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Justin Dillmann

dblp:392/3674 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 44% Immersive interaction · 44% Learning and educational technologies · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › augmented reality
augmented reality simulation
0.812024
Leveraging Augmented Reality for Understanding Schizophrenia - Design and Evaluation of a Dedicated Educational Tool · ISMAR 2024
Learning and educational technologies
medical education
0.212024
Leveraging Augmented Reality for Understanding Schizophrenia - Design and Evaluation of a Dedicated Educational Tool · ISMAR 2024

Methods — techniques the papers use, named apart from their topics

user study · 0.8thematic analysis · 0.8
YearPublicationVenuePosition
2024 Leveraging Augmented Reality for Understanding Schizophrenia - Design and Evaluation of a Dedicated Educational Tool
abstract
Schizophrenia is a serious mental health disorder which may include symptoms such as hallucinations, delusions, and disorganized behavior. In addition to experiencing a diverse symptomatology, individuals with schizophrenia suffer from significant stigmatization which can interfere with effective treatment of the disorder among other issues. As a primary source of stigmatization comes from healthcare professionals, we were motivated to explore new ways in which to educate healthcare students about the symptoms of schizophrenia. Despite its potential to immerse users in new experiences within a real environment, little research concerning the use of augmented reality (AR) to simulate schizophrenia exists. In this paper, we present Live-It, a tool designed using recommendations from prior work as well as inspiration from lived experiences to educate mental health students about schizophrenia. The simulation uses the video passthrough capabilities of the Meta Quest 3 headset to simulate delusions, auditory hallucinations and additional symptomatology. Using thematic analysis, we evaluated our simulation with nineteen students and eighteen experts in healthcare to understand its ability to engage users and reliably represent symptoms of the disorder, as well as to determine how best to improve upon the design before the tool is widely deployed in mental health curricula.Our findings suggest that participants better understood symptoms of schizophrenia after experiencing the simulation, highlighting the potential of Live-It to be used as an educational tool. We present our design, provide a detailed analysis of our findings, and underline next steps in the development of our tool.
Claudia Krogmeier, Emma Tison, Justin Dillmann, Arnaud Prouzeau, Antoinette Prouteau, Martin Hachet
ISMAR3