait (SCT) a web-based, tailored, multimedia intervention called CHOICES. CHOICES designed help SCD SCT preconception gain of genetic inheritance, specify their intentions (their parenting plan), engage in concordant plan. In previous study, we found high acceptability both the e-Book (usual care control) interventions. We also sustained (24...