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Articles 1 - 18 of 18
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Perceptions Of Earth Science Using Assistive And Supportive Technologies By Students Who Are Blind Or Visually Impaired, Rhea G. Miles, Alana Zambone, Alex Manda
Perceptions Of Earth Science Using Assistive And Supportive Technologies By Students Who Are Blind Or Visually Impaired, Rhea G. Miles, Alana Zambone, Alex Manda
Journal of Science Education for Students with Disabilities
Students with blindness or visual impairments (BVI) need to participate in scientific laboratory experiences at the K12 level to be successful in college-level science courses. These K12 level students need instruction to actively conduct science experiments and not only allow sighted students to conduct them. While it may be a challenge, with appropriate assistive and supportive technologies, students with BVI can be successful in conducting scientific investigations to address Next Generation Science Standards. The Discoveries in Earth Science (DES) program provides engaging accommodations adaptive to the needs of elementary, middle, and high school grade students with BVI to successfully prepare …
Protocol For An Ehub As An Systemic Intervention For Homeless Shelter Staff And Resident Psychosocial And Behavioral Needs, Celeste Sangiorgio, Cory Crane, Cassandra Berbery, Caroline Easton
Protocol For An Ehub As An Systemic Intervention For Homeless Shelter Staff And Resident Psychosocial And Behavioral Needs, Celeste Sangiorgio, Cory Crane, Cassandra Berbery, Caroline Easton
Frameless
Homeless shelter performance is presently operationalized as shelter success in linking homeless individuals to housing; however, there is a cluster of individuals with co-occurring serious mental health issues who engage in chronic and episodic re-entry into homeless shelters. Persistent and chronically mentally ill individuals who re-enter shelters increase demands on staff, who are inadequately trained to de- escalate, manage their internal distress, and connect these homeless residents to appropriate services. This protocol outlines an alternative intervention mechanism for shelters that targets a key, untreated pathway where staff and resident symptoms and skills are linked to shelter performance. We propose that …
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Frameless
We present our efforts to develop methods for rendering 3D objects on mobile devices using real-world dynamic illumination from the user’s environment. To achieve this, we use the front and back cameras on the mobile device to estimate the light distribution in the environment in real time. We then create a dynamic illumination map and render the object at interactive rates in a browser on the device using a web-based graphics API. This project achieves one of the goals of our related work on realistic visualization of virtual objects: to make virtual objects appear to be situated within the scene …
Mixed Reality Prototype Device Showcase: Using Smart Glasses To Enhance Language Access, Aaron Parker, Connor Switenky, Roshan Mathew, Wendy Dannels
Mixed Reality Prototype Device Showcase: Using Smart Glasses To Enhance Language Access, Aaron Parker, Connor Switenky, Roshan Mathew, Wendy Dannels
Frameless
While the use of American Sign Language (ASL) interpreters and real-time captioning significantly increases deaf individuals’ ability to participate in a wide variety of functions, there are some limitations. The major problem is that current ways of providing communication and information access to deaf people require them to split their attention between the visual focus of the specific content and the interpreter/captioning display. At any given point in time, deaf people are forced to decide what explanation to miss with subsequent effects on topic comprehension and perceptions of the interaction and environments.
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Frameless
In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues, which are essential to the gameplay. However, in this case, the deaf and hard of hearing (DHH) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).
Ar Fantasia: An Augmented Reality Musical Experience, Joe Geigel, Yunn-Shan Ma, Juilee Decker
Ar Fantasia: An Augmented Reality Musical Experience, Joe Geigel, Yunn-Shan Ma, Juilee Decker
Frameless
In 1940, Walt Disney Pictures released their third full length animated feature film, the classic film Fantasia. The concept and challenge behind Fantasia was simple: To merge music and visuals, using the media of animation, to provide an integrated backdrop for, and interpretation of, classical music. The complete film consisted of eight such animated sequences, each providing a visual landscape as a setting for a classical musical piece (Granata 2002).
Designing A Digital Interactive Emotion Measure (Diem) For Digital Media: Theoretical Foundations And Validation Protocols, Celeste Sangiorgio, Cassandra Berbary, Cory Crane, Caroline Easton
Designing A Digital Interactive Emotion Measure (Diem) For Digital Media: Theoretical Foundations And Validation Protocols, Celeste Sangiorgio, Cassandra Berbary, Cory Crane, Caroline Easton
Frameless
Awareness of emotions is often a treatment target in psychotherapy, but it is difficult to assess emotions due to ambiguity in measurement or scale design. Lack of clarity in scale design may increase risk that participant interpretations of scale items may not align with emotion constructs those scales were designed to capture. Furthermore, emphasis on verbal or written cues leads to low scientific representation of patients who cannot read emotion scales (e.g., low literacy). Touch-screen applications provide a unique opportunity to create a visual emotion measure which has low barriers but can be used to assess a high level of …
Novel 360-Degree Camera, Ian Gauger, Andrew Kurtz, Zakariya Niazi
Novel 360-Degree Camera, Ian Gauger, Andrew Kurtz, Zakariya Niazi
Frameless
Circle Optics is developing novel technology for low-parallax, real time, panoramic image capture using an integrated array of multiple adjacent polygonal-edged cameras. This technology can be optimized and deployed for a variety of markets, including cinematic VR. Circle Optics’ existing prototype, Hydra Alpha, will be demonstrated.
Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton
Use Of Ar To Bring Medical Simulation To Life, Zhenhua Yu, Richard L. Doolittle, Caroline J. Easton
Frameless
Use of simulation facilities and equipment in medical training has become the fabric of curricula across nearly all professions, most notably medical school, nursing, and related medical sciences programs. The gold standard for simulators is SimMan3G, Laerdal Inc., which offers a static electronic mannequin that affords the opportunity to create disease states, signs/symptoms, and real physiological/vital sign data complemented by voice interactions between faculty (within the control room) and student. All sessions are videotaped and, through a 15-30 minute debriefing, students exchange thoughts and impressions with faculty and engage in a deep reflective learning experience. The other option for medical …
Water Trembles: Alternative Experiences Of Poetry, Su Hyun Nam
Water Trembles: Alternative Experiences Of Poetry, Su Hyun Nam
Frameless
Water Trembles is a poetry game, which will be published along with the forthcoming poetry book, Fast Fire (Carnegie Mellon University Press). This project is developed by the Burnt Orange Game Lab at Syracuse University, led by Su Hyun Nam, Rainie Oet, and Regan Henley, in collaboration with students in the Computer Art and Animation program. In the game, the main character Gertie, who has locked themself in their room after their mother died, solves puzzles by collecting poems about memories of their mother. By progressing the game, Gertie completes the poetry book and also takes themself out to the …
Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink
Warehouse And Logistics: Smart Picking With Vuzix Smart Glasses, Elise Hemink
Frameless
Vuzix is an industry leader in augmented reality (AR) technology. We provide innovative products to an array of industries, a few being defense, security, enterprise, and consumers. Our AR technology provides a perfect balance of engagement in the digital and real worlds thanks to their innovative optics, AI apps and 5G capability.
Been Set Free: A Distributed Virtual Theatre Dance Performance, Joe Geigel
Been Set Free: A Distributed Virtual Theatre Dance Performance, Joe Geigel
Frameless
For Frameless 2021, we present a fully realized example of virtual theatre. We define virtual theatre as a live theatrical performance, experienced on a stage in virtual reality, with participants in different physical locations (Geigel 2018).
Changeling Vr, Elouise Oyzon
Changeling Vr, Elouise Oyzon
Frameless
Changeling VR is an interactive virtual reality narrative game. As we progress through the game, each level is seen through the Point of View of a different character whose emotional core is expressed through different aesthetics, mechanics and interactions.
Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes
Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes
Frameless
A VR staging of Anonin Artaud’s 1925 surrealist play, Jet of Blood. The project experiments with virtual reality as a means to reimagine performance and frame the player, the audience, as actor. Ideas from Artaud’s philosophy such as the Theatre of Cruelty are incorporated along with spatial storytelling and game design. The project also seeks to expand accessibility to deaf and hard of hearing audiences through use of particle and text effects to visually express audio and sound.
The Studio X Karp Library Fellows: Peer-To-Peer Xr Learning & Engagement, Ayiana Crabtree, Muhammed El-Sayed, Nefle N. Oruç
The Studio X Karp Library Fellows: Peer-To-Peer Xr Learning & Engagement, Ayiana Crabtree, Muhammed El-Sayed, Nefle N. Oruç
Frameless
No abstract provided.
Creating A Virtual Reality Experience In Service To A Non-Profit Agency, Frank Deese, Susan Lakin, Isabelle Anderson
Creating A Virtual Reality Experience In Service To A Non-Profit Agency, Frank Deese, Susan Lakin, Isabelle Anderson
Frameless
In the summer of 2018, RIT Professors Susan Lakin and Frank Deese discussed with the principal officers of the Society for the Protection and Care of Children (SPCC) in Rochester how the new technology of Virtual Reality might be used to not only impart information to viewers, but generate empathy for those receiving services from the organization as well as those performing those services. Their ultimate goal was to create an experience that could be viewed with VR headsets at fundraising events and on a website using low-cost Google Cardboard.
Can We Walk In Our Patients’ Shoes? Immersive Virtual Reality As An Empathy Training Tool For Medical Students, Riham Alieldin, Raffaella Borasi, Anne Nofziger, Karen Deangelis, Sarah Peyre
Can We Walk In Our Patients’ Shoes? Immersive Virtual Reality As An Empathy Training Tool For Medical Students, Riham Alieldin, Raffaella Borasi, Anne Nofziger, Karen Deangelis, Sarah Peyre
Frameless
Empathy is arguably the “backbone” of the patient-physician relationship. It has been shown to have numerous positive clinical outcomes especially in a patient-centered careservice. Nevertheless, studies have shown a disintegration of empathy and compassion in physicians during medical school and residency training due to the lack of standardization of empathy training in medical education.
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
A Review Of Xr Classrooms In Institutions Of Higher Education, Brandon Patterson, Tallie Casucci
Frameless
This talk will review the literature and examine existing physical spaces using virtual reality (VR) and augmented reality (AR), often referred together as extended reality (XR), to teach learners in an academic setting. Attendees will better understand best practices and ways of addressing potential challenges when designing a physical XR classroom space for higher education. A physical XR classroom provides institutions with a dedicated space for educational courses and workshops, which utilize XR for both one- off sessions and an entire semester (Pirker, Holly, and Gütl 2020). The talk will help answer the question, why a dedicated XR classroom?