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Graphics and Human Computer Interfaces Commons™
Open Access. Powered by Scholars. Published by Universities.®
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- Digital healthcare (2)
- EHealth (2)
- Mental health (2)
- Psychotherapy (2)
- Artaud (1)
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- Assessment (1)
- Audio visualization (1)
- Cultural heritage objects (1)
- Deaf and hard of hearing people (1)
- Digital modeling (1)
- First-person gaming (1)
- Homeless adults (1)
- Interactive computer graphics (1)
- Interactive tools (1)
- Jet of Blood (1)
- Marginalized communities (1)
- Realistic-rendering (1)
- Surrealist (1)
- Theatre of cruelty. (1)
- Training tools (1)
- VR performance (1)
- Virtual reality (1)
- Visual tools (1)
Articles 1 - 7 of 7
Full-Text Articles in Graphics and Human Computer Interfaces
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 …
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).
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 …
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.
Digital Modeling Of Cultural Heritage Objects, Snehal Padhye, James Ferwerda
Digital Modeling Of Cultural Heritage Objects, Snehal Padhye, James Ferwerda
Frameless
Cultural heritage objects are a rich source of information about human history. Due to the physical nature of these often old and typically rare or unique objects, humanity is at risk of losing this history. Given their importance, preservation is an active area of interest in the research community. While, digitally capturing images of the objects is common practice, we propose a more comprehensive approach to preserving these objects. It involves creating digital models that represent both the three-dimensional shapes of the objects and the materials they are made of.