Jarrell Pair
University of Southern California
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Publication
Featured researches published by Jarrell Pair.
intelligent user interfaces | 2000
Thad Starner; Bastian Leibe; Brad Singletary; Jarrell Pair
Computer gaming offers a unique test-bed and market for advanced concepts in computer science, such as Human Computer Interaction (HCI), computer-supported collaborative work (CSCW), intelligent agents, graphics, and sensing technology. In addition, computer gaming is especially well-suited for explorations in the relatively young fields of wearable computing and augmented reality (AR). This paper presents a developing multi-player augmented reality game, patterned as a cross between a martial arts fighting game and an agent controller, as implemented using the Wearable Augmented Reality for Personal, Intelligent, and Networked Gaming (WARPING) system. Through interactions based on gesture, voice, and head movement input and audio and graphical output, the WARPING system demonstrates how computer vision techniques can be exploited for advanced, intelligent interfaces.
ieee virtual reality conference | 2006
Jarrell Pair; Brian Allen; Matthieu Dautricourt; Anton Treskunov; Matt Liewer; Ken Graap; Greg Reger
Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure treatment has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to present the rationale, technical specifications, application features and user-centered design process for the development of a Virtual Iraq PTSD VR therapy application. The VR treatment environment is being created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far we have created a series of customizable virtual scenarios designed to represent relevant contexts for exposure therapy to be conducted in VR, including a city and desert road convoy environment. User-Centered tests with the application are currently underway at the Naval Medical Center-San Diego and within an Army Combat Stress Control Team in Iraq with clinical trials scheduled to commence in February 2006.
Teleoperators and Virtual Environments | 2001
Albert A. Rizzo; J. Galen Buckwalter; Jocelyn S. McGee; Todd Bowerly; Cheryl van der Zaag; Ulrich Neumann; Marcus Thiebaux; Laehyun Kim; Jarrell Pair; Clint Chua
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.
2007 Virtual Rehabilitation | 2007
Albert A. Rizzo; Ken Graap; Robert N. McLay; Karen Perlman; Barbara O. Rothbaum; Greg M. Reger; Thomas D. Parsons; JoAnn Difede; Jarrell Pair
Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been used with reports of positive outcomes. The aim of the current paper is to present the rationale and brief description of a Virtual Iraq PTSD VR therapy application and present initial findings from two successfully treated patients. The VR treatment environment was created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far, Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team.
Cyberpsychology, Behavior, and Social Networking | 1999
Larry F. Hodges; Barbara O. Rothbaum; Renato D. Alarcon; David J. Ready; Fran Shahar; Ken Graap; Jarrell Pair; Philip Hebert; David Gotz; Brian Wills; David Baltzell
Post-traumatic stress disorder (PTSD) is one of the most disabling psychopathological conditions affecting the veteran population. An estimated 830,000 U.S. veterans currently have symptoms of chronic combat-related PTSD. No therapeutic approach has proven to be consistently effective in the management of combat-related PTSD. Behavior therapies with an exposure element have proven more effective than most other types of treatment, but a significant number of patients do not seem to benefit from them, possibly because of difficulties imagining, visualizing, or describing their traumatic experiences. In this article, we describe Virtual Vietnam, a set of two virtual environments we have developed for the treatment of combat-related PTSD, and its use as one component of a comprehensive treatment program.
IEEE Computer Graphics and Applications | 2003
Jarrell Pair; Ulrich Neumann; Diane Piepol; Bill Swartout
Despite notable advances over the past decade, current virtual reality systems have numerous drawbacks. The FlatWorld project at the University of Southern Californias Institute for Creative Technologies seeks to overcome these limitations by exploring a new approach to virtual environments (VEs) inspired by Hollywood set-design techniques. Since the dawn of the film industry, movie sets have been constructed using modular panels called flats. Set designers use flats to create physical structures to represent various places and activities. The paper considers how FlatWorld is developing a reconfigurable system of digital flats. Using large-screen displays and real-time computer graphics technology, a single digital flat can appear as an interior room wall or an exterior building face.
Proceedings of the Human Factors and Ergonomics Society Annual Meeting | 1999
Elizabeth Thorpe Davis; Kevin Scott; Jarrell Pair; Larry F. Hodges; James Oliverio
Does the addition of audio enhance visual perception and performance within a virtual environment? To address this issue we used both a questionnaire and an experimental test of the effect of audio on recall and recognition of visual objects within different rooms of a virtual environment. We tested 60 college-aged students who had normal visual acuity, color vision, and hearing. The between-participants factor was audio condition (none, low fidelity, and high fidelity). The questionnaire results showed that ambient sounds enhanced the sense of presence (or “being there”) and the subjective 3D quality of the visual display, but not the subjective dynamic interaction with the display. We also showed that audio can enhance recall and recognition of visual objects and their spatial locations within the virtual environment. These results have implications for the design and use of virtual environments, where audio sometimes can be used to compensate for the quality of the visual display.
intelligent user interfaces | 2006
Anton Leuski; Jarrell Pair; David R. Traum; Peter J. McNerney; Panayiotis G. Georgiou; Ronakkumar Patel
There is a growing need for creating life-like virtual human simulations that can conduct a natural spoken dialog with a human student on a predefined subject. We present an overview of a spoken-dialog system that supports a person interacting with a full-size hologram-like virtual human character in an exhibition kiosk settings. We also give a brief summary of the natural language classification component of the system and describe the experiments we conducted with the system.
ieee virtual reality conference | 2009
Shih-Ching Yeh; Brad Newman; Matt Liewer; Jarrell Pair; Anton Treskunov; Greg M. Reger; Barbara O. Rothbaum; JoAnn Difede; Josh Spitalnick; Robert N. McLay; Thomas D. Parsons; Albert A. Rizzo
Posttraumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.
International Journal on Disability and Human Development | 2011
Albert A. Rizzo; Greg M. Reger; Karen Perlman; Barbara O. Rothbaum; JoAnn Difede; Rob Mclay; Ken Graap; Greg Gahm; Scott L. Johnston; Rob Deal; Jarrell Pair; Thomas D. Parsons; Mike Roy; Russell Shilling; Paul M. Sharkey
Abstract Posttraumatic stress disorder (PTSD) is reported to be caused by exposure to traumatic events including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggest that at least 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual reality (VR) delivered exposure therapy for PTSD has been used with reports of positive outcomes. The aim of the current paper, is to present the rationale and brief description of a Virtual Iraq/Afghanistan PTSD VR therapy application and present initial findings from its use with PTSD patients. Thus far, Virtual Iraq/Afghanistan consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback, needed to iteratively evolve the system, was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial at San Diego Naval Medical Center of the first 20 treatment completers indicate that 16 no longer met PTSD screening criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.