I started this blog in 2006-- and I do plan to get into the routine of blogging more more frequently. I'd love to update the posts that were the most popular in the past, and add links and resources that reflect what is going on with interactive multimedia technology in 2016. So much has evolved since I started this blog! 2006: Virtual Reality & Convergence with Game Technology
Note: Some of the links are broken.
FYI:
I still write blog posts from time to time.
Here are links to the blog post I've written for NUITEQ® about collaborative interactive technologies:
Note: Skip's talk begins about 4 minutes into the presentation.
In this TEDx Talk video, Marilyn Flynn, Dean of the University of Southern California's School of Social Work, introduces Skip Rizzo, a research scientist and Co-Director of the VRPSYCH Lab at the USC Institute of Creative Technologies (ICT). Skip's research has focused on the use of virtual realty and related technologies for treatment and training purposes.
In this talk, Skip provides an overview of the interdisciplinary research taking place at the Institute of Creative Technologies (ICT). Skip goes on to explain the urgency of ICT's current work, focusing on the treatment of Post Traumatic Stress Disorder and other problems experienced by people who have sacrificed so much to serve our country in places of wars and conflicts such as Iraq and Afganistan. Neary one-third of our military personnel are significantly at-risk for developing PTSD or other debilitating conditions that will negatively affect their functioning upon returning home.
Skip goes on to show how the latest VR (Virtual Reality) related technologies and applications combine with with evidence-based intervention and treatment strategies to successfully treat PTSD. Recent research indicates that 75% of clients treated through 10 sessions of exposure therapy no longer exhibit clinical symptoms of the disorder. Given the numbers of people suffering from PTSD and related disorders, the potential for this treatment method holds promise.
Skip points out that one problem many veterans or their loved ones experience is that they are not aware that effective treatment is available. Additionally, there are few therapists who are trained in the use of VR as a therapeutic tool. By working with USC's School of Social Work, this may no longer be the case in the future. Therapist can learn ways to provide effective evidence-based treatment through interacting with a "virtual human" application that uses an "intelligent" character that simulates the conversational exchanges that are likely to occur during treatment sessions. Additionally, the research behind this effort has resulted in the creation of an on-line system that includes virtual guides that can provide support and guidance to people suffering from PSTD in order to get them to engage in the treatment they require.
Here is information from the Institute of Creative Technologies regarding Skip Rizzo's TEDx USC Talk: Skip Rizzo's TEDx USC Talk Now Online "ICT’s Skip Rizzo spoke at this year’s TEDx USC conference and was introduced by Dean Marilyn Flynn of the USC School of Social Work. Video of their talk is now available for viewing on the TEDx Talk’s Channel on YouTube...Of the more than 1.6 million men and women deployed to Iraq and Afghanistan, nearly one-third are expected to return with disabling combat stress disorders that may affect some for a lifetime if left untreated.
Through and unlikely marriage of social work and cutting edge technology, the USC Institute for Creative Technologies and the USC School of Social Work are revolutionizing the training methods for a new generation of mental health professionals, shifting the way clinicians learn to interact with their patients."
Introduction: Marilyn Flynn, Dean, USC School of Social Work
Virtual Reality Demonstration: Albert “Skip” Rizzo, Research Scientist, USC Institute for Creative Technologies
Spencer Halpin's documentary, Mortal Kombat, discusses the debate surrounding about the content of video games, as well as issues such as the video game industry's drive for profit, artistic freedom, "pushing the envelope", and the impact of video games on society. The video is about 85 minutes, but worth watching if you are a gamer, parent, teacher, game designer/ developer, or academician.
One of the reasons I think the discussion in the video is important is that in 2010, more people are playing games on large high-definition displays, providing an enhanced sense of immersion. I'm not sure what the consequences of this trend might be.
Caution: There are some scenes in this video that might be offensive/violent, and others that would not be appropriate for children.
Here is the description of this video from the Babelgum website:
"Moral Kombat takes a look into the controversial subject of violence in video games. Director Spencer Halpin shows the constant conflict between the game creators' first amendment right to make a violent game and the eminent threat that violence poses on the next generation. In addition, the film is full of the latest green screen and high-definition technology that allow watchers to actually envision the world of gaming. Filled with interviews from lead game designers, politicians, parents, and psychologists, this film provides a candid take on the influence games have on youth today."
What is NexCave? It is an array of LCD panels that provides a projector-free visualization display that enables the visualization of massive datasets in great detail, at high speeds. It was created at Calit2's Virtulab, under the direction of Research Scientist Tom DeFanti. The bonus of this system is that it is much less costly than traditional VR Cave projection systems.
"NexCAVE exploration of Jordan archaeological excavation site. Speaker: Tom Levy, Professor, UCSD and Associate Director, CISA3."-YouTube description
NexCave Demo 3 of Wind Patterns, with 3D sound and HD monitors.
NexCave Display of 3D Model of Calit2 at UC San Diego
RELATED JVC Introduces the NexCAVE System "JVC’s Professional Products division is proud to announce today that the California Institute for Telecommunications and Information Technology has developed a new immersive visualization system they call the NexCAVE. This device uses nine GD-463D10U 3D HD monitors to give the user the feeling that they are in the environment. All of these displays feature a 46” diagonal screen, full HD (1920 x 1080) resolution, and 2000:1 contrast ratio. The NexCAVE is created by the same developers who created the CAVE system, which uses 3D projectors to turn a room into a 3D environment. The use of monitors instead of projectors allows for a more compact system that can also be portable for traveling purposes. Unfortunately their isn’t any word when the NexCAVE will be released at this time." -HDTV Review 11/24/09 (Via ITVT)
University of California's Calit2 Develops Immersive 3D Visualization System Using JVC Monitors -Tracy Swedlow, InteractiveTV Today 11/24/09 "Calit2 research scientist, Tom DeFanti, and his partner, Dan Sandin, began designing visualization systems over 35 years ago when they co-founded the Electronic Visualization Laboratory at the University of Illinois at Chicago. According to DeFanti, back in 1991 the pair conceived of the original CAVE system using projectors to reconstruct a 3D surround environment. According to JVC, early projector-based virtual reality (VR) systems were generally limited by two major problems: resolution was "fair at best," due to limitations in computer processing power and projector technology; and the systems required a very large dedicated space--since users could block images projected by front projectors, rear projectors, which required sufficient throw distance, were necessary."
Tobi, an on-line shopping website, has virtual dressing room with hundreds of dresses waiting to be tried on. Take a snapshot, share it on Facebook, and the process is elevated to a form of social fashionista networking.
The video below explains it all:
I'm not sure if the Tobi website will be offering a virtual dressing room for men.
Joe Rigby, from MellaniuM, focuses on the use of interactive virtual reality technology to create environments that support the learning of history. This concept is also known as "Digital Heritage". Applications are in the works that combine high-polygon modeling with scaled photo-realistic textures, incorporating multi-user avatar interaction within 3D archaeological visualizations.
MellaniuM will be presenting at VSMM' 08: Conference on Virtual Systems and Multimedia Dedicated to Digital Heritage. Instead of a PowerPoint presentation, participants will be provided with a walk-through of the Theatre of Pompeii.
A future workshop, sponsored by ADSIP, the Applied Digital Signal and Image Processing Research Centre, will feature an EONREALITY multi-wall immersive system to display the latest version of the Theatre of Pompeii district. Public VR and Anne Weis ,from the Department of Art History at the University of Pittsburgh, are collaborating on this project. The original Pompeii Project, was built at Carnegie Mellon's Studio for Creative Inquiry, during the mid-1990's. Links to the Virtual Theater District (VMRL) and 3D models can be found at http://artscool.cfa.cmu.edu:16080/~hemef/pompeii/project.html
If you have an interactive whiteboard, download the 3D models of Pompeii. You'll have to install a free VRML plug-in in order to view them on a web browser.
Wouldn't it be great if all students could learn about history via interactive virtual reality someday?
The recent on-line newsletter from Edutopia has a list of links of articles and media about virtual worlds and games in education. This information compliments the video, "Virtual Worlds Tour", highlighted in my previous post.
Thousands of people have been following Johnny Lee's progress as he hacks Nintendo's Wii system. Johnny Lee is a graduate student in the Human-Computer Interaction Institute at Carnegie-Mellon, and he has come up with the most amazing, creative uses for the various components of the Wi.
Take a look at Johnny's recent video of his work creating desk-top VR using a large-screen display:
"Head Tracking for Desktop Virtual Reality"
Although the Wii is a game system, the possibilities for the Wii as a platform for immersive educational experiences in the classroom - as well as in the family room - are endless, provided that a few people in educational technology are willing to contribute to this effort at the same level demonstrated by Johnny!
Since more classrooms are getting large-screen displays in the form of interactive whiteboards, there might just be a chance for teachers to use a few more tools to invigorate and engage their "digital native" students!
I think that learning activities utilizing the power of the Wii and Johnny's present (and future) hacks might also be very effective in reaching the needs of students who have disabilities. Visual and kinesthetic learners would also benefit, as well as kids and teens who are considered to have hyperactivity.
Johnny provides the code and instruction for all of his hacks on his website at http://johnnylee.net
Elaine Alhadeff's Future-Making Serious Games blog has a wealth of interesting information for people interested in how interactive multimedia technology can impact the present- and the future. Take the time to visit her blog and take a look!
Here is a slice from one of her latest posts:
Via: daytaOhio - Barco and daytaOhio Equipped Collaborative Visualization Complex at Wright State’s Joshi Research Center "Barco, a leading global provider of visual display systems, has partnered with daytaOhio to implement the industry’s most advanced virtual collaboration and visualization complex at Wright State University’s Joshi Research Center. "
It is exciting to learn about the growth in collaborative visualization! The businessmen below seem to be enjoying the experience:
For more interesting ideas, look at Eliane's archived posts about serious games.
Take a look at my post on the TechPsych blog about virtual reality field trips. Imagine what a virtual field trip would be like on a large touch-screen display!
The interactive table used in this video demonstration is Diamond Touch, from MERL. In this application, navigation through Google Earth is controled through speech.
Virtual Reality is sometimes used to treat a variety of disorders. In the future, VR applications may be affordable for wider use in education. VR and computer/video game technologies are converging- expect amazing applications within the next 3-5 years for health, education, training, and more.
Dr. Skip Rizzo, a psychologist from USC 's Institute for Creative Technologies, specializes in VR. Dr. Rizzo presented "Gaming for Health: Virtual Reality Game-Based Applications for Mental Disorders and Rehabilitation." at the University of Southern California Games Summit in October 2005. A zipped version of his PowerPoint presentation is available. According to information from the Integrated Media Systems Center website, "Prof. Rizzo is continuing his collaboration with IMSC investigators and described projects that integrate game technology in the areas of attention process assessment of children with attention deficit hyperactivity disorder, pain distraction for children undergoing painful medical procedures and chemotherapy,exposure therapy for returning Iraq War veterans with post-traumatic stress disorder, and motor rehabilitation for persons with central nervous system dysfunction (i.e., stroke, brain injury). According to Rizzo, "the integration of game technology and experiences with virtual reality based approaches for clinical assessment, treatment and rehabilitation offers powerful options that could revolutionize standard practices in these fields." Dr. Rizzo has been involved in The Virtual Classroom, A VR environment that assesses ADHD in children. For more information regarding the Virtual Classroom, see the full article(pdf). There is an interesting article for students about the Virtual Classroom, "A Classroom of the Mind", by Emily Sohn, along with related activities, in Science News for Kids.
VR TREATMENT OF ANXIETY DISORDERS Virtually Better (from website):
"Founded in 1996, Virtually Better is known world wide as an innovator in the creation of virtual reality environments for use in the treatment of anxiety disorders such as fear of flying, fear of heights, fear of public speaking as well as post-traumatic stress disorder (PTSD)... Our on-site clinic is staffed by a team of licensed clinical psychologists devoted to using cognitive-behavioral techniques (including virtual reality exposure therapy) for the treatment of various disorders in both adults and children... Virtually Better grew from the collaborative research of Barbara O. Rothbaum, Ph.D., Associate Professor in Psychiatry, and Director of Trauma and Anxiety Recovery Program at the Emory University School of Medicine in Atlanta, Georgia andLarry F. Hodges, Ph.D.,formerly with the Georgia Institute of Technology, and now Professor and Chair, Department of Computer Science, University of North Carolina at Charlotte."