Data, development issues and future visions from the USC integrated media systems center virtual environments laboratory

2004 ◽  
Author(s):  
Albert A. Rizzo ◽  
Todd Bowerly ◽  
Maria Schultheis ◽  
J. Galen Buckwalter ◽  
Robert Matheis ◽  
...  
2003 ◽  
Author(s):  
Albert A. Rizzo ◽  
Todd Bowerly ◽  
Maria Schultheis ◽  
J. Galen Buckwalter ◽  
Robert Matheis ◽  
...  

2001 ◽  
Vol 10 (4) ◽  
pp. 359-374 ◽  
Author(s):  
Albert A. Rizzo ◽  
J. Galen Buckwalter ◽  
Jocelyn S. McGee ◽  
Todd Bowerly ◽  
Cheryl van der Zaag ◽  
...  

Virtual reality (VR) technology offers new options for the creation of sophisticated tools that could be applied in the areas of assessment and rehabilitation of cognitive and functional processes. VR systems allow for the precise presentation and control of dynamic, multisensory, three-dimensional (3-D) stimulus environments, as well as the recording of all behavioral responses that occur within them. Assessment and rehabilitation scenarios that would be difficult if not impossible to deliver using conventional neuropsychological methods are now being developed that take advantage of these VR assets. If empirical studies demonstrate effectiveness, virtual environments (VEs) could be of considerable value for better understanding, measuring, and treating persons with impairments due to traumatic brain injury, neurological disorders, and learning disabilities. This article describes the progress of a VR research program at the USC Integrated Media Systems Center and Information Sciences Institute that has developed and investigated the use of a series of VEs designed to target (i) molecular visuospatial skills using a 3-D, projection-based ImmersaDesk system, and (ii) attention (and soon memory and executive functioning) processes within ecologically valid functional scenarios utilizing a head-mounted display (HMD). Results from completed research, rationales and methodology of works in progress, and our plan for future work is presented. Our primary vision has been to develop VR systems that target cognitive processes and functional skills that are of relevance to a wide range of patient populations with central nervous system (CNS) dysfunction, as well as for the assessment of unimpaired performance. We have also sought to select cognitive/functional targets that intuitively appear well matched to the specific assets available with currently available VR technology.


1993 ◽  
Vol 12 (2) ◽  
pp. 118-124 ◽  

We are proposing that researchers begin to examine integrated media design issues both in terms of cognitive challenges posed by multimedia for students with learning problems and the specific pedagogical opportunities for enhancing learning. By embarking on this line of research, the field will gain a body of empirical knowledge that will add significantly to our understanding of how integrated media learning systems affect learning in mildly disabled students as well as provide direction for future product development.


1999 ◽  
Vol 16 (1) ◽  
pp. 33-43, 76 ◽  
Author(s):  
D. McLeod ◽  
U. Neumann ◽  
C.L. Nikias ◽  
A.A. Sawchuk

Author(s):  
Cate Dowd

Integrated media systems are not only content management systems for production and publishing of online news, they are also hubs for mobile connectivity to remote servers and conduits for search and social media, but verification and analytics have also spawned data jobs intersecting with journalism. These layers of technological convergence across social media and media systems are like tunnels to data sharing on cloud servers. The latter has also presented opportunities for intermediary agencies, like Storyful, owned by Murdoch, to access big data and the potential of linked data via social media. The potential of cloud servers, mixed with social media, has also spawned new roles for news verification and roles in online trends, as well as cloud engineering jobs. Big data has indeed inspired new data sharing partnerships to boost online traffic and advertising through data insights. The result is more analytics that impact on the focus in journalism.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


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