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Martinovski, Bilyana
Cognitive and Emotive Empathy in Discourse: Towards an Integrated Theory of Mind Proceedings Article
In: Proceedings of the 28th Annual Conference of the Cognitive Society, Vancouver, CA, 2006.
@inproceedings{martinovski_cognitive_2006,
title = {Cognitive and Emotive Empathy in Discourse: Towards an Integrated Theory of Mind},
author = {Bilyana Martinovski},
url = {http://ict.usc.edu/pubs/Cognitive%20and%20Emotive%20Empathy%20in%20Discourse-%20Towards%20an%20Integrated%20Theory%20of%20Mind.pdf},
year = {2006},
date = {2006-07-01},
booktitle = {Proceedings of the 28th Annual Conference of the Cognitive Society},
address = {Vancouver, CA},
abstract = {This paper presents an empirical qualitative analysis of eliciting, giving and receiving empathy in discourse. The study identifies discursive and linguistic features, which realize cognitive, emotive, parallel and reactive empathy and suggests that imitation, simulation and representation could be non-exclusive processes in Theory of Mind reasoning.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Core, Mark; Lane, H. Chad; Lent, Michael; Gomboc, Dave; Solomon, Steve; Rosenberg, Milton
Building Explainable Artificial Intelligence Systems Proceedings Article
In: Proceedings of the 18th Innovative Applications of Artificial Intelligence Conference, Boston, MA, 2006.
@inproceedings{core_building_2006,
title = {Building Explainable Artificial Intelligence Systems},
author = {Mark Core and H. Chad Lane and Michael Lent and Dave Gomboc and Steve Solomon and Milton Rosenberg},
url = {http://ict.usc.edu/pubs/Building%20Explainable%20Artificial%20Intelligence%20Systems.pdf},
year = {2006},
date = {2006-07-01},
booktitle = {Proceedings of the 18th Innovative Applications of Artificial Intelligence Conference},
address = {Boston, MA},
abstract = {As artiï¬cial intelligence (AI) systems and behavior models in military simulations become increasingly complex, it has been difï¬cult for users to understand the activities of computer-controlled entities. Prototype explanation systems have been added to simulators, but designers have not heeded the lessons learned from work in explaining expert system behavior. These new explanation systems are not modular and not portable; they are tied to a particular AI system. In this paper, we present a modular and generic architecture for explaining the behavior of simulated entities. We describe its application to the Virtual Humans, a simulation designed to teach soft skills such as negotiation and cultural awareness.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Riedl, Mark O.; Young, R. Michael
From Linear Story Generation to Branching Story Graphs Journal Article
In: IEEE Computer Graphics and Applications, vol. 26, no. 3, pp. 23–31, 2006.
@article{riedl_linear_2006,
title = {From Linear Story Generation to Branching Story Graphs},
author = {Mark O. Riedl and R. Michael Young},
url = {http://ict.usc.edu/pubs/From%20Linear%20Story%20Generation%20to%20Branching%20Story%20Graphs.pdf},
year = {2006},
date = {2006-06-01},
journal = {IEEE Computer Graphics and Applications},
volume = {26},
number = {3},
pages = {23–31},
abstract = {Interactive narrative systems are storytelling systems in which the user can influence the content or ordering of story world events. Conceptually, an interactive narrative can be represented as a branching graph of narrative elements, implying points at which an interactive user?s decisions influence the content or ordering of the remaining elements. Generative approaches to interactive narrative construct narrative at runtime or pre-construct on a per-session basis highly interactive branching narrative structures. One generative approach ? narrative mediation ? represents story as a linear progression of events with anticipated user actions and system-controlled agent actions together in a partially-ordered plan. For every possible way the user can violate the story plan, an alternative story plan is generated. If narrative mediation is powerful enough to express the same interactive stories as systems that use branching narrative structures, then linear narrative generation techniques can be applied to interactive narrative generation. This paper lays out this argument and sketches a proof that narrative mediation is at least as powerful as acyclic branching story structures.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
McAlinden, Ryan; Lent, Michael; Clevenger, William; Tien, Wen C.
Using Environmental Annotations & Affordances to Model Culture Proceedings Article
In: Artificial Intelligence and Interactive Digital Entertainment Conference Demonstrations, Marina del Rey, CA, 2006.
@inproceedings{mcalinden_using_2006,
title = {Using Environmental Annotations & Affordances to Model Culture},
author = {Ryan McAlinden and Michael Lent and William Clevenger and Wen C. Tien},
url = {http://ict.usc.edu/pubs/Using%20Environmental%20Annotations%20&%20Affordances%20to%20Model%20Culture.pdf},
year = {2006},
date = {2006-06-01},
booktitle = {Artificial Intelligence and Interactive Digital Entertainment Conference Demonstrations},
address = {Marina del Rey, CA},
abstract = {This paper details the demonstration of an annotation and affordance-based software model intended to introduce cultural and social influences into a non-player character's (NPC) decision-making process. We describe how recent research has supported the need to begin incorporating the effects of culture into the interactive digital domain. The technical approach is presented that describes the software techniques for embedding and utilizing culturally-specific information inside of a virtual environment, as well as the design and implementation of a deterministic Markov Decision Process (MDP) to model the affects of culture on the AI.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Callieri, Marco; Debevec, Paul; Scopigno, Roberto
A realtime immersive application with realistic lighting: The Parthenon Journal Article
In: Computers & Graphics, vol. 30, no. 3, pp. 368–376, 2006.
@article{callieri_realtime_2006,
title = {A realtime immersive application with realistic lighting: The Parthenon},
author = {Marco Callieri and Paul Debevec and Roberto Scopigno},
url = {http://ict.usc.edu/pubs/A%20realtime%20immersive%20application%20with%20realistic%20lighting-%20The%20Parthenon.pdf},
year = {2006},
date = {2006-06-01},
journal = {Computers & Graphics},
volume = {30},
number = {3},
pages = {368–376},
abstract = {Offline rendering techniques have nowadays reached an astonishing level of realism but pay the cost of long computational times. The new generation of programmable graphic hardware, on the other hand, gives the possibility to implement in realtime some of the visual effects previously available only for cinematographic production. We describe the design and implementation of an interactive system which is able to reproduce in realtime one of the crucial sequences from the short movie “The Parthenon” presented at Siggraph 2004. The application is designed to run on a specific immersive reality system, making possible for a user to perceive the virtual environment with nearly cinematographic visual quality.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Parsons, Thomas D.; Rogers, Steven A.; Braaten, Alyssa J.; Woods, Steven Paul; Tröster, Alexander I.
Cognitive sequelae of subthalamic nucleus deep brain stimulation in Parkinson's disease: a meta-analysis Journal Article
In: Lancet Neurology, vol. 5, pp. 578–588, 2006.
@article{parsons_cognitive_2006,
title = {Cognitive sequelae of subthalamic nucleus deep brain stimulation in Parkinson's disease: a meta-analysis},
author = {Thomas D. Parsons and Steven A. Rogers and Alyssa J. Braaten and Steven Paul Woods and Alexander I. Tröster},
url = {http://ict.usc.edu/pubs/Cognitive%20sequelae%20of%20subthalamic%20nucleus%20deep%20brain%20stimulation%20in%20Parkinson%E2%80%99s%20disease-%20a%20meta-analysis.pdf},
year = {2006},
date = {2006-06-01},
journal = {Lancet Neurology},
volume = {5},
pages = {578–588},
abstract = {Summary: Background Deep brain stimulation of the subthalamic nucleus (STN DBS) is an increasingly common treatment for Parkinson's disease. Qualitative reviews have concluded that diminished verbal fluency is common after STN DBS, but that changes in global cognitive abilities, attention, executive functions, and memory are only inconsistently observed and, when present, often nominal or transient. We did a quantitative meta-analysis to improve understanding of the variability and clinical signiï¬cance of cognitive dysfunction after STN DBS. Methods: We searched MedLine, PsycLIT, and ISI Web of Science electronic databases for articles published between 1990 and 2006, and extracted information about number of patients, exclusion criteria, conï¬rmation of target by microelectrode recording, veriï¬cation of electrode placement via radiographic means, stimulation parameters, assessment time points, assessment measures, whether patients were on levodopa or dopaminomimetics, and summary statistics needed for computation of effect sizes. We used the random-effects meta-analytical model to assess continuous outcomes before and after STN DBS. Findings: Of 40 neuropsychological studies identiï¬ed, 28 cohort studies (including 612 patients) were eligible for inclusion in the meta-analysis. After adjusting for heterogeneity of variance in study effect sizes, the random effects meta-analysis revealed signiï¬cant, albeit small, declines in executive functions and verbal learning and memory. Moderate declines were only reported in semantic (Cohen's d 0·73) and phonemic verbal fluency (0·51). Changes in verbal fluency were not related to patient age, disease duration, stimulation parameters, or change in dopaminomimetic dose after surgery. Interpretation: STN DBS, in selected patients, seems relatively safe from a cognitive standpoint. However, diffculty in identiï¬cation of factors underlying changes in verbal fluency draws attention to the need for uniform and detailed reporting of patient selection, demographic, disease, treatment, surgical, stimulation, and clinical outcome parameters.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Dini, Don M.; Lent, Michael; Carpenter, Paul; Iyer, Kumar
Building Robust Planning and Execution Systems for Virtual Worlds Proceedings Article
In: Proceedings of Artificial Intelligence and Interactive Digital Entertainment, Marina del Rey, CA, 2006.
@inproceedings{dini_building_2006,
title = {Building Robust Planning and Execution Systems for Virtual Worlds},
author = {Don M. Dini and Michael Lent and Paul Carpenter and Kumar Iyer},
url = {http://ict.usc.edu/pubs/Building%20Robust%20Planning%20and%20Execution%20Systems%20for%20Virtual%20Worlds.pdf},
year = {2006},
date = {2006-06-01},
booktitle = {Proceedings of Artificial Intelligence and Interactive Digital Entertainment},
address = {Marina del Rey, CA},
abstract = {Planning and execution systems have been used in a wide varietyof systems to create practical and successful automation. Theyhave been used for everything from performing scientific researchon the surface of Mars to controlling enemy characters in video games to performing military air campaign planning. After reviewing past work on these various planning and executionsystems, we believe that most lack one or more key componentscontained in another system. To enable future researchers to build more complete systems, and avoid possible serious system failure, we identify the major technical problems any implementer of such a system would have to face. In addition wecite recent solutions to each of these technical problems. We limit our focus to planning and execution for virtual worlds and theunique problems faced therein.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Riedl, Mark O.; Stern, Andrew; Dini, Don M.
Mixing Story and Simulation in Interactive Narrative Proceedings Article
In: 2nd Conference on Artificial Intelligence and Interactive Entertainment (AIIDE), Marina del Rey, CA, 2006.
@inproceedings{riedl_mixing_2006,
title = {Mixing Story and Simulation in Interactive Narrative},
author = {Mark O. Riedl and Andrew Stern and Don M. Dini},
url = {http://ict.usc.edu/pubs/Mixing%20Story%20and%20Simulation%20in%20Interactive%20Narrative.pdf},
year = {2006},
date = {2006-06-01},
booktitle = {2nd Conference on Artificial Intelligence and Interactive Entertainment (AIIDE)},
address = {Marina del Rey, CA},
abstract = {Simulation is a common feature in computer entertainment. However, in computer games simulation and story are often kept distinct by interleaving interactive play and cut scenes. We describe a technique for an interactive narrative system that more closely integrates simulation and storyline. The technique uses a combination of semi-autonomous character agents and high-level story direction. The storyline is decomposed into directives to character agents to achieve particular world states. Otherwise, character agents are allowed to behave autonomously. When the player?s actions create inconsistency between the simulation state and storyline, the storyline is dynamically adapted and repaired to resolve any inconsistencies.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Einarsson, Per; Chabert, Charles-Felix; Jones, Andrew; Ma, Wan-Chun; Lamond, Bruce; Hawkins, Tim; Bolas, Mark; Sylwan, Sebastian; Debevec, Paul
Relighting Human Locomotion with Flowed Reflectance Fields Proceedings Article
In: Eurographics Symposium on Rendering (2006), 2006.
@inproceedings{einarsson_relighting_2006,
title = {Relighting Human Locomotion with Flowed Reflectance Fields},
author = {Per Einarsson and Charles-Felix Chabert and Andrew Jones and Wan-Chun Ma and Bruce Lamond and Tim Hawkins and Mark Bolas and Sebastian Sylwan and Paul Debevec},
url = {http://ict.usc.edu/pubs/Relighting%20Human%20Locomotion%20with%20Flowed%20Reflectance%20Fields.pdf},
year = {2006},
date = {2006-06-01},
booktitle = {Eurographics Symposium on Rendering (2006)},
abstract = {We present an image-based approach for capturing the appearance of a walking or running person so they can be rendered realistically under variable viewpoint and illumination. In our approach, a person walks on a treadmill at a regular rate as a turntable slowly rotates the person's direction. As this happens, the person is filmed with a vertical array of high-speed cameras under a time-multiplexed lighting basis, acquiring a seven-dimensional dataset of the person under variable time, illumination, and viewing direction in approximately forty seconds. We process this data into a flowed reflectance field using an optical flow algorithm to correspond pixels in neighboring camera views and time samples to each other, and we use image compression to reduce the size of this data.We then use image-based relighting and a hardware-accelerated combination of view morphing and light field rendering to render the subject under user-specified viewpoint and lighting conditions. To composite the person into a scene, we use an alpha channel derived from back lighting and a retroreflective treadmill surface and a visual hull process to render the shadows the person would cast onto the ground. We demonstrate realistic composites of several subjects into real and virtual environments using our technique.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Tariq, Sarah; Gardner, Andrew; Llamas, Ignacio; Jones, Andrew; Debevec, Paul; Turk, Greg
Efficient Estimation of Spatially Varying Subsurface Scattering Parameters Proceedings Article
In: 11th International Fall Workshop on Vision, Modeling and Visualization, Aachen, Germany, 2006.
@inproceedings{tariq_efficient_2006-1,
title = {Efficient Estimation of Spatially Varying Subsurface Scattering Parameters},
author = {Sarah Tariq and Andrew Gardner and Ignacio Llamas and Andrew Jones and Paul Debevec and Greg Turk},
url = {http://ict.usc.edu/pubs/Efficient%20Estimation%20of%20Spatially%20Varying%20Subsurface%20Scattering%20Parameters.pdf},
year = {2006},
date = {2006-06-01},
booktitle = {11th International Fall Workshop on Vision, Modeling and Visualization},
address = {Aachen, Germany},
abstract = {We present an image-based technique to efficiently acquire spatially varying subsurface reflectance properties of a human face. The estimated prop- erties can be used directly to render faces with spa- tially varying scattering, or can be used to estimate a robust average across the face. We demonstrate our technique with renderings of peoples' faces un- der novel, spatially-varying illumination and pro- vide comparisons with current techniques. Our cap- tured data consists of images of the face from a sin- gle viewpoint under two small sets of projected im- ages. The first set, a sequence of phase-shifted pe- riodic stripe patterns, provides a per-pixel profile of how light scatters from adjacent locations. The sec- ond set of structured light patterns is used to obtain face geometry. We subtract the minimum of each profile to remove the contribution of interreflected light from the rest of the face, and then match the observed reflectance profiles to scattering properties predicted by a scattering model using a lookup ta- ble. From these properties we can generate images of the subsurface reflectance of the face under any incident illumination, including local lighting. The rendered images exhibit realistic subsurface trans- port, including light bleeding across shadow edges. Our method works more than an order of magnitude faster than current techniques for capturing subsur- face scattering information, and makes it possible for the first time to capture these properties over an entire face.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Gratch, Jonathan; Marsella, Stacy C.; Egges, Arjan; Eliëns, Anton; Isbister, Katherine; Paiva, Ana; Rist, Thomas; Hagen, Paul
Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans Proceedings Article
In: Dagstuhl Seminar Proceedings, 2006.
@inproceedings{gratch_design_2006,
title = {Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans},
author = {Jonathan Gratch and Stacy C. Marsella and Arjan Egges and Anton Eliëns and Katherine Isbister and Ana Paiva and Thomas Rist and Paul Hagen},
url = {http://ict.usc.edu/pubs/Design%20criteria%20techniques%20and%20case%20studies%20for%20creating%20and%20evaluating%20interactive%20experiences%20for%20virtual%20humans.pdf},
year = {2006},
date = {2006-06-01},
booktitle = {Dagstuhl Seminar Proceedings},
abstract = {How does one go about designing a human? With the rise in recent years of virtual humans this is no longer purely a philosophical question. Virtual humans are intelligent agents with a body, often a human-like graphical body, that interact verbally and non-verbally with human users on a variety of tasks and applications. At a recent meeting on this subject, the above authors participated in a several day discussion on the question of virtual human design. Our working group approached this question from the perspective of interactivity. Specifically, how can one design effective interactive experiences involving a virtual human, and what constraints does this goal place on the form and function of an embodied conversational agent. Our group grappled with several related questions: What ideals should designers aspire to, what sources of theory and data will best lead to this goal and what methodologies can inform and validate the design process? This article summarizes our output and suggests a specific framework, borrowed from interactive media design, as a vehicle for advancing the state of interactive experiences with virtual humans.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Parsons, Thomas D.; Tucker, Karen A.; Hall, Colin D.; Robertson, Wendy T.; Eron, Joseph J.; Fried, Michael W.; Robertson, R. Kevin
Neurocognitive functioning and HAART in HIV and hepatitis C virus co-infection Journal Article
In: AIDS, vol. 20, pp. 1591–1595, 2006.
@article{parsons_neurocognitive_2006,
title = {Neurocognitive functioning and HAART in HIV and hepatitis C virus co-infection},
author = {Thomas D. Parsons and Karen A. Tucker and Colin D. Hall and Wendy T. Robertson and Joseph J. Eron and Michael W. Fried and R. Kevin Robertson},
url = {http://ict.usc.edu/pubs/Neurocognitive%20functioning%20and%20HAART%20in%20HIV%20and%20hepatitis%20C%20virus%20co-infection.pdf},
year = {2006},
date = {2006-05-01},
journal = {AIDS},
volume = {20},
pages = {1591–1595},
abstract = {Objectives: This study examined the effects of HAART on neurocognitive functioning in persons with hepatitis C virus (HCV) and HIV co-infection. Design: A prospective study examining neurocognitive performance before and after HAART initiation. Method: Participant groups included a mono-infected group (45 HIV/HCV-participants) and a co-infected group (20 HIV/HCV participants). A neuropsychological battery (attention/concentration, psychomotor speed, executive functioning, verbal memory, visual memory, ï¬ne motor, and gross motor functioning) was used to evaluate all participants. After 6 months of HAART, 31 HIV mono-infected and 13 HCV/ HIV co-infected participants were reevaluated. Results: Neurocognitive functioning by domain revealed signiï¬cantly worse performance in the co-infected group when compared to the monoinfected group on domains of visual memory and ï¬ne motor functioning. Assessment of neurocognitive functioning after antiretroviral therapy revealed that the co-infected group was no longer performing worse than the monoinfected group. Conclusions: The ï¬ndings of the current study suggest that persons with HCV/HIV co-infection may have greater neurocognitive declines than persons with HIV infection alone. HCV/HIV co-infection may accelerate the progression of HIV related neurocognitive decline.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Riedl, Mark O.; Stern, Andrew
Believable Agents and Intelligent Scenario Direction for Social and Cultural Leadership Training Proceedings Article
In: 15th Conference on Behavior Representation in Modeling and Simulation (BRIMS), Baltimore, MD, 2006.
@inproceedings{riedl_believable_2006,
title = {Believable Agents and Intelligent Scenario Direction for Social and Cultural Leadership Training},
author = {Mark O. Riedl and Andrew Stern},
url = {http://ict.usc.edu/pubs/Believable%20Agents%20and%20Intelligent%20Scenario%20Direction%20for%20Social%20and%20Cultural%20Leadership%20Training.pdf},
year = {2006},
date = {2006-05-01},
booktitle = {15th Conference on Behavior Representation in Modeling and Simulation (BRIMS)},
address = {Baltimore, MD},
abstract = {Simulation provides an opportunity for a trainee to practice skills in an interactive and reactive virtual environment. We present a technique for social and cultural leader training through simulation based on a combination of interactive synthetic agents and intelligent scenario direction and adaptation. Social simulation through synthetic characters provides an engaging and believable experience for the trainee. In addition, the trainee is exposed to a sequence of relevant learning situations where the trainee can practice problem-solving under particular conditions. An Automated Scenario Director provides high-level guidance to semi-autonomous character agents to coerce the trainee's experience to conform to a given scenario. When the trainee performs actions in the virtual world that cause the simulation state to deviate from the scenario, the Automated Scenario Director adapts the scenario to resolve any unexpected inconsistencies, thereby preserving the trainee's perception of self control while still retaining any relevant learning situations.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Marsella, Stacy C.; Gratch, Jonathan
EMA: A computational model of appraisal dynamics Proceedings Article
In: Agent Construction and Emotions: Modeling the Cognitive Antecedents and Consequences of Emotion, Vienna, Austria, 2006.
@inproceedings{marsella_ema_2006,
title = {EMA: A computational model of appraisal dynamics},
author = {Stacy C. Marsella and Jonathan Gratch},
url = {http://ict.usc.edu/pubs/EMA-%20A%20computational%20model%20of%20appraisal%20dynamics.pdf},
year = {2006},
date = {2006-04-01},
booktitle = {Agent Construction and Emotions: Modeling the Cognitive Antecedents and Consequences of Emotion},
address = {Vienna, Austria},
abstract = {A computational model of emotion must explain both the rapid dynamics of some emotional reactions as well as the slower responses that follow deliberation. This is often addressed by positing multiple appraisal processes such as fast pattern directed vs. slower deliberative appraisals. In our view, this confuses appraisal with inference. Rather, we argue for a single and automatic appraisal process that operates over a person’s interpretation of their relationship to the environment. Dynamics arise from perceptual and inferential processes operating on this interpretation (including deliberative and reactive processes). We illustrate this perspective through the computational modeling of a naturalistic emotional situation.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Traum, David
Talking to Virtual Humans: Dialogue Models and Methodologies for Embodied Conversational Agents Book Section
In: Modeling Communication with Robots and Virtual Humans, pp. 296–309, 2006.
@incollection{traum_talking_2006,
title = {Talking to Virtual Humans: Dialogue Models and Methodologies for Embodied Conversational Agents},
author = {David Traum},
url = {http://ict.usc.edu/pubs/Talking%20to%20Virtual%20Humans.pdf},
year = {2006},
date = {2006-04-01},
booktitle = {Modeling Communication with Robots and Virtual Humans},
pages = {296–309},
abstract = {Virtual Humans are artificial characters who look and act like humans, but inhabit a simulated environment. One important aspect of many virtual humans is their communicative dialogue ability. In this paper we outline a methodology for study of dialogue behavior and construction of virtual humans. We also consider three architectures for different types of virtual humans that have been built at the Institute for Creative Technologies.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Bolas, Mark; Pair, Jarrell; Haynes, Kip; McDowall, Ian
Display Research at the University of Southern California Proceedings Article
In: IEEE Emerging Displays Workshop, Alexandria, VA, 2006.
@inproceedings{bolas_display_2006,
title = {Display Research at the University of Southern California},
author = {Mark Bolas and Jarrell Pair and Kip Haynes and Ian McDowall},
url = {http://ict.usc.edu/pubs/Display%20Research%20at%20the%20University%20of%20Southern%20California.pdf},
year = {2006},
date = {2006-03-01},
booktitle = {IEEE Emerging Displays Workshop},
address = {Alexandria, VA},
abstract = {The University of Southern California and its collaborative research partner, Fakespace Labs, are participating in a number of research programs to invent and implement new forms of display technologies for immersive and semi-immersive applications. This paper briefly describes three of these technologies and highlights a few emerging results from those efforts. The first system is a rear projected 300 degree field of view cylindrical display. It is driven by 11 projectors with geometry correction and edge blending hardware. A full scale prototype will be completed in March 2006. The second system is a 14 screen projected panoramic room environment used as an advanced teaching and meeting space. It can be driven by a cluster of personal computers or low-cost DVD players, or driven by a single personal computer. The third is a prototype stereoscopic head mounted display that can be worn in a fashion similar to standard dust protection goggles. It provides a field of view in excess of 150 degrees.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rizzo, Albert; Pair, Jarrell; Graap, Ken; Manson, Brian; McNerney, Peter J.; Wiederhold, Brenda K.; Wiederhold, Mark; Spira, James
A Virtual Reality Exposure Therapy Application for Iraq War Military Personnel with Post Traumatic Stress Disorder: From Training to Toy to Treatment Proceedings Article
In: NATO Advanced Research Workshop on Novel Approached to the Diagnosis and Treatment of Posttraumatic Stress Disorder, 2006.
@inproceedings{rizzo_virtual_2006,
title = {A Virtual Reality Exposure Therapy Application for Iraq War Military Personnel with Post Traumatic Stress Disorder: From Training to Toy to Treatment},
author = {Albert Rizzo and Jarrell Pair and Ken Graap and Brian Manson and Peter J. McNerney and Brenda K. Wiederhold and Mark Wiederhold and James Spira},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Reality%20Exposure%20Therapy%20Application%20for%20Iraq%20War%20Military%20Personnel%20with%20Post%20Traumatic%20Stress%20Disorder-%20From%20Training%20to%20Toy%20to%20Treatment.pdf},
year = {2006},
date = {2006-03-01},
booktitle = {NATO Advanced Research Workshop on Novel Approached to the Diagnosis and Treatment of Posttraumatic Stress Disorder},
abstract = {Post Traumatic Stress Disorder is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure treatment has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to specify the rationale, design and development of a Virtual Iraq PTSD VR application that has been created from the virtual assets that were initially developed for a combat tactical training simulation, which then served as the inspiration for the X-Box game entitled Full Spectrum Warrior.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Pair, Jarrell; Allen, Brian; Dautricourt, Matthieu; Treskunov, Anton; Liewer, Matt; Graap, Ken; Reger, Greg; Rizzo, Albert
A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder Proceedings Article
In: Proceedings of the IEEE VR 2006 Conference, pp. 64–71, Alexandria, VA, 2006.
@inproceedings{pair_virtual_2006,
title = {A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder},
author = {Jarrell Pair and Brian Allen and Matthieu Dautricourt and Anton Treskunov and Matt Liewer and Ken Graap and Greg Reger and Albert Rizzo},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Reality%20Exposure%20Therapy%20Application%20for%20Iraq%20War%20Post%20Traumatic%20Stress%20Disorder.pdf},
year = {2006},
date = {2006-03-01},
booktitle = {Proceedings of the IEEE VR 2006 Conference},
pages = {64–71},
address = {Alexandria, VA},
abstract = {Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure treatment has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to present the rationale, technical specifications, application features and user-centered design process for the development of a Virtual Iraq PTSD VR therapy application. The VR treatment environment is being created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far we have created a series of customizable virtual scenarios designed to represent relevant contexts for exposure therapy to be conducted in VR, including a city and desert road convoy environment. User-Centered tests with the application are currently underway at the Naval Medical Center–San Diego and within an Army Combat Stress Control Team in Iraq with clinical trials scheduled to commence in February 2006.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Miller, Karen J.; Parsons, Thomas D.; Whybrow, Peter C.; Herle, Katja; Rasgon, Natalie; Herle, Andre; Martinez, Dorothy; Silverman, Dan H.; Bauer, Michael
Memory Improvement with Treatment of Hypothyroidism Journal Article
In: International Journal of Neuroscience, vol. 16, no. 8, pp. 895–906, 2006.
@article{miller_memory_2006,
title = {Memory Improvement with Treatment of Hypothyroidism},
author = {Karen J. Miller and Thomas D. Parsons and Peter C. Whybrow and Katja Herle and Natalie Rasgon and Andre Herle and Dorothy Martinez and Dan H. Silverman and Michael Bauer},
url = {http://ict.usc.edu/pubs/Memory%20Improvement%20with%20Treatment%20of%20Hypothyroidism.pdf},
year = {2006},
date = {2006-01-01},
journal = {International Journal of Neuroscience},
volume = {16},
number = {8},
pages = {895–906},
abstract = {The consequences of inadequate thyroid hormone availability to the brain and treatment effects of levothyroxine function are still poorly understood. This study prospectively assessed the effects of thyroid replacement therapy on cognitive function in patients suffering from biochemical evidenced, untreated hypothyroidism. Significant effects between the untreated hypothyroid group and control group were limited to verbal memory retrieval. When assessing the effects of 3-month treatment, results revealed that the treated hypothyroid group had significant increased verbal memory retrieval. Results suggest that specific memory retrieval deficits associated with hypothyroidism can resolve after replacement therapy with levothyroxine.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Swartout, William; Gratch, Jonathan; Hill, Randall W.; Hovy, Eduard; Marsella, Stacy C.; Rickel, Jeff; Traum, David
Toward Virtual Humans Journal Article
In: AI Magazine, 2006.
@article{swartout_toward_2006,
title = {Toward Virtual Humans},
author = {William Swartout and Jonathan Gratch and Randall W. Hill and Eduard Hovy and Stacy C. Marsella and Jeff Rickel and David Traum},
url = {http://ict.usc.edu/pubs/Toward%20Virtual%20Humans.pdf},
year = {2006},
date = {2006-01-01},
journal = {AI Magazine},
abstract = {This paper describes the virtual humans developed as part of the Mission Rehearsal Exercise project, a virtual reality-based training system. This project is an ambitious exercise in integration, both in the sense of integrating technology with entertainment industry content, but also in that we have joined a number of component technologies that have not been integrated before. This integration has not only raised new research issues, but it has also suggested some new approaches to difficult problems. We describe the key capabilities of the virtual humans, including task representation and reasoning, natural language dialogue, and emotion reasoning, and show how these capabilities are integrated to provide more human-level intelligence than would otherwise be possible.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
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