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Liu, Ruying; Wu, Wanjing; Becerik-Gerber, Burcin; Lucas, Gale M.
2024, (arXiv:2407.10441 [cs]).
@misc{liu_enhancing_2024,
title = {Enhancing Building Safety Design for Active Shooter Incidents: Exploration of Building Exit Parameters using Reinforcement Learning-Based Simulations},
author = {Ruying Liu and Wanjing Wu and Burcin Becerik-Gerber and Gale M. Lucas},
url = {http://arxiv.org/abs/2407.10441},
year = {2024},
date = {2024-07-01},
urldate = {2024-09-17},
publisher = {arXiv},
abstract = {With the alarming rise in active shooter incidents (ASIs) in the United States, enhancing public safety through building design has become a pressing need. This study proposes a reinforcement learning-based simulation approach addressing gaps in existing research that has neglected the dynamic behaviours of shooters. We developed an autonomous agent to simulate an active shooter within a realistic office environment, aiming to offer insights into the interactions between building design parameters and ASI outcomes. A case study is conducted to quantitatively investigate the impact of building exit numbers (total count of accessible exits) and configuration (arrangement of which exits are available or not) on evacuation and harm rates. Findings demonstrate that greater exit availability significantly improves evacuation outcomes and reduces harm. Exits nearer to the shooter's initial position hold greater importance for accessibility than those farther away. By encompassing dynamic shooter behaviours, this study offers preliminary insights into effective building safety design against evolving threats.},
note = {arXiv:2407.10441 [cs]},
keywords = {},
pubstate = {published},
tppubtype = {misc}
}
Hill, Randall W.
Virtual Reality and Leadership Development Book Section
In: Using Experience to Develop Leadership Talent: How Organizations Leverage On-The-Job Development, pp. 286–312, John Wiley & Sons, Inc., 2014, ISBN: 978-1-118-76783-2.
@incollection{hill_virtual_2014,
title = {Virtual Reality and Leadership Development},
author = {Randall W. Hill},
url = {http://www.amazon.com/dp/1118767837/ref=cm_sw_su_dp},
isbn = {978-1-118-76783-2},
year = {2014},
date = {2014-03-01},
booktitle = {Using Experience to Develop Leadership Talent: How Organizations Leverage On-The-Job Development},
pages = {286–312},
publisher = {John Wiley & Sons, Inc.},
series = {J-B SIOP Professional Practice Series (Book 1)},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Morie, Jacquelyn; Kang, Sin-Hwa; Chance, Eric
The Association of In-World Avatar Investment with Expectations of Behavioral Change Proceedings Article
In: Human-Computer Interaction International Conference, Las Vegas, NV, 2013.
@inproceedings{morie_association_2013,
title = {The Association of In-World Avatar Investment with Expectations of Behavioral Change},
author = {Jacquelyn Morie and Sin-Hwa Kang and Eric Chance},
url = {http://ict.usc.edu/pubs/The%20Association%20of%20In-World%20Avatar%20Investment%20with%20Expectations%20of%20Behavioral%20Change.pdf},
year = {2013},
date = {2013-07-01},
booktitle = {Human-Computer Interaction International Conference},
address = {Las Vegas, NV},
abstract = {We explore whether watching the behavior of an avatar created by a user can affect that users' behavior in the actual world. This research aims to determine if we can achieve results similar to thos obtained from an experimental design detailed in Study 3 of "Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors" (Fox and Bailenson, 2009), but using avatars created by observers rather than experimenter-provided ones enhanced with photographic likeness. Rox and Bailenson theorized that the behavioral change elicited stems from modeling the behavior of physically similar people as supported by social cognitive theory. In this study, we focused more on investigating whether people's owen avatars' behavior would elicit behavioral change based on social-perception theory. Therefore, users observed their own avatars that were doing exercise or not regardless of any physical similarity between the avatars and their owners. The preliminary results showed there was a strong trend for users to engage in physical activities more when they watched their own avatars exercise, compared to observing their own avatars that did not exercise. The results also demonstrated that users with higher body mass index (BMI) engaged in physical activities more when they watched their own avatars with exercise behavior, compared to users with lower BMI. This study seeks to clarify whether or not the notions of psychological reflexivity and avatar ownership/investment are possible factors influencing avatar owners' behavioral outcomes.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Kang, Sin-Hwa
What Can Your Avatar Tell the Doctor? Proceedings Article
In: The CyberPsychology & CyberTherapy Conference, Brussels, Belgium, 2013.
@inproceedings{morie_what_2013,
title = {What Can Your Avatar Tell the Doctor?},
author = {Jacquelyn Morie and Sin-Hwa Kang},
url = {http://ict.usc.edu/pubs/What%20Can%20Your%20Avatar%20Tell%20the%20Doctor.pdf},
year = {2013},
date = {2013-06-01},
booktitle = {The CyberPsychology & CyberTherapy Conference},
address = {Brussels, Belgium},
abstract = {The goal of our study is to explore a functioning virtual self that can present salient information about our health. We investigate several types of connectivity between a user and his/her animated character representation (also referred to as an avatar). We aim to find various forms of avatar connection with its user to address the value of avatars in health care applications. We propose an additional variation on an existing categorization of avatar-self associations. We specifically examine the potential of the biologically instrumented end of the avatar connectivity continuum.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kang, Sin-Hwa; Morie, Jacquelyn
Users’ Socially Desirable Responding with Computer Interviewers Proceedings Article
In: Computer-Human Interaction Conference, Paris, France, 2013.
@inproceedings{kang_users_2013,
title = {Users’ Socially Desirable Responding with Computer Interviewers},
author = {Sin-Hwa Kang and Jacquelyn Morie},
url = {http://ict.usc.edu/pubs/Users%E2%80%99%20Socially%20Desirable%20Responding%20with%20Computer%20Interviewers.pdf},
year = {2013},
date = {2013-04-01},
booktitle = {Computer-Human Interaction Conference},
address = {Paris, France},
abstract = {In this paper, we explore how different types of computer interviewers and the amount of self- disclosure from the interviewers affect the quantity of socially desirable responses displayed by interviewees. Online surveys were delivered by computer interviewers. The computer interviewers included a text-based interface and an anthropomorphic character interface. The interviewers’ self-disclosure presented their social norm violations. Interview questions were in the form of socially desirable response items representing impression management in this study. The experimental design was a 2 (Interviewers’ type) x 2 (Interviewers’ self-disclosure versus no self-disclosure) factorial between-subjects experiment. The main dependent variable was whether users’ socially desirable responses were affected by the type of interviewer and that amount of self-disclosure provided by the interviewer. The preliminary findings present the potential for self-disclosing anthropomorphic characters to reduce the social desirability bias present in interviewees with high public self-consciousness in their self-disclosure.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Chance, Eric; Haynes, Kip; Rajpurohit, Dinesh
In: Believable Bots: Can Computers Play Like People?, pp. 99–118, Springer Berlin Heidelberg, 2012.
@incollection{morie_embodied_2012,
title = {Embodied Conversational Agent Avatars in Virtual Worlds: Making Today's Immersive Environments More Responsive to Participants},
author = {Jacquelyn Morie and Eric Chance and Kip Haynes and Dinesh Rajpurohit},
url = {http://link.springer.com/chapter/10.1007%2F978-3-642-32323-2_4},
year = {2012},
date = {2012-10-01},
booktitle = {Believable Bots: Can Computers Play Like People?},
pages = {99–118},
publisher = {Springer Berlin Heidelberg},
abstract = {Intelligent agents in the form of avatars in networked virtual worlds (VWs) are a new form of embodied conversational agent (ECA). They are still a topic of active re- search, but promise soon to rival the sophistication of virtual human agents developed on stand-alone platforms over the last decade. Such agents in today's VWs grew out of two lines of historical research: Virtual Reality and Artificial Intelligence. Their merger forms the basis for today's persistent 3D worlds occupied by intelligent char- acters serving a wide range of purposes. We believe ECA avatars will help to enable VWs to achieve a higher level of meaningful interaction by providing increased en- gagement and responsiveness within environments where people will interact with and even develop relationships with them.},
keywords = {},
pubstate = {published},
tppubtype = {incollection}
}
Morie, Jacquelyn; Haynes, Edward; Chance, Eric; Purohit, Dinesh
Virtual Worlds and Avatars as the New Frontier of Telehealth Care Journal Article
In: Cyberpsychology, Behavior, and Social Networking, 2012.
@article{morie_virtual_2012,
title = {Virtual Worlds and Avatars as the New Frontier of Telehealth Care},
author = {Jacquelyn Morie and Edward Haynes and Eric Chance and Dinesh Purohit},
url = {http://ict.usc.edu/pubs/Virtual%20Worlds%20and%20Avatars%20as%20the%20New%20Frontier%20of%20Telehealth%20Care.pdf},
year = {2012},
date = {2012-09-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
abstract = {We are entering a new age where people routinely visit, inhabit, play in and learn within virtual worlds (VWs). One in eight people worldwide are VW participants, according to the latest 2011 figures from KZERO [1]. VWs are also emerging as a new and advanced form of telehealth care delivery. In addition to existing telehealth care advantages, VWs feature three powerful affordances that can benefit a wide range of physical and psychological issues. First, the highly social nature of VWs encourages social networking and the formation of essential support groups. Secondly, the type of spaces that have been proven in the physical world to promote psychological health and well-being can be virtually recreated. Finally, research suggests that embodied avatar representation within VWs can affect users psychologically and physically. These three aspects of VWs can be leveraged for enhanced patient-client interactions, spaces that promote healing and positive responses, and avatar activities that transfer real benefits from the virtual to the physical world. This paper explains the mounting evidence behind these claims and provides examples of VWs as an innovative and compelling form of telehealth care destined to become commonplace in the future.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Morie, Jacquelyn; Chance, Eric; Haynes, Kip; Purohit, Dinesh
Storytelling with Storyteller Agents in Second Life Proceedings Article
In: IEEE CyberWorlds Conference, Darmstadt, Germany, 2012.
@inproceedings{morie_storytelling_2012,
title = {Storytelling with Storyteller Agents in Second Life},
author = {Jacquelyn Morie and Eric Chance and Kip Haynes and Dinesh Purohit},
url = {http://ict.usc.edu/pubs/Storytelling%20with%20Storyteller%20Agents%20in%20Second%20Life.pdf},
year = {2012},
date = {2012-09-01},
booktitle = {IEEE CyberWorlds Conference},
address = {Darmstadt, Germany},
abstract = {The "Coming Home" project at the University of Southern California’s Institute for Creative Technologies was started in 2009 to research how virtual worlds could facilitate health care activities for returning US military personnel, who frequently suffer from psychological and physical challenges. These challenges include increased stress and loss of self- esteem related to the war events they have experienced. As part of the activities of Coming Home, we implemented an ambitious storytelling activity that reinforces the positive ideals for which a warrior stands, by presenting historical figures from the past that illustrate those qualities. The storytelling includes scenes from a warrior’s life, and a conversational avatar agent that can answer questions about the historical parts of the story. We have also created an interactive authoring system to allow users to make their own story to populate the SL storytelling space. Although visualized and experienced in world, the authoring tools and repository for most of the narrative content are web-based. Scripts within Second Life fetch this authored data and media and display it in the appropriate places. We also report on progress in building a tool with which users can author their own storytelling agent as part of the story they create.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn
Female Artists and the VR Crucible: Expanding the Aesthetic Vocabulary Proceedings Article
In: International Engineering of Virtual Reality Conference (SPIE), San Francisco, CA, 2012.
@inproceedings{morie_female_2012,
title = {Female Artists and the VR Crucible: Expanding the Aesthetic Vocabulary},
author = {Jacquelyn Morie},
url = {http://ict.usc.edu/pubs/Female%20Artists%20and%20the%20VR%20Crucible-%20Expanding%20the%20Aesthetic%20Vocabulary.pdf},
year = {2012},
date = {2012-08-01},
booktitle = {International Engineering of Virtual Reality Conference (SPIE)},
address = {San Francisco, CA},
abstract = {A survey done in 2007 of VR Artworks (Immersive Virtual Environments or VEs) showed that women have created the majority of these immersive works. While this may seem counter to popular ideas that the field has been dominated by men, it seems rather, that the truly unique works appear to emerge from a feminine approach. Such an approach seems well suited to immersive environments as it incorporates aspects of inclusion, wholeness, and a blending of the body and the spirit. Female attention to holistic concerns fits the gestalt approach needed to create in a fully functional yet openended virtual world, which focuses not so much on producing a finished object (like a text or a sculpture) but rather on creating a possibility for becoming, like bringing a child into the world. Immersive VEs are not objective works of art to be hung on a wall and critiqued. They are vehicles for experience, vessels to live within for a piece of time.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Lathan, Corinna E.; Skinner, Anna; Chance, Eric; Rajpurohit, Dinesh; Haynes, Edward
Using Virtual World Activities for Amputee Rehabilitation Journal Article
In: Journal of Research and Practice in Information Technology special collection on Accessibility, Inclusion and Rehabilitation using Information Technologies, 2011.
@article{morie_using_2011,
title = {Using Virtual World Activities for Amputee Rehabilitation},
author = {Jacquelyn Morie and Corinna E. Lathan and Anna Skinner and Eric Chance and Dinesh Rajpurohit and Edward Haynes},
url = {http://ict.usc.edu/pubs/Using%20Virtual%20World%20Activities%20for%20Amputee%20Rehabilitation.pdf},
year = {2011},
date = {2011-12-01},
journal = {Journal of Research and Practice in Information Technology special collection on Accessibility, Inclusion and Rehabilitation using Information Technologies},
abstract = {We report on a novel methos for engaging an amputee in rehabilitation activities delivered through an advanced telehealth mechanism using virtual worlds. Patients use two intrumented gloves moving their upper extremeties in gestures that mimic a rock-climbing wall. Other activities using low cost sensors can be implemented within the virtual world to support therapeutic needs, and data collected from these sensors can populate a data base the therapist can access to assess patient progress.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Jan, Dusan; Chance, Eric; Rajpurohit, Dinesh; DeVault, David; Leuski, Anton; Morie, Jacquelyn; Traum, David
Checkpoint Exercise: Training with Virtual Actors in Virtual Worlds Proceedings Article
In: The 11th International Conference on Intelligent Virtual Agents, (IVA 2011), Reykjavik, Iceland, 2011.
@inproceedings{jan_checkpoint_2011,
title = {Checkpoint Exercise: Training with Virtual Actors in Virtual Worlds},
author = {Dusan Jan and Eric Chance and Dinesh Rajpurohit and David DeVault and Anton Leuski and Jacquelyn Morie and David Traum},
url = {http://www.ict.usc.edu/pubs/Checkpoint%20Exercise-%20Training%20with%20Virtual%20Actors%20in%20Virtual%20Worlds.pdf},
year = {2011},
date = {2011-09-01},
booktitle = {The 11th International Conference on Intelligent Virtual Agents, (IVA 2011)},
address = {Reykjavik, Iceland},
abstract = {We have implemented a checkpoint exercise in Second Life where the user interacts with several computer avatars in a team based activity. We describe the experience and the implementation of our solution and show some evaluation results.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Chance, Eric; Buckwalter, John Galen
Report on a Preliminary Study Using Breath Control and a Virtual Jogging Scenario as Biofeedback for Resilience Training Proceedings Article
In: Human Computer Interaction International (HCII), pp. 474–480, Orlando, FL, 2011.
@inproceedings{morie_report_2011,
title = {Report on a Preliminary Study Using Breath Control and a Virtual Jogging Scenario as Biofeedback for Resilience Training},
author = {Jacquelyn Morie and Eric Chance and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Report%20on%20a%20Preliminary%20Study%20Using%20Breath%20Control%20and%20a%20Virtual%20Jogging%20Scenario%20as%20Biofeedback%20for%20Resilience%20Training.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Human Computer Interaction International (HCII)},
pages = {474–480},
address = {Orlando, FL},
abstract = {Alternative methods of treating psychological stress are needed to treat some veterans of recent military conflicts. The use of virtual world technologies is one possible platform for treatment that is being explored by the "Coming Home" project at the University of Southern California's Institute for Creative Technologies (ICT). One of the novel ways ICT is attempting to mitigate stress via virtual worlds is with a virtual jogging scenario, where the movement of an avatar is controlled via rhythmic breathing into a standard microphone. We present results from a preliminary study of 27 participants that measured the mood and arousal effects produced by engaging in this scenario.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Swartout, William; Traum, David; Artstein, Ron; Noren, Dan; Debevec, Paul; Bronnenkant, Kerry; Williams, Josh; Leuski, Anton; Narayanan, Shrikanth; Piepol, Diane; Lane, H. Chad; Morie, Jacquelyn; Aggarwal, Priti; Liewer, Matt; Chiang, Jen-Yuan; Gerten, Jillian; Chu, Selina; White, Kyle
Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides Proceedings Article
In: Proceedings of the 10th International Conference on Intelligent Virtual Agents (IVA 2010), Philadelphia, PA, 2010.
@inproceedings{swartout_ada_2010,
title = {Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides},
author = {William Swartout and David Traum and Ron Artstein and Dan Noren and Paul Debevec and Kerry Bronnenkant and Josh Williams and Anton Leuski and Shrikanth Narayanan and Diane Piepol and H. Chad Lane and Jacquelyn Morie and Priti Aggarwal and Matt Liewer and Jen-Yuan Chiang and Jillian Gerten and Selina Chu and Kyle White},
url = {http://ict.usc.edu/pubs/ada%20and%20grace.pdf},
year = {2010},
date = {2010-09-01},
booktitle = {Proceedings of the 10th International Conference on Intelligent Virtual Agents (IVA 2010)},
address = {Philadelphia, PA},
abstract = {To increase the interest and engagement of middle school students in science and technology, the InterFaces project has created virtual museum guides that are in use at the Museum of Science, Boston. The characters use natural language interaction and have near photoreal appearance to increase and presents reports from museum staff on visitor reaction},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Rosenbloom, Paul
Combining Procedural and Declarative Knowledge in a Graphical Architecture Proceedings Article
In: Proceedings of the 10th International Conference on Cognitive Modeling, Philadelphia, PA, 2010.
@inproceedings{rosenbloom_combining_2010,
title = {Combining Procedural and Declarative Knowledge in a Graphical Architecture},
author = {Paul Rosenbloom},
url = {http://ict.usc.edu/pubs/Combining%20Procedural%20and%20Declarative%20Knowledge%20in%20a%20Graphical%20Architecture.pdf},
year = {2010},
date = {2010-08-01},
booktitle = {Proceedings of the 10th International Conference on Cognitive Modeling},
address = {Philadelphia, PA},
abstract = {A prototypical cognitive architecture defines a memory architecture embodying forms of both procedural and declarative memory, plus their interaction. Reengineering such a dual architecture on a common foundation of graphical models enables a better understanding of both the substantial commonalities between procedural and declarative memory and the subtle differences that endow each with its own special character. It also opens the way towards blended capabilities that go beyond existing architectural memories.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Jan, Dusan; Roque, Antonio; Leuski, Anton; Morie, Jacquelyn; Traum, David
A Virtual Tour Guide for Virtual Worlds Proceedings Article
In: Intelligent Virtual Agents Conference (IVA), Amsterdam, The Netherlands, 2009.
@inproceedings{jan_virtual_2009,
title = {A Virtual Tour Guide for Virtual Worlds},
author = {Dusan Jan and Antonio Roque and Anton Leuski and Jacquelyn Morie and David Traum},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Tour%20Guide%20for%20Virtual%20Worlds.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Intelligent Virtual Agents Conference (IVA)},
address = {Amsterdam, The Netherlands},
abstract = {In this paper we present an implementation of a embodied conversational agent that serves as a virtual tour guide in Second Life. We show how we combined the abilities of a conversational agent with navigation in the world and present some preliminary evaluation results.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Antonisse, Jamie; Bouchard, Sean; Chance, Eric
Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans Proceedings Article
In: Annual Review of CyberTherapy and Telemedicine; Studies in Health Technology and Informatics, IOS Press, 2009.
@inproceedings{morie_virtual_2009,
title = {Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans},
author = {Jacquelyn Morie and Jamie Antonisse and Sean Bouchard and Eric Chance},
url = {http://ict.usc.edu/pubs/Virtual%20Worlds%20as%20a%20Healing%20Modality%20for%20Returning%20Soldiers%20and%20Veterans.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Annual Review of CyberTherapy and Telemedicine; Studies in Health Technology and Informatics},
volume = {144},
publisher = {IOS Press},
abstract = {Those who have served in recent conflicts face many challenges as they reintegrate into society. In addition to recovering from physical wounds, traumatic brain injury and post-traumatic stress disorders, many soldiers also face basic psychological issues about who they are and how to find their place in a society that has not shared their experiences. To address these challenges, we have created a space that provides ongoing opportunities for healing activities, personal exploration and social camaraderie in an online virtual world, Second Life. In such worlds, where each avatar is controlled by a live individual, experiences can be unintuitive, uninviting, considered boring or difficult to control. To counter this, we are implementing autonomous intelligent agent avatars that can be "on duty" 24/7, serving as guides and information repositories, making the space and activities easy to find and even personalized to the visitor's needs. We report the results of usability testing with an in-world veterans' group. Tests comparing soldiers who use this space as part of their reintegration regimen compared to those who do not are being scheduled as part of the Army's Warriors in Transition program.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Iyer, Kumar; Luigi, Donat-Pierre; Williams, Josh; Dozois, Aimee; Rizzo, Albert
Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences Journal Article
In: Applied Psychophysiology and Biofeedback, vol. 30, no. 3, pp. 319–331, 2005.
@article{morie_development_2005,
title = {Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences},
author = {Jacquelyn Morie and Kumar Iyer and Donat-Pierre Luigi and Josh Williams and Aimee Dozois and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20Data%20Management%20Tool%20for%20Investigating%20Multivariate%20Space%20and%20Free%20Will%20Experiences%20in%20Virtual%20Reality.pdf},
year = {2005},
date = {2005-09-01},
journal = {Applied Psychophysiology and Biofeedback},
volume = {30},
number = {3},
pages = {319–331},
abstract = {While achieving realism has been a main goal in making convincing virtual reality (VR) environments, just what constitutes realism is still a question situated firmly in the research domain. VR has become mature enough to be used in therapeutic applications such as clinical exposure therapy with some success. We now need detailed scientific investigations to better understand why VR works for these types of cases, and how it could work for other key applications such as training. Just as in real life, it appears that the factors will be complex and multi-variate, and this plethoric situation presents exceptional challenges to the VR researcher. We would not want to lessen VR’s ability to replicate real world conditions in order to more easily study it, however, for by doing so we may compromise the very qualities that comprise its effectiveness. What is really needed are more robust tools to instrument, organize, and visualize the complex data generated by measurements of participant experiences in a realistic virtual world. We describe here our first study in an ongoing program of effective virtual environment research, the types of data we are dealing with, and a specific tool we have been compelled to create that allows us some measure of control over this data. We call this tool Phloem, after the botanical channels that plants use to transport, support and store nutrients.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Morie, Jacquelyn; Williams, Josh; Pair, Jarrell; Buckwalter, John Galen
Human Emotional State and its Relevance for Military VR Training Proceedings Article
In: Proceedings of the 11th International Conference on Human-Computer Interaction, Las Vegas, NV, 2005.
@inproceedings{rizzo_human_2005,
title = {Human Emotional State and its Relevance for Military VR Training},
author = {Albert Rizzo and Jacquelyn Morie and Josh Williams and Jarrell Pair and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Human%20Emotional%20State%20and%20its%20Relevance%20for%20Military%20VR%20Training.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Proceedings of the 11th International Conference on Human-Computer Interaction},
address = {Las Vegas, NV},
abstract = {Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional "fog of war," the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. This may be especially true when combat training is conducted under conditions that lack emotional engagement by the soldier. Real world military training often naturally includes stress induction that aims to promote a similarity of internal emotional stimulus cues with what is expected to be present on the battlefield. This approach to facilitating optimal training effectiveness is supported by a long history of learning theory research. Current Virtual Reality military training approaches are noteworthy in their emphasis on creating hi-fidelity graphic and audio realism with the aim to foster better transfer of training. However, less emphasis is typically placed on the creation of emotionally evocative virtual training scenarios that can induce emotional stress in a manner similar to what is typically experienced under real world training conditions. As well, emotional issues in the post-combat aftermath need to be addressed, as can be seen in the devastating emotional difficulties that occur in some military personnel following combat. This is evidenced by the number of recent medical reports that suggest the incidence of "Vietnam-levels" of combat-related Post Traumatic Stress Disorder symptomatology in returning military personnel from the Iraq conflict. In view of these issues, the USC Institute for Creative Technologies (ICT) has initiated a research program to study emotional issues that are relevant to VR military applications. This paper will present the rationale and status of two ongoing VR research programs at the ICT that address sharply contrasting ends of the emotional spectrum relevant to the military: 1. The Sensory Environments Evaluation (SEE) Project is examining basic factors that underlie emotion as it occurs within VR training environments and how this could impact transfer of training, and 2. The Full Spectrum Warrior (FSW) Post Traumatic Stress Disorder Project which is currently in the process of converting the existing FSW combat tactical simulation training scenario (and X-Box game) into a VR treatment system for the conduct of graduated exposure therapy in Iraq war military personnel with Post Traumatic Stress Disorder.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Swartout, William; Hill, Randall W.; Gratch, Jonathan; Johnson, W. Lewis; Kyriakakis, Chris; Labore, Catherine; Lindheim, Richard; Marsella, Stacy C.; Miraglia, D.; Moore, Bridget; Morie, Jacquelyn; Rickel, Jeff; Thiebaux, Marcus; Tuch, L.; Whitney, Richard; Douglas, Jay
Toward the Holodeck: Integrating Graphics, Sound, Character and Story Proceedings Article
In: Proceedings of the 5th International Conference on Autonomous Agents, Montreal, Canada, 2001.
@inproceedings{swartout_toward_2001,
title = {Toward the Holodeck: Integrating Graphics, Sound, Character and Story},
author = {William Swartout and Randall W. Hill and Jonathan Gratch and W. Lewis Johnson and Chris Kyriakakis and Catherine Labore and Richard Lindheim and Stacy C. Marsella and D. Miraglia and Bridget Moore and Jacquelyn Morie and Jeff Rickel and Marcus Thiebaux and L. Tuch and Richard Whitney and Jay Douglas},
url = {http://ict.usc.edu/pubs/Toward%20the%20Holodeck-%20Integrating%20Graphics,%20Sound,%20Character%20and%20Story.pdf},
year = {2001},
date = {2001-06-01},
booktitle = {Proceedings of the 5th International Conference on Autonomous Agents},
address = {Montreal, Canada},
abstract = {We describe an initial prototype of a holodeck-like environment that we have created for the Mission Rehearsal Exercise Project. The goal of the project is to create an experience learning system where the participants are immersed in an environment where they can encounter the sights, sounds, and circumstances of realworld scenarios. Virtual humans act as characters and coaches in an interactive story with pedagogical goals.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
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2024
Liu, Ruying; Wu, Wanjing; Becerik-Gerber, Burcin; Lucas, Gale M.
2024, (arXiv:2407.10441 [cs]).
Abstract | Links | BibTeX | Tags: DTIC, Virtual Worlds
@misc{liu_enhancing_2024,
title = {Enhancing Building Safety Design for Active Shooter Incidents: Exploration of Building Exit Parameters using Reinforcement Learning-Based Simulations},
author = {Ruying Liu and Wanjing Wu and Burcin Becerik-Gerber and Gale M. Lucas},
url = {http://arxiv.org/abs/2407.10441},
year = {2024},
date = {2024-07-01},
urldate = {2024-09-17},
publisher = {arXiv},
abstract = {With the alarming rise in active shooter incidents (ASIs) in the United States, enhancing public safety through building design has become a pressing need. This study proposes a reinforcement learning-based simulation approach addressing gaps in existing research that has neglected the dynamic behaviours of shooters. We developed an autonomous agent to simulate an active shooter within a realistic office environment, aiming to offer insights into the interactions between building design parameters and ASI outcomes. A case study is conducted to quantitatively investigate the impact of building exit numbers (total count of accessible exits) and configuration (arrangement of which exits are available or not) on evacuation and harm rates. Findings demonstrate that greater exit availability significantly improves evacuation outcomes and reduces harm. Exits nearer to the shooter's initial position hold greater importance for accessibility than those farther away. By encompassing dynamic shooter behaviours, this study offers preliminary insights into effective building safety design against evolving threats.},
note = {arXiv:2407.10441 [cs]},
keywords = {DTIC, Virtual Worlds},
pubstate = {published},
tppubtype = {misc}
}
2014
Hill, Randall W.
Virtual Reality and Leadership Development Book Section
In: Using Experience to Develop Leadership Talent: How Organizations Leverage On-The-Job Development, pp. 286–312, John Wiley & Sons, Inc., 2014, ISBN: 978-1-118-76783-2.
Links | BibTeX | Tags: Learning Sciences, Social Simulation, UARC, Virtual Humans, Virtual Worlds
@incollection{hill_virtual_2014,
title = {Virtual Reality and Leadership Development},
author = {Randall W. Hill},
url = {http://www.amazon.com/dp/1118767837/ref=cm_sw_su_dp},
isbn = {978-1-118-76783-2},
year = {2014},
date = {2014-03-01},
booktitle = {Using Experience to Develop Leadership Talent: How Organizations Leverage On-The-Job Development},
pages = {286–312},
publisher = {John Wiley & Sons, Inc.},
series = {J-B SIOP Professional Practice Series (Book 1)},
keywords = {Learning Sciences, Social Simulation, UARC, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {incollection}
}
2013
Morie, Jacquelyn; Kang, Sin-Hwa; Chance, Eric
The Association of In-World Avatar Investment with Expectations of Behavioral Change Proceedings Article
In: Human-Computer Interaction International Conference, Las Vegas, NV, 2013.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans, Virtual Worlds
@inproceedings{morie_association_2013,
title = {The Association of In-World Avatar Investment with Expectations of Behavioral Change},
author = {Jacquelyn Morie and Sin-Hwa Kang and Eric Chance},
url = {http://ict.usc.edu/pubs/The%20Association%20of%20In-World%20Avatar%20Investment%20with%20Expectations%20of%20Behavioral%20Change.pdf},
year = {2013},
date = {2013-07-01},
booktitle = {Human-Computer Interaction International Conference},
address = {Las Vegas, NV},
abstract = {We explore whether watching the behavior of an avatar created by a user can affect that users' behavior in the actual world. This research aims to determine if we can achieve results similar to thos obtained from an experimental design detailed in Study 3 of "Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors" (Fox and Bailenson, 2009), but using avatars created by observers rather than experimenter-provided ones enhanced with photographic likeness. Rox and Bailenson theorized that the behavioral change elicited stems from modeling the behavior of physically similar people as supported by social cognitive theory. In this study, we focused more on investigating whether people's owen avatars' behavior would elicit behavioral change based on social-perception theory. Therefore, users observed their own avatars that were doing exercise or not regardless of any physical similarity between the avatars and their owners. The preliminary results showed there was a strong trend for users to engage in physical activities more when they watched their own avatars exercise, compared to observing their own avatars that did not exercise. The results also demonstrated that users with higher body mass index (BMI) engaged in physical activities more when they watched their own avatars with exercise behavior, compared to users with lower BMI. This study seeks to clarify whether or not the notions of psychological reflexivity and avatar ownership/investment are possible factors influencing avatar owners' behavioral outcomes.},
keywords = {UARC, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Kang, Sin-Hwa
What Can Your Avatar Tell the Doctor? Proceedings Article
In: The CyberPsychology & CyberTherapy Conference, Brussels, Belgium, 2013.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans, Virtual Worlds
@inproceedings{morie_what_2013,
title = {What Can Your Avatar Tell the Doctor?},
author = {Jacquelyn Morie and Sin-Hwa Kang},
url = {http://ict.usc.edu/pubs/What%20Can%20Your%20Avatar%20Tell%20the%20Doctor.pdf},
year = {2013},
date = {2013-06-01},
booktitle = {The CyberPsychology & CyberTherapy Conference},
address = {Brussels, Belgium},
abstract = {The goal of our study is to explore a functioning virtual self that can present salient information about our health. We investigate several types of connectivity between a user and his/her animated character representation (also referred to as an avatar). We aim to find various forms of avatar connection with its user to address the value of avatars in health care applications. We propose an additional variation on an existing categorization of avatar-self associations. We specifically examine the potential of the biologically instrumented end of the avatar connectivity continuum.},
keywords = {UARC, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Kang, Sin-Hwa; Morie, Jacquelyn
Users’ Socially Desirable Responding with Computer Interviewers Proceedings Article
In: Computer-Human Interaction Conference, Paris, France, 2013.
Abstract | Links | BibTeX | Tags: UARC, Virtual Humans, Virtual Worlds
@inproceedings{kang_users_2013,
title = {Users’ Socially Desirable Responding with Computer Interviewers},
author = {Sin-Hwa Kang and Jacquelyn Morie},
url = {http://ict.usc.edu/pubs/Users%E2%80%99%20Socially%20Desirable%20Responding%20with%20Computer%20Interviewers.pdf},
year = {2013},
date = {2013-04-01},
booktitle = {Computer-Human Interaction Conference},
address = {Paris, France},
abstract = {In this paper, we explore how different types of computer interviewers and the amount of self- disclosure from the interviewers affect the quantity of socially desirable responses displayed by interviewees. Online surveys were delivered by computer interviewers. The computer interviewers included a text-based interface and an anthropomorphic character interface. The interviewers’ self-disclosure presented their social norm violations. Interview questions were in the form of socially desirable response items representing impression management in this study. The experimental design was a 2 (Interviewers’ type) x 2 (Interviewers’ self-disclosure versus no self-disclosure) factorial between-subjects experiment. The main dependent variable was whether users’ socially desirable responses were affected by the type of interviewer and that amount of self-disclosure provided by the interviewer. The preliminary findings present the potential for self-disclosing anthropomorphic characters to reduce the social desirability bias present in interviewees with high public self-consciousness in their self-disclosure.},
keywords = {UARC, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
2012
Morie, Jacquelyn; Chance, Eric; Haynes, Kip; Rajpurohit, Dinesh
In: Believable Bots: Can Computers Play Like People?, pp. 99–118, Springer Berlin Heidelberg, 2012.
Abstract | Links | BibTeX | Tags: UARC, Virtual Worlds
@incollection{morie_embodied_2012,
title = {Embodied Conversational Agent Avatars in Virtual Worlds: Making Today's Immersive Environments More Responsive to Participants},
author = {Jacquelyn Morie and Eric Chance and Kip Haynes and Dinesh Rajpurohit},
url = {http://link.springer.com/chapter/10.1007%2F978-3-642-32323-2_4},
year = {2012},
date = {2012-10-01},
booktitle = {Believable Bots: Can Computers Play Like People?},
pages = {99–118},
publisher = {Springer Berlin Heidelberg},
abstract = {Intelligent agents in the form of avatars in networked virtual worlds (VWs) are a new form of embodied conversational agent (ECA). They are still a topic of active re- search, but promise soon to rival the sophistication of virtual human agents developed on stand-alone platforms over the last decade. Such agents in today's VWs grew out of two lines of historical research: Virtual Reality and Artificial Intelligence. Their merger forms the basis for today's persistent 3D worlds occupied by intelligent char- acters serving a wide range of purposes. We believe ECA avatars will help to enable VWs to achieve a higher level of meaningful interaction by providing increased en- gagement and responsiveness within environments where people will interact with and even develop relationships with them.},
keywords = {UARC, Virtual Worlds},
pubstate = {published},
tppubtype = {incollection}
}
Morie, Jacquelyn; Haynes, Edward; Chance, Eric; Purohit, Dinesh
Virtual Worlds and Avatars as the New Frontier of Telehealth Care Journal Article
In: Cyberpsychology, Behavior, and Social Networking, 2012.
Abstract | Links | BibTeX | Tags: Virtual Worlds
@article{morie_virtual_2012,
title = {Virtual Worlds and Avatars as the New Frontier of Telehealth Care},
author = {Jacquelyn Morie and Edward Haynes and Eric Chance and Dinesh Purohit},
url = {http://ict.usc.edu/pubs/Virtual%20Worlds%20and%20Avatars%20as%20the%20New%20Frontier%20of%20Telehealth%20Care.pdf},
year = {2012},
date = {2012-09-01},
journal = {Cyberpsychology, Behavior, and Social Networking},
abstract = {We are entering a new age where people routinely visit, inhabit, play in and learn within virtual worlds (VWs). One in eight people worldwide are VW participants, according to the latest 2011 figures from KZERO [1]. VWs are also emerging as a new and advanced form of telehealth care delivery. In addition to existing telehealth care advantages, VWs feature three powerful affordances that can benefit a wide range of physical and psychological issues. First, the highly social nature of VWs encourages social networking and the formation of essential support groups. Secondly, the type of spaces that have been proven in the physical world to promote psychological health and well-being can be virtually recreated. Finally, research suggests that embodied avatar representation within VWs can affect users psychologically and physically. These three aspects of VWs can be leveraged for enhanced patient-client interactions, spaces that promote healing and positive responses, and avatar activities that transfer real benefits from the virtual to the physical world. This paper explains the mounting evidence behind these claims and provides examples of VWs as an innovative and compelling form of telehealth care destined to become commonplace in the future.},
keywords = {Virtual Worlds},
pubstate = {published},
tppubtype = {article}
}
Morie, Jacquelyn; Chance, Eric; Haynes, Kip; Purohit, Dinesh
Storytelling with Storyteller Agents in Second Life Proceedings Article
In: IEEE CyberWorlds Conference, Darmstadt, Germany, 2012.
Abstract | Links | BibTeX | Tags: Virtual Worlds
@inproceedings{morie_storytelling_2012,
title = {Storytelling with Storyteller Agents in Second Life},
author = {Jacquelyn Morie and Eric Chance and Kip Haynes and Dinesh Purohit},
url = {http://ict.usc.edu/pubs/Storytelling%20with%20Storyteller%20Agents%20in%20Second%20Life.pdf},
year = {2012},
date = {2012-09-01},
booktitle = {IEEE CyberWorlds Conference},
address = {Darmstadt, Germany},
abstract = {The "Coming Home" project at the University of Southern California’s Institute for Creative Technologies was started in 2009 to research how virtual worlds could facilitate health care activities for returning US military personnel, who frequently suffer from psychological and physical challenges. These challenges include increased stress and loss of self- esteem related to the war events they have experienced. As part of the activities of Coming Home, we implemented an ambitious storytelling activity that reinforces the positive ideals for which a warrior stands, by presenting historical figures from the past that illustrate those qualities. The storytelling includes scenes from a warrior’s life, and a conversational avatar agent that can answer questions about the historical parts of the story. We have also created an interactive authoring system to allow users to make their own story to populate the SL storytelling space. Although visualized and experienced in world, the authoring tools and repository for most of the narrative content are web-based. Scripts within Second Life fetch this authored data and media and display it in the appropriate places. We also report on progress in building a tool with which users can author their own storytelling agent as part of the story they create.},
keywords = {Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn
Female Artists and the VR Crucible: Expanding the Aesthetic Vocabulary Proceedings Article
In: International Engineering of Virtual Reality Conference (SPIE), San Francisco, CA, 2012.
Abstract | Links | BibTeX | Tags: Virtual Worlds
@inproceedings{morie_female_2012,
title = {Female Artists and the VR Crucible: Expanding the Aesthetic Vocabulary},
author = {Jacquelyn Morie},
url = {http://ict.usc.edu/pubs/Female%20Artists%20and%20the%20VR%20Crucible-%20Expanding%20the%20Aesthetic%20Vocabulary.pdf},
year = {2012},
date = {2012-08-01},
booktitle = {International Engineering of Virtual Reality Conference (SPIE)},
address = {San Francisco, CA},
abstract = {A survey done in 2007 of VR Artworks (Immersive Virtual Environments or VEs) showed that women have created the majority of these immersive works. While this may seem counter to popular ideas that the field has been dominated by men, it seems rather, that the truly unique works appear to emerge from a feminine approach. Such an approach seems well suited to immersive environments as it incorporates aspects of inclusion, wholeness, and a blending of the body and the spirit. Female attention to holistic concerns fits the gestalt approach needed to create in a fully functional yet openended virtual world, which focuses not so much on producing a finished object (like a text or a sculpture) but rather on creating a possibility for becoming, like bringing a child into the world. Immersive VEs are not objective works of art to be hung on a wall and critiqued. They are vehicles for experience, vessels to live within for a piece of time.},
keywords = {Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
2011
Morie, Jacquelyn; Lathan, Corinna E.; Skinner, Anna; Chance, Eric; Rajpurohit, Dinesh; Haynes, Edward
Using Virtual World Activities for Amputee Rehabilitation Journal Article
In: Journal of Research and Practice in Information Technology special collection on Accessibility, Inclusion and Rehabilitation using Information Technologies, 2011.
Abstract | Links | BibTeX | Tags: Virtual Worlds
@article{morie_using_2011,
title = {Using Virtual World Activities for Amputee Rehabilitation},
author = {Jacquelyn Morie and Corinna E. Lathan and Anna Skinner and Eric Chance and Dinesh Rajpurohit and Edward Haynes},
url = {http://ict.usc.edu/pubs/Using%20Virtual%20World%20Activities%20for%20Amputee%20Rehabilitation.pdf},
year = {2011},
date = {2011-12-01},
journal = {Journal of Research and Practice in Information Technology special collection on Accessibility, Inclusion and Rehabilitation using Information Technologies},
abstract = {We report on a novel methos for engaging an amputee in rehabilitation activities delivered through an advanced telehealth mechanism using virtual worlds. Patients use two intrumented gloves moving their upper extremeties in gestures that mimic a rock-climbing wall. Other activities using low cost sensors can be implemented within the virtual world to support therapeutic needs, and data collected from these sensors can populate a data base the therapist can access to assess patient progress.},
keywords = {Virtual Worlds},
pubstate = {published},
tppubtype = {article}
}
Jan, Dusan; Chance, Eric; Rajpurohit, Dinesh; DeVault, David; Leuski, Anton; Morie, Jacquelyn; Traum, David
Checkpoint Exercise: Training with Virtual Actors in Virtual Worlds Proceedings Article
In: The 11th International Conference on Intelligent Virtual Agents, (IVA 2011), Reykjavik, Iceland, 2011.
Abstract | Links | BibTeX | Tags: Virtual Humans, Virtual Worlds
@inproceedings{jan_checkpoint_2011,
title = {Checkpoint Exercise: Training with Virtual Actors in Virtual Worlds},
author = {Dusan Jan and Eric Chance and Dinesh Rajpurohit and David DeVault and Anton Leuski and Jacquelyn Morie and David Traum},
url = {http://www.ict.usc.edu/pubs/Checkpoint%20Exercise-%20Training%20with%20Virtual%20Actors%20in%20Virtual%20Worlds.pdf},
year = {2011},
date = {2011-09-01},
booktitle = {The 11th International Conference on Intelligent Virtual Agents, (IVA 2011)},
address = {Reykjavik, Iceland},
abstract = {We have implemented a checkpoint exercise in Second Life where the user interacts with several computer avatars in a team based activity. We describe the experience and the implementation of our solution and show some evaluation results.},
keywords = {Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Chance, Eric; Buckwalter, John Galen
Report on a Preliminary Study Using Breath Control and a Virtual Jogging Scenario as Biofeedback for Resilience Training Proceedings Article
In: Human Computer Interaction International (HCII), pp. 474–480, Orlando, FL, 2011.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Worlds
@inproceedings{morie_report_2011,
title = {Report on a Preliminary Study Using Breath Control and a Virtual Jogging Scenario as Biofeedback for Resilience Training},
author = {Jacquelyn Morie and Eric Chance and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Report%20on%20a%20Preliminary%20Study%20Using%20Breath%20Control%20and%20a%20Virtual%20Jogging%20Scenario%20as%20Biofeedback%20for%20Resilience%20Training.pdf},
year = {2011},
date = {2011-01-01},
booktitle = {Human Computer Interaction International (HCII)},
pages = {474–480},
address = {Orlando, FL},
abstract = {Alternative methods of treating psychological stress are needed to treat some veterans of recent military conflicts. The use of virtual world technologies is one possible platform for treatment that is being explored by the "Coming Home" project at the University of Southern California's Institute for Creative Technologies (ICT). One of the novel ways ICT is attempting to mitigate stress via virtual worlds is with a virtual jogging scenario, where the movement of an avatar is controlled via rhythmic breathing into a standard microphone. We present results from a preliminary study of 27 participants that measured the mood and arousal effects produced by engaging in this scenario.},
keywords = {MedVR, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
2010
Swartout, William; Traum, David; Artstein, Ron; Noren, Dan; Debevec, Paul; Bronnenkant, Kerry; Williams, Josh; Leuski, Anton; Narayanan, Shrikanth; Piepol, Diane; Lane, H. Chad; Morie, Jacquelyn; Aggarwal, Priti; Liewer, Matt; Chiang, Jen-Yuan; Gerten, Jillian; Chu, Selina; White, Kyle
Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides Proceedings Article
In: Proceedings of the 10th International Conference on Intelligent Virtual Agents (IVA 2010), Philadelphia, PA, 2010.
Abstract | Links | BibTeX | Tags: Graphics, Learning Sciences, Virtual Humans, Virtual Worlds
@inproceedings{swartout_ada_2010,
title = {Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides},
author = {William Swartout and David Traum and Ron Artstein and Dan Noren and Paul Debevec and Kerry Bronnenkant and Josh Williams and Anton Leuski and Shrikanth Narayanan and Diane Piepol and H. Chad Lane and Jacquelyn Morie and Priti Aggarwal and Matt Liewer and Jen-Yuan Chiang and Jillian Gerten and Selina Chu and Kyle White},
url = {http://ict.usc.edu/pubs/ada%20and%20grace.pdf},
year = {2010},
date = {2010-09-01},
booktitle = {Proceedings of the 10th International Conference on Intelligent Virtual Agents (IVA 2010)},
address = {Philadelphia, PA},
abstract = {To increase the interest and engagement of middle school students in science and technology, the InterFaces project has created virtual museum guides that are in use at the Museum of Science, Boston. The characters use natural language interaction and have near photoreal appearance to increase and presents reports from museum staff on visitor reaction},
keywords = {Graphics, Learning Sciences, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Rosenbloom, Paul
Combining Procedural and Declarative Knowledge in a Graphical Architecture Proceedings Article
In: Proceedings of the 10th International Conference on Cognitive Modeling, Philadelphia, PA, 2010.
Abstract | Links | BibTeX | Tags: CogArch, Cognitive Architecture, Virtual Humans, Virtual Worlds
@inproceedings{rosenbloom_combining_2010,
title = {Combining Procedural and Declarative Knowledge in a Graphical Architecture},
author = {Paul Rosenbloom},
url = {http://ict.usc.edu/pubs/Combining%20Procedural%20and%20Declarative%20Knowledge%20in%20a%20Graphical%20Architecture.pdf},
year = {2010},
date = {2010-08-01},
booktitle = {Proceedings of the 10th International Conference on Cognitive Modeling},
address = {Philadelphia, PA},
abstract = {A prototypical cognitive architecture defines a memory architecture embodying forms of both procedural and declarative memory, plus their interaction. Reengineering such a dual architecture on a common foundation of graphical models enables a better understanding of both the substantial commonalities between procedural and declarative memory and the subtle differences that endow each with its own special character. It also opens the way towards blended capabilities that go beyond existing architectural memories.},
keywords = {CogArch, Cognitive Architecture, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
2009
Jan, Dusan; Roque, Antonio; Leuski, Anton; Morie, Jacquelyn; Traum, David
A Virtual Tour Guide for Virtual Worlds Proceedings Article
In: Intelligent Virtual Agents Conference (IVA), Amsterdam, The Netherlands, 2009.
Abstract | Links | BibTeX | Tags: Virtual Humans, Virtual Worlds
@inproceedings{jan_virtual_2009,
title = {A Virtual Tour Guide for Virtual Worlds},
author = {Dusan Jan and Antonio Roque and Anton Leuski and Jacquelyn Morie and David Traum},
url = {http://ict.usc.edu/pubs/A%20Virtual%20Tour%20Guide%20for%20Virtual%20Worlds.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Intelligent Virtual Agents Conference (IVA)},
address = {Amsterdam, The Netherlands},
abstract = {In this paper we present an implementation of a embodied conversational agent that serves as a virtual tour guide in Second Life. We show how we combined the abilities of a conversational agent with navigation in the world and present some preliminary evaluation results.},
keywords = {Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
Morie, Jacquelyn; Antonisse, Jamie; Bouchard, Sean; Chance, Eric
Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans Proceedings Article
In: Annual Review of CyberTherapy and Telemedicine; Studies in Health Technology and Informatics, IOS Press, 2009.
Abstract | Links | BibTeX | Tags: Virtual Humans, Virtual Worlds
@inproceedings{morie_virtual_2009,
title = {Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans},
author = {Jacquelyn Morie and Jamie Antonisse and Sean Bouchard and Eric Chance},
url = {http://ict.usc.edu/pubs/Virtual%20Worlds%20as%20a%20Healing%20Modality%20for%20Returning%20Soldiers%20and%20Veterans.pdf},
year = {2009},
date = {2009-01-01},
booktitle = {Annual Review of CyberTherapy and Telemedicine; Studies in Health Technology and Informatics},
volume = {144},
publisher = {IOS Press},
abstract = {Those who have served in recent conflicts face many challenges as they reintegrate into society. In addition to recovering from physical wounds, traumatic brain injury and post-traumatic stress disorders, many soldiers also face basic psychological issues about who they are and how to find their place in a society that has not shared their experiences. To address these challenges, we have created a space that provides ongoing opportunities for healing activities, personal exploration and social camaraderie in an online virtual world, Second Life. In such worlds, where each avatar is controlled by a live individual, experiences can be unintuitive, uninviting, considered boring or difficult to control. To counter this, we are implementing autonomous intelligent agent avatars that can be "on duty" 24/7, serving as guides and information repositories, making the space and activities easy to find and even personalized to the visitor's needs. We report the results of usability testing with an in-world veterans' group. Tests comparing soldiers who use this space as part of their reintegration regimen compared to those who do not are being scheduled as part of the Army's Warriors in Transition program.},
keywords = {Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
2005
Morie, Jacquelyn; Iyer, Kumar; Luigi, Donat-Pierre; Williams, Josh; Dozois, Aimee; Rizzo, Albert
Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences Journal Article
In: Applied Psychophysiology and Biofeedback, vol. 30, no. 3, pp. 319–331, 2005.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Worlds
@article{morie_development_2005,
title = {Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences},
author = {Jacquelyn Morie and Kumar Iyer and Donat-Pierre Luigi and Josh Williams and Aimee Dozois and Albert Rizzo},
url = {http://ict.usc.edu/pubs/Development%20of%20a%20Data%20Management%20Tool%20for%20Investigating%20Multivariate%20Space%20and%20Free%20Will%20Experiences%20in%20Virtual%20Reality.pdf},
year = {2005},
date = {2005-09-01},
journal = {Applied Psychophysiology and Biofeedback},
volume = {30},
number = {3},
pages = {319–331},
abstract = {While achieving realism has been a main goal in making convincing virtual reality (VR) environments, just what constitutes realism is still a question situated firmly in the research domain. VR has become mature enough to be used in therapeutic applications such as clinical exposure therapy with some success. We now need detailed scientific investigations to better understand why VR works for these types of cases, and how it could work for other key applications such as training. Just as in real life, it appears that the factors will be complex and multi-variate, and this plethoric situation presents exceptional challenges to the VR researcher. We would not want to lessen VR’s ability to replicate real world conditions in order to more easily study it, however, for by doing so we may compromise the very qualities that comprise its effectiveness. What is really needed are more robust tools to instrument, organize, and visualize the complex data generated by measurements of participant experiences in a realistic virtual world. We describe here our first study in an ongoing program of effective virtual environment research, the types of data we are dealing with, and a specific tool we have been compelled to create that allows us some measure of control over this data. We call this tool Phloem, after the botanical channels that plants use to transport, support and store nutrients.},
keywords = {MedVR, Virtual Worlds},
pubstate = {published},
tppubtype = {article}
}
Rizzo, Albert; Morie, Jacquelyn; Williams, Josh; Pair, Jarrell; Buckwalter, John Galen
Human Emotional State and its Relevance for Military VR Training Proceedings Article
In: Proceedings of the 11th International Conference on Human-Computer Interaction, Las Vegas, NV, 2005.
Abstract | Links | BibTeX | Tags: MedVR, Virtual Humans, Virtual Worlds
@inproceedings{rizzo_human_2005,
title = {Human Emotional State and its Relevance for Military VR Training},
author = {Albert Rizzo and Jacquelyn Morie and Josh Williams and Jarrell Pair and John Galen Buckwalter},
url = {http://ict.usc.edu/pubs/Human%20Emotional%20State%20and%20its%20Relevance%20for%20Military%20VR%20Training.pdf},
year = {2005},
date = {2005-01-01},
booktitle = {Proceedings of the 11th International Conference on Human-Computer Interaction},
address = {Las Vegas, NV},
abstract = {Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional "fog of war," the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. This may be especially true when combat training is conducted under conditions that lack emotional engagement by the soldier. Real world military training often naturally includes stress induction that aims to promote a similarity of internal emotional stimulus cues with what is expected to be present on the battlefield. This approach to facilitating optimal training effectiveness is supported by a long history of learning theory research. Current Virtual Reality military training approaches are noteworthy in their emphasis on creating hi-fidelity graphic and audio realism with the aim to foster better transfer of training. However, less emphasis is typically placed on the creation of emotionally evocative virtual training scenarios that can induce emotional stress in a manner similar to what is typically experienced under real world training conditions. As well, emotional issues in the post-combat aftermath need to be addressed, as can be seen in the devastating emotional difficulties that occur in some military personnel following combat. This is evidenced by the number of recent medical reports that suggest the incidence of "Vietnam-levels" of combat-related Post Traumatic Stress Disorder symptomatology in returning military personnel from the Iraq conflict. In view of these issues, the USC Institute for Creative Technologies (ICT) has initiated a research program to study emotional issues that are relevant to VR military applications. This paper will present the rationale and status of two ongoing VR research programs at the ICT that address sharply contrasting ends of the emotional spectrum relevant to the military: 1. The Sensory Environments Evaluation (SEE) Project is examining basic factors that underlie emotion as it occurs within VR training environments and how this could impact transfer of training, and 2. The Full Spectrum Warrior (FSW) Post Traumatic Stress Disorder Project which is currently in the process of converting the existing FSW combat tactical simulation training scenario (and X-Box game) into a VR treatment system for the conduct of graduated exposure therapy in Iraq war military personnel with Post Traumatic Stress Disorder.},
keywords = {MedVR, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}
2001
Swartout, William; Hill, Randall W.; Gratch, Jonathan; Johnson, W. Lewis; Kyriakakis, Chris; Labore, Catherine; Lindheim, Richard; Marsella, Stacy C.; Miraglia, D.; Moore, Bridget; Morie, Jacquelyn; Rickel, Jeff; Thiebaux, Marcus; Tuch, L.; Whitney, Richard; Douglas, Jay
Toward the Holodeck: Integrating Graphics, Sound, Character and Story Proceedings Article
In: Proceedings of the 5th International Conference on Autonomous Agents, Montreal, Canada, 2001.
Abstract | Links | BibTeX | Tags: Social Simulation, Virtual Humans, Virtual Worlds
@inproceedings{swartout_toward_2001,
title = {Toward the Holodeck: Integrating Graphics, Sound, Character and Story},
author = {William Swartout and Randall W. Hill and Jonathan Gratch and W. Lewis Johnson and Chris Kyriakakis and Catherine Labore and Richard Lindheim and Stacy C. Marsella and D. Miraglia and Bridget Moore and Jacquelyn Morie and Jeff Rickel and Marcus Thiebaux and L. Tuch and Richard Whitney and Jay Douglas},
url = {http://ict.usc.edu/pubs/Toward%20the%20Holodeck-%20Integrating%20Graphics,%20Sound,%20Character%20and%20Story.pdf},
year = {2001},
date = {2001-06-01},
booktitle = {Proceedings of the 5th International Conference on Autonomous Agents},
address = {Montreal, Canada},
abstract = {We describe an initial prototype of a holodeck-like environment that we have created for the Mission Rehearsal Exercise Project. The goal of the project is to create an experience learning system where the participants are immersed in an environment where they can encounter the sights, sounds, and circumstances of realworld scenarios. Virtual humans act as characters and coaches in an interactive story with pedagogical goals.},
keywords = {Social Simulation, Virtual Humans, Virtual Worlds},
pubstate = {published},
tppubtype = {inproceedings}
}