Exploring medical cyberlearning for work at the human/technology frontier with the mixed-reality emotive virtual human system platform

Author(s):  
Marjorie A. Zielke ◽  
Djakhangir Zakhidov ◽  
Gary M. Hardee ◽  
Jithin Pradeep ◽  
Leonard Evans ◽  
...  
2017 ◽  
Vol 17 (3) ◽  
pp. 1-14 ◽  
Author(s):  
Charles Z. Liu ◽  
Manolya Kavakli

In this paper, we present an agent- aware computing based collaborative information sys- tem scheme for MR applications. The HCI issues in VR, AR, and MR, have been discussed firstly. Besides the equipment, the lack of understanding of users also ac- counts for a significant bottleneck of improving user ex- perience and immersion during the interaction. Aiming at the issues, an agent-aware computing based scheme is proposed and implemented. The corresponding sys- tematic scheme is presented in the views of functional- ity, modules and system workflow and discussed in de- sign, implementation, and system synthesis. By means of the human-aware computing, system-aware comput- ing and human-system aware computing, issues such as mixed reality fusion, QoE-QoS management, confiden- tiality, and security, are addressed by the applying agent- aware computing based scheme into an implementation of the collaborative information system for mixed real- ity. Related modules along with their function and test results are given and discussed.


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.


2007 ◽  
Vol 6 (4) ◽  
pp. 1-10 ◽  
Author(s):  
Stefan Göbel ◽  
Ido Aharon Iurgel ◽  
Markus Rössler ◽  
Frank Hülsken ◽  
Christian Eckes

This article describes the design of the two application scenarios of the Virtual Human project and its integration into the Virtual Human system. This includes overall concepts and considerations of the demonstrators for the two application scenarios (learning, edutainment) as well as underlying methodic-didactic aspects for knowledge transmission and narrative concepts for story structure and story control during run-time of the system. Hence, in contrast to traditional learning systems with virtual characters as virtual instructors, an exciting and suspenseful interactive information space has been created. On the one hand, the methodic-didactic methods and VH learning model guarantee learning effects, on the other hand narrative structures and an emotion module provide the ground for a playful and exciting story environment, whereby the users can interact and discuss with a set of virtual characters.


Author(s):  
Albert Rizzo ◽  
Belinda Lange ◽  
John G. Buckwalter ◽  
Eric Forbell ◽  
Julia Kim ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document