Virtual Human + Tangible Interface = Mixed Reality Human An Initial Exploration with a Virtual Breast Exam Patient

Author(s):  
Aaron Kotranza ◽  
Benjamin Lok
Author(s):  
Richard Skarbez ◽  
Aaron Kotranza ◽  
Frederick P. Brooks ◽  
Benjamin Lok ◽  
Mary C. Whitton

2019 ◽  
Vol 83 ◽  
pp. 23-32 ◽  
Author(s):  
Kangsoo Kim ◽  
Ryan Schubert ◽  
Jason Hochreiter ◽  
Gerd Bruder ◽  
Gregory Welch

2021 ◽  
Vol 2 ◽  
Author(s):  
Gonzalo Suárez ◽  
Sungchul Jung ◽  
Robert W. Lindeman

This article reports on a study to evaluate the effectiveness of virtual human (VH) role-players as leadership training tools within two computer-generated environments, virtual reality (VR) and mixed reality (MR), compared to a traditional training method, real human (RH) role-players in a real-world (RW) environment. We developed an experimental training platform to assess the three conditions: RH role-players in RW (RH-RW), VH role-players in VR (VH-VR), and VH role-players in MR (VH-MR), during two practice-type opportunities, namely pre-session and post-session. We conducted a user study where 30 participants played the role of leaders in interacting with either RHs or VHs before and after receiving a leadership training session. We then investigated (1) if VH role-players were as effective as RH role-players during pre- and post-sessions, and (2) the impact that the human-type (RH, VH) in conjunction with the environment-type (RW, VR, MR) had on the outcomes. We also collected user reactions and learning data from the overall training experience. The results showed a regular increase in performance from pre- to post-sessions in all three conditions. However, we did not find a significant difference between VHs and RHs. Interestingly, the VH-MR condition had a more significant influence on performance and task engagement compared to the VH-VR and RH-RW conditions. Based on our findings, we conclude that VH role-players can be as effective as RH role-players to support the practice of leadership skills, where VH-MR could be the best method due to its effectiveness.


2011 ◽  
Vol 10 (2) ◽  
pp. 69-79 ◽  
Author(s):  
Giandomenico Caruso

Virtual Reality techniques are more and more used to validate the design hypotheses during different phases of the product development. In the automotive field, however, there are some types of analyses that are unlikely to be performed by using only a Virtual Prototype (VP) of the vehicle. Therefore, the trend is to develop systems -called seating bucks- that enable engineers to integrate virtual and real objects to provide a tangible interface for the VP of the vehicle. This research aims at defining a new system and an evaluation protocol to improve, simplify and speed up the usual activities carried out for the ergonomic assessment of the driver's seat. In particular, we are interested in evaluating the ergonomics of car's dashboard with its knobs, buttons, display and other control systems. In this paper, we have described the development of this system by providing useful information about the physical issues, related to the seating buck structure, and about the development of the MR environment. The system and the evaluation protocol have been validated by performing several testing sessions with users. The tests confirm the effectiveness of our approach and have enabled us to achieve at interesting considerations.


2007 ◽  
Vol 6 (4) ◽  
pp. 31-42 ◽  
Author(s):  
Markus Löckelt ◽  
Norbert Pfleger ◽  
Norbert Reithinger

The interactive scenarios realized in the two prototypes of Virtual Human require an approach that allows humans and virtual characters to interact naturally and flexibly. In this article we present how the autonomous control of the virtual characters and the interpretation of user interactions is realized in the Conversational Dialogue Engine (CDE) framework. For each virtual and real interlocutor one CDE is responsible for dialogue processing. We will introduce the knowledge needed for the CDE-approach and present the modules of a CDE. The real-time requirement resulted in the integrated processing of deliberative and reactive processing, which is needed, e.g., to generate an appropriate nonverbal behavior of virtual characters.


Author(s):  
Jacqueline A. Towson ◽  
Matthew S. Taylor ◽  
Diana L. Abarca ◽  
Claire Donehower Paul ◽  
Faith Ezekiel-Wilder

Purpose Communication between allied health professionals, teachers, and family members is a critical skill when addressing and providing for the individual needs of patients. Graduate students in speech-language pathology programs often have limited opportunities to practice these skills prior to or during externship placements. The purpose of this study was to research a mixed reality simulator as a viable option for speech-language pathology graduate students to practice interprofessional communication (IPC) skills delivering diagnostic information to different stakeholders compared to traditional role-play scenarios. Method Eighty graduate students ( N = 80) completing their third semester in one speech-language pathology program were randomly assigned to one of four conditions: mixed-reality simulation with and without coaching or role play with and without coaching. Data were collected on students' self-efficacy, IPC skills pre- and postintervention, and perceptions of the intervention. Results The students in the two coaching groups scored significantly higher than the students in the noncoaching groups on observed IPC skills. There were no significant differences in students' self-efficacy. Students' responses on social validity measures showed both interventions, including coaching, were acceptable and feasible. Conclusions Findings indicated that coaching paired with either mixed-reality simulation or role play are viable methods to target improvement of IPC skills for graduate students in speech-language pathology. These findings are particularly relevant given the recent approval for students to obtain clinical hours in simulated environments.


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