Diane Gromala

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Diane Gromala
Diane Gromala.jpg
Gromala in 2011
Education University of Michigan, Yale University, Plymouth University
Scientific career
Fields Computer scienceHCI, virtual reality, health research, design
InstitutionsSchool of Interactive Arts and Technology, Simon Fraser University

Diane Gromala (born 24 February 1960) is a Canada Research Chair [1] and a Professor in the Simon Fraser University School of Interactive Arts and Technology. [2] Her research works at the confluence of computer science, media art and design, and has focused on the cultural, visceral, and embodied implications of digital technologies, particularly in the realm of chronic pain. [3] [4]

Contents

Education

Gromala received her bachelor's degree (BFA) in Design & Photography from the University of Michigan in 1982, her Master of Fine Arts (MFA) degree from Yale University in 1990, and her PhD in Human Computer Interaction from Plymouth University in 2007. [2]

Career

Diane Gromala gives TEDx talk: "Curative Powers of Wet, Raw Beauty" Gromala pic2.jpeg
Diane Gromala gives TEDx talk: "Curative Powers of Wet, Raw Beauty"

From 1982 to 1990, Gromala worked in industry as art director for MacWorld and Apple Computer. Gromala was one of the first artists to work with immersive virtual reality (VR), beginning with Dancing with the Virtual Dervish. [5] Co-created with choreographer Yacov Sharir in 1990 at the Banff Centre for the Arts' Art & Virtual Environments residency, this piece has been exhibited worldwide from 1993-2004. Gromala subsequently designed immersive VR for stress-reduction, anxiety-reduction, and pain distraction during chemotherapy at Georgia Tech. Gromala's work has been used in over 20 hospitals and clinics.

Gromala is the founding director of the Chronic Pain Research Institute, an interdisciplinary team of artists, designers, computer scientists, neuroscientists, and medical doctors investigating how new technologies—ranging from virtual reality and visualization to social media—may be used as a technological form of analgesia and pain management. [6] With Jay Bolter, Gromala is the co-author of Windows and Mirrors: Interaction Design, Digital Art and the Myth of Transparency. [7] This book was based on her experience as the Art Gallery Chair for SIGGRAPH 2000, which had the greatest number of interactive artworks in its history. Her work is widely published in the domains of Computer Science, Interactive Art and Interaction Design. Her pioneering virtual reality work has been featured on the BBC, CNN, the Discovery Channel, and the New York Times.

Gromala was a faculty member at the University of Texas at Austin; the University of Washington, where she headed the New Media Research Lab; a member of the Human Interface Technology Lab (HITLab); at graduate programme for Information Design at Georgia Tech's School of Literature, Communication and Culture (LCC); and a member of the renowned GVU (Graphics, Visualization & Usability) Center. She is currently a professor at Simon Fraser University (SFU) in Vancouver, Canada. [8]

Awards

In 2017, Gromala has awarded the grand prize at Stanford University’s Brainstorm VR/AR Innovation Lab competition, along with colleagues Faranak Farzan and Sylvain Moreno. [9]

Selected publications

Related Research Articles

<span class="mw-page-title-main">Simon Fraser University</span> Public university in British Columbia, Canada

Simon Fraser University (SFU) is a public research university in British Columbia, Canada, with three campuses, all in Greater Vancouver: Burnaby, Surrey, and Vancouver. The 170-hectare (420-acre) main Burnaby campus on Burnaby Mountain, located 15 kilometres (9.3 mi) from downtown Vancouver, was established in 1965 and comprises more than 30,000 students and 160,000 alumni. The university was created in an effort to expand higher education across Canada.

<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.

<span class="mw-page-title-main">Scott Fisher (technologist)</span>

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<span class="mw-page-title-main">Brenda Laurel</span> Video game developer

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<span class="mw-page-title-main">Mark Bolas</span>

Mark Bolas is a researcher exploring perception, agency, and intelligence. He is a Professor of Interactive Media in the USC Interactive Media Division, USC School of Cinematic Arts at the University of Southern California, Director of their Interactive Narrative and Immersive Technologies Lab, Director of Mixed Reality Laboratory at USC's Institute for Creative Technologies, and chairman of Fakespace Labs in Mountain View, California. Bolas is currently on leave from USC, working on the Hololens team at Microsoft.

Jay David Bolter is the Wesley Chair of New Media and a professor in the School of Literature, Media, and Communication at the Georgia Institute of Technology. His areas of study include the evolution of media, the use of technology in education, and the role of computers in the writing process. More recently, he has conducted research in the area of augmented reality and mixed media. Bolter collaborates with researchers in the Augmented Environments Lab, co-directed with Blair MacIntyre, to create apps for entertainment, cultural heritage and education for smart phones and tablets. This supports his theory regarding remediation where he discusses "all media functions as remediators and that remediation offers us a means of interpreting the work of earlier media as well".

Virtual reality therapy (VRT), also known as virtual reality immersion therapy (VRIT), simulation for therapy (SFT), virtual reality exposure therapy (VRET), and computerized CBT (CCBT), is the use of virtual reality technology for psychological or occupational therapy and in affecting virtual rehabilitation. Patients receiving virtual reality therapy navigate through digitally created environments and complete specially designed tasks often tailored to treat a specific ailment; and is designed to isolate the user from their surrounding sensory inputs and give the illusion of immersion inside a computer-generated, interactive virtual environment. This technology has a demonstrated clinical benefit as an adjunctive analgesic during burn wound dressing and other painful medical procedures. Technology can range from a simple PC and keyboard setup, to a modern virtual reality headset. It is widely used as an alternative form of exposure therapy, in which patients interact with harmless virtual representations of traumatic stimuli in order to reduce fear responses. It has proven to be especially effective at treating PTSD, and shows considerable promise in treating a variety of neurological and physical conditions. Virtual reality therapy has also been used to help stroke patients regain muscle control, to treat other disorders such as body dysmorphia, and to improve social skills in those diagnosed with autism.

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<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

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<span class="mw-page-title-main">Virtual reality game</span> Video game played in virtual reality

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<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

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<span class="mw-page-title-main">Spatial computing</span> Extended reality and related technologies

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Angelica Lim is an American-Canadian AI roboticist. She first started researching robots in 2008. Lim is currently an assistant professor in Computing Science at Simon Fraser University in Canada. She is also the head and founder of the Simon Fraser University Rosie Lab, which specializes in AI software development. Much of her work involves exploring the emotional capabilities of AI machines, and how AI interacts with music. Lim is the first to provide a scientifically published definition and implementation for robot feelings.

References

  1. "Diane Gromala, CRC". Canada Research Chairs. Retrieved 8 July 2011.
  2. 1 2 Diane Gromala. "Faculty Website". Siat.sfu.ca. Retrieved 8 July 2011.
  3. Barry Shell. "Virtual reality helps pain victims". Simon Fraser University. Retrieved 5 August 2011.
  4. SFU News. "Dr. Diane Gromala - Beyond Pain". Youtube. Retrieved 5 August 2011.
  5. SFU News. "Dr. Diane Gromala - Beyond Pain". Youtube. Retrieved 5 August 2011.
  6. Chronic Pain Research Institute
  7. Bolter, Jay David; Gromala, Diane (2003). "Windows and Mirrors: Interaction Design, Digital Art and the Myth of Transparency". Book. MIT Press. Archived from the original on 29 June 2011. Retrieved 8 July 2011.
  8. Gerda Breuer and Julia Meer., ed. (2012). Women in Graphic Design. Berlin: Jovis. pp. 461, 463. ISBN   9783868591538.
  9. "Research team lands "best pitch" at Stanford's VR Brainstorm Lab - SFU News - Simon Fraser University". www.sfu.ca. Retrieved 2018-09-22.

Further reading