Diane Gromala | |
---|---|
Education | University of Michigan, Yale University, Plymouth University |
Scientific career | |
Fields | Computer science – HCI, virtual reality, health research, design |
Institutions | School 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]
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]
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]
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]
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.
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.
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.
Scott Fisher is the Professor and Founding Chair of the Interactive Media Division in the USC School of Cinematic Arts at the University of Southern California, and Director of the Mobile and Environmental Media Lab there. He is an artist and technologist who has worked extensively on virtual reality, including pioneering work at NASA, Atari Research Labs, MIT's Architecture Machine Group and Keio University.
Brenda Laurel is an American interaction designer, video game designer, and researcher. She is an advocate for diversity and inclusiveness in video games, a "pioneer in developing virtual reality", a public speaker, and an academic.
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.
Linda Marie Harasim, is a "leading teacher, scholar and speaker on the theories and practices of online education, contributing knowledge, technologies, and practices to the field of technology-enabled learning," is a pioneer leading theorist of online education. She is a professor emerita in the School of Communication at Simon Fraser University (SFU) in Vancouver, British Columbia, Canada. Her six books and hundreds of articles about Computer-supported collaborative learning have been acknowledged as seminal works in the field.
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.
A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.
Char Davies is a Canadian contemporary artist known for creating immersive virtual reality (VR) artworks. A founding director of Softimage, Co, she is considered a world leader in the field of virtual reality and a pioneer of bio-feedback VR. Davies is based in rural Quebec and San Francisco.
Jacquelyn Ford Morie is an artist, scientist and educator working in the areas of immersive worlds, games and social networks. Until 2013 she was a senior research scientist at the Institute for Creative Technologies. In 2013 she started a spin-off company called All These Worlds, to take her work in virtual worlds and avatars to a broader audience.
Sheelagh Carpendale is a Canadian artist and computer scientist working in the field of information visualization and human-computer interaction.
A virtual reality game or VR games is a video game played on virtual reality (VR) hardware. Most VR games are based on player immersion, typically through head-mounted display unit or headset with stereoscopic displays and one or more controllers.
Virtual reality applications are applications that make use of virtual reality (VR), an immersive sensory experience that digitally simulates a virtual environment. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.
Spatial computing is any of various human–computer interaction techniques that are perceived by users as taking place in the real world, in and around their natural bodies and physical environments, instead of constrained to and perceptually behind computer screens. This concept inverts the long-standing practice of teaching people to interact with computers in digital environments, and instead teaches computers to better understand and interact with people more naturally in the human world. This concept overlaps with others including extended reality, augmented reality, mixed reality, natural user interface, contextual computing, affective computing, and ubiquitous computing. The usage for labeling and discussing these adjacent technologies is imprecise.
Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems.
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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.