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Josh Williams

dblp:48/3023 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 4Artificial intelligence and machine learning · 1

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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 55% Health and well-being technologies · 45%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health › mental healthcare › psychotherapy
exposure therapy
0.012012
STRIVE: Stress Resilience in Virtual Environments · VR 2012
Immersive interaction
virtual environment design
0.012003
Sensory design for virtual environments · SIGGRAPH 2003
Immersive interaction › virtual reality
presence
0.012003
Sensory design for virtual environments · SIGGRAPH 2003

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

virtual characters · 0.3narrative simulation · 0.3sensory environment evaluation · 0.0
YearPublicationVenuePosition
2012 STRIVE: Stress Resilience in Virtual Environments
abstract
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 member's threshold for the stress of combat.
J. Galen Buckwalter, Albert A. Rizzo, Bruce John, Brad Newman, Josh Williams, Thomas D. Parsons
VR5
2010 Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides
William R. Swartout, David R. Traum, Ron Artstein, Dan Noren, Paul E. Debevec, Kerry Bronnenkant, Josh Williams, Anton Leuski, Shri Narayanan, Diane Piepol
IVA7
2010 Virtual Museum Guides demonstration
abstract
The Virtual Museum Guides 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.The Guides are based on and extend the approach used in the SGT Star character and the Gunslinger project. To interact with the characters, an operator presses a push-totalk button and speaks into a microphone. An audio acquisition client then sends audio to the automatic speech recognizer (ASR), which creates hypotheses of the words that were said, and then sends this text to the Language Understanding (LU) module.
William R. Swartout, David R. Traum, Ron Artstein, Dan Noren, Paul E. Debevec, Kerry Bronnenkant, Josh Williams, Anton Leuski, Shri Narayanan, Diane Piepol, H. Chad Lane, Jacquelyn Ford Morie, Priti Aggarwal, Matt Liewer, Jen-Yuan Chiang, Jillian Gerten, Selina Chu, Kyle White
SLT7
2009 Table-Top Gaming Narratology for Digital Interactive Storytelling
Martin Van Velsen, Josh Williams, Gustav Verhulsdonck
ICIDS2
2003 Sensory design for virtual environments
abstract
The Sensory Environments Evaluation (SEE) Project seeks to formulate a new design methodology for virtual environments that utilize multiple sensory inputs to induce presence. Deviating from virtual reality's twenty-year focus on photo-realism, our "feels-real" design alternative aims directly at understanding the interdependencies of sensory stimuli in their creation of mental constructs, and the subsequent degree of realism perceived.
Jacquelyn Ford Morie, K. Iyer, K. Valanejad, R. Sadek, David Miraglia, D. Milam, Josh Williams, D. P. Luigi, J. Leshin
SIGGRAPH7