Josh Williams
University of Southern California
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Featured researches published by Josh Williams.
intelligent virtual agents | 2010
William R. Swartout; David R. Traum; Ron Artstein; Dan Noren; Paul E. Debevec; Kerry Bronnenkant; Josh Williams; Anton Leuski; Shrikanth Narayanan; Diane Piepol; H. Chad Lane; Jacquelyn Ford Morie; Priti Aggarwal; Matt Liewer; Jen-Yuan Chiang; Jillian Gerten; Selina Chu; Kyle White
To increase the interest and engagement of middle school students in science and technology, the InterFaces project has created virtual museum guides that are in use at the Museum of Science, Boston. The characters use natural language interaction and have near photoreal appearance to increase and presents reports from museum staff on visitor reaction.
Journal of Clinical Psychology in Medical Settings | 2011
Albert A. Rizzo; Thomas D. Parsons; Belinda Lange; Patrick G. Kenny; John Galen Buckwalter; Barbara O. Rothbaum; JoAnn Difede; John Frazier; Brad Newman; Josh Williams; Greg M. Reger
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in returning OEF/OIF military personnel is creating a significant healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. Virtual Reality delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. This article details how virtual reality applications are being designed and implemented across various points in the military deployment cycle to prevent, identify and treat combat-related PTSD in OIF/OEF Service Members and Veterans. The summarized projects in these areas have been developed at the University of Southern California Institute for Creative Technologies, a U.S. Army University Affiliated Research Center, and this paper will detail efforts to use virtual reality to deliver exposure therapy, assess PTSD and cognitive function and provide stress resilience training prior to deployment.
International Journal on Disability and Human Development | 2011
Albert A. Rizzo; Belinda Lange; John Galen Buckwalter; Eric Forbell; Julia Kim; Kenji Sagae; Josh Williams; JoAnn Difede; Barbara O. Rothbaum; Greg M. Reger; Thomas D. Parsons; Patrick G. Kenny
Abstract Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality simulation technology for clinical purposes. Shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality with the “birth” of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive, artificially intelligent and natural language capable virtual human agents that can engage real human users in a credible fashion. No longer at the level of a prop to add context or minimal faux interaction in a virtual world, virtual humans can be designed to perceive and act in a 3D virtual world, engage in spoken dialogs with real users and can be capable of exhibiting human-like emotional reactions. This paper will present an overview of the SimCoach project that aims to develop virtual human support agents to serve as online guides for promoting access to psychological healthcare information and for assisting military personnel and family members in breaking down barriers to initiating care. The SimCoach experience is being designed to attract and engage military Service Members, Veterans and their significant others who might not otherwise seek help with a live healthcare provider. It is expected that this experience will motivate users to take the first step – to empower themselves to seek advice and information regarding their healthcare and general personal welfare and encourage them to take the next step towards seeking other, more formal resources if needed.
Military behavioral health | 2013
Albert A. Rizzo; Bruce Sheffield John; Brad Newman; Josh Williams; Arno Hartholt; Clarke Lethin; J. Galen Buckwalter
The incidence of post-traumatic stress disorder (PTSD) in returning Operation Enduring Freedom and Operation Iraqi Freedom military personnel has created a significant behavioral health care challenge. One emerging form of treatment for combat-related PTSD that has shown promise involves the delivery of exposure therapy using immersive virtual reality (VR). Initial outcomes from open clinical trials have been positive, and fully randomized controlled trials are currently in progress. Inspired by the initial success of our research using VR to emotionally engage and successfully treat persons undergoing exposure therapy for PTSD, we have developed a similar VR-based approach to deliver resilience training prior to an initial deployment. The STress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (derived from our existing virtual Iraq/Afghanistan PTSD exposure therapy system) that are part of a multiepisode interactive narrative experience. Users can be immersed within challenging virtual combat contexts and interact with virtual characters as part of an experiential approach for learning emotional coping strategies believed to enhance stress resilience. This article describes the development and evaluation of the virtual Iraq/Afghanistan exposure therapy system and then details its current transition into the STRIVE tool for predeployment stress resilience training.
ieee virtual reality conference | 2012
J. Galen Buckwalter; Albert A. Rizzo; Bruce Sheffield John; Brad Newman; Josh Williams; Thomas D. Parsons
The Stress Resilience In Virtual Environments (STRIVE) project aims to create a set of combat simulations (adapted from existing Virtual Iraq/Afghanistan exposure therapy system) that are part of a multi-episode narrative experience. Users can be immersed within challenging combat contexts and interact with virtual characters within these episodes as part of an experiential learning approach. Such approaches, often referred to as Stress Inoculation Training, have been found to reduce the neuroendocrine response, increase coping competence and reduce cortisol response. STRIVE is currently developing three combat modules with a narrative arc that includes increasingly intense combat situations, relational development, stress and loss, and emotional trauma. The goal is to raise the service members threshold for the stress of combat.
spoken language technology workshop | 2010
William R. Swartout; David R. Traum; Ron Artstein; Dan Noren; Paul E. Debevec; Kerry Bronnenkant; Josh Williams; Anton Leuski; Shrikanth Narayanan; Diane Piepol; H. Chad Lane; Jackie Morie; Priti Aggarwal; Matt Liewer; Jen-Yuan Chiang; Jillian Gerten; Selina Chu; Kyle White
The Virtual Museum Guides [1] are two virtual humans set in an exhibit at the Museum of Science, Boston, designed to promote interest in Science, Technology, Engineering and Mathematics (STEM). The primary audience is children between ages 7 to 14, in particular females and other groups under-represented in STEM.
medicine meets virtual reality | 2011
Albert A. Rizzo; Belinda Lange; John Galen Buckwalter; Eric Forbell; Julia M. Kim; Kenji Sagae; Josh Williams; Barbara O. Rothbaum; JoAnn Difede; Greg M. Reger; Thomas D. Parsons; Patrick G. Kenny
medicine meets virtual reality | 2012
Albert A. Rizzo; John Galen Buckwalter; Bruce Sheffield John; Brad Newman; Thomas D. Parsons; Patrick G. Kenny; Josh Williams
Applied Psychophysiology and Biofeedback | 2005
Jacquelyn Ford Morie; Kumar Iyer; Donat-Pierre Luigi; Josh Williams; Aimee Dozois; Albert A. Rizzo
international conference on computer graphics and interactive techniques | 2003
Jackie Morie; Kumar Iyer; K. Valanejad; R. Sadek; David Miraglia; D. Milam; Josh Williams; Donat-Pierre Luigi; J. Leshin