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D. Scott Lind

dblp:55/5674 · DBLP profile ↗
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12ranked-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 · 9Human-computer interaction and ubiquitous computing · 9Artificial intelligence and machine learning · 2

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
10 papers
Collaborative and social computing · 29% Learning and educational technologies · 25% Human-AI interaction · 23%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%

Topics — the 11 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction › virtual agents
virtual human
0.232009
Virtual Humans That Touch Back: Enhancing Nonverbal Communication with Virtual Humans through Bidirectional Touch · VR 2009
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills · VR 2005
Collaborative and social computing › social interaction
virtual human interaction
0.232010
Show some respect! The impact of technological factors on the treatment of virtual humans in conversational training systems · VR 2010
Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human · IEEE Trans. Vis. Comput. Graph. 2007
The validity of a virtual human experience for interpersonal skills education · CHI 2007
Immersive interaction › mixed reality
mixed reality training
0.112012
Real-Time Evaluation and Visualization of Learner Performance in a Mixed-Reality Environment for Clinical Breast Examination · IEEE Trans. Vis. Comput. Graph. 2012
Human-AI interaction › conversational agents
embodied conversational agents
0.112009
Mixed Reality Humans: Evaluating Behavior, Usability, and Acceptability · IEEE Trans. Vis. Comput. Graph. 2009
Collaborative and social computing
interpersonal communication
0.122007
Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human · IEEE Trans. Vis. Comput. Graph. 2007
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Learning and educational technologies
medical training
0.122012
Real-Time Evaluation and Visualization of Learner Performance in a Mixed-Reality Environment for Clinical Breast Examination · IEEE Trans. Vis. Comput. Graph. 2012
Mixed Reality Humans: Evaluating Behavior, Usability, and Acceptability · IEEE Trans. Vis. Comput. Graph. 2009
Learning and educational technologies › medical education
virtual patients
0.112006
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Learning and educational technologies
medical education
0.022009
Virtual Experiences for Social Perspective-Taking · VR 2009
Interpersonal Scenarios: Virtual \approx Real? · VR 2006
Virtual and augmented reality
mixed reality
0.012009
Real-time in-situ visual feedback of task performance in mixed environments for learning joint psychomotor-cognitive tasks · ISMAR 2009
Haptics and multimodal interaction
haptic feedback
0.012009
Virtual Humans That Touch Back: Enhancing Nonverbal Communication with Virtual Humans through Bidirectional Touch · VR 2009
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012005
Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills · VR 2005

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

user study · 0.4visual feedback · 0.1real-time evaluation · 0.1nonverbal behavior analysis · 0.1controlled experiment · 0.1within-subjects study · 0.1virtual social perspective-taking · 0.1pseudo-haptic touch · 0.1pilot study · 0.1active-haptic touch · 0.1
YearPublicationVenuePosition
2012 Real-Time Evaluation and Visualization of Learner Performance in a Mixed-Reality Environment for Clinical Breast Examination
abstract
We investigate the efficacy of incorporating real-time feedback of user performance within mixed-reality environments (MREs) for training real-world tasks with tightly coupled cognitive and psychomotor components. This paper presents an approach to providing real-time evaluation and visual feedback of learner performance in an MRE for training clinical breast examination (CBE). In a user study of experienced and novice CBE practitioners (n = 69), novices receiving real-time feedback performed equivalently or better than more experienced practitioners in the completeness and correctness of the exam. A second user study (n = 8) followed novices through repeated practice of CBE in the MRE. Results indicate that skills improvement in the MRE transfers to the real-world task of CBE of human patients. This initial case study demonstrates the efficacy of MREs incorporating real-time feedback for training real-world cognitive-psychomotor tasks.
Aaron Kotranza, D. Scott Lind, Benjamin Lok
IEEE Trans. Vis. Comput. Graph.2
2010 Show some respect! The impact of technological factors on the treatment of virtual humans in conversational training systems
abstract
Understanding the human-computer interface factors that influence users' behavior with virtual humans will enable more effective human-virtual human encounters. This paper presents evidence of a significant relationship between behavioral indicators of respect by users and virtual reality technology factors. Moreover, we found this evidence in an application domain where respect for others is fundamentally important, health professional education.
Kyle Johnsen 0001, Brent Rossen, Diane Beck, Benjamin Lok, D. Scott Lind
VR5
2009 Real-time in-situ visual feedback of task performance in mixed environments for learning joint psychomotor-cognitive tasks
abstract
This paper proposes an approach to mixed environment training of manual tasks requiring concurrent use of psychomotor and cognitive skills. To train concurrent use of both skill sets, the learner is provided real-time generated, in-situ presented visual feedback of her performance. This feedback provides reinforcement and correction of psychomotor skills concurrently with guidance in developing cognitive models of the task.
Aaron Kotranza, D. Scott Lind, Carla M. Pugh, Benjamin Lok
ISMAR2
2009 Human-Centered Distributed Conversational Modeling: Efficient Modeling of Robust Virtual Human Conversations
Brent Rossen, D. Scott Lind, Benjamin Lok
IVA2
2009 Virtual Humans That Touch Back: Enhancing Nonverbal Communication with Virtual Humans through Bidirectional Touch
abstract
Touch is a powerful component of human communication, yet has been largely absent in communication between humans and virtual humans (VHs). This paper expands on recent work which allowed unidirectional touch from human to VH, by evaluating bidirectional touch as a new channel for nonverbal communication. A VH augmented with a haptic interface is able to touch her interaction partner using a pseudo-haptic touch or an active-haptic touch from a co-located mechanical arm. Within the context of a simulated doctor-patient interaction, two user studies (n = 54) investigate how touch can be used by both human and VH to communicate. Results show that human-to-VH touch is used for the same communication purposes as human-to-human touch, and that VH-to-human touch (pseudo-haptic and active-haptic) allows the VH to communicate with its human interaction partner. The enhanced nonverbal communication provided by bidirectional touch has the potential to solve difficult problems in VH research, such as disambiguating user speech, enforcing social norms, and achieving rapport with VHs.
Aaron Kotranza, Benjamin Lok, Carla M. Pugh, D. Scott Lind
VR4
2009 Virtual Experiences for Social Perspective-Taking
abstract
This paper proposes virtual social perspective-taking (VSP). In VSP, users are immersed in an experience of another person to aid in understanding the person's perspective. Users are immersed by 1) providing input to user senses from logs of the target person's senses, 2) instructing users to act and interact like the target, and 3) reminding users that they are playing the role of the target. These guidelines are applied to a scenario where taking the perspective of others is crucial - the medical interview. A pilot study (n = 16) using this scenario indicates VSP elicits reflection on the perspectives of others and changes behavior in future, similar social interactions. By encouraging reflection and change, VSP advances the state-of-the-art in training social interactions with virtual experiences.
Andrew Raij, Aaron Kotranza, D. Scott Lind, Benjamin Lok
VR3
2009 Mixed Reality Humans: Evaluating Behavior, Usability, and Acceptability
abstract
This paper presents Mixed Reality Humans (MRHs), a new type of embodied agent enabling touch-driven communication. Affording touch between human and agent allows MRHs to simulate interpersonal scenarios in which touch is crucial. Two studies provide initial evaluation of user behavior with a MRH patient and the usability and acceptability of a MRH patient for practice and evaluation of medical students' clinical skills. In Study I (n=8) it was observed that students treated MRHs as social actors more than students in prior interactions with virtual human patients (n=27), and used interpersonal touch to comfort and reassure the MRH patient similarly to prior interactions with human patients (n=76). In the within-subjects Study II (n=11), medical students performed a clinical breast exam on each of a MRH and human patient. Participants performed equivalent exams with the MRH and human patients, demonstrating the usability of MRHs to evaluate students' exam skills. The acceptability of the MRH patient for practicing exam skills was high as students rated the experience as believable and educationally beneficial. Acceptability was improved from Study I to Study II due to an increase in the MRH's visual realism, demonstrating that visual realism is critical for simulation of specific interpersonal scenarios.
Aaron Kotranza, Benjamin Lok, Adeline Deladisma, Carla M. Pugh, D. Scott Lind
IEEE Trans. Vis. Comput. Graph.5
2008 Virtual Humans Elicit Skin-Tone Bias Consistent with Real-World Skin-Tone Biases
Brent Rossen, Kyle Johnsen 0001, Adeline Deladisma, D. Scott Lind, Benjamin Lok
IVA4
2007 The validity of a virtual human experience for interpersonal skills education
abstract
Any new tool introduced for education needs to be validated. We developed a virtual human experience called the Virtual Objective Structured Clinical Examination (VOSCE). In the VOSCE, a medical student examines a life-size virtual human who is presenting symptoms of an illness. The student is then graded on interview skills. As part of a medical school class requirement, thirty three second year medical students participated in a user study designed to determine the validity of the VOSCE for testing interview skills. In the study, participant performance in the VOSCE is compared to participant performance in the OSCE, an interview with a trained actor. There was a significant correlation (r(33)=.49, p<.005) between overall score in the VOSCE and overall score in the OSCE. This means that the interaction skills used with a virtual human translate to the interaction skills used with a real human. Comparing the experience of virtual human interaction to real human interaction is the critical validation step towards using virtual humans for interpersonal skills education.
Kyle Johnsen 0001, Andrew Raij, Amy O. Stevens, D. Scott Lind, Benjamin Lok
CHI4
2007 Comparing Interpersonal Interactions with a Virtual Human to Those with a Real Human
abstract
This paper provides key insights into the construction and evaluation of interpersonal simulators--systems that enable interpersonal interaction with virtual humans. Using an interpersonal simulator, two studies were conducted that compare interactions with a virtual human to interactions with a similar real human. The specific interpersonal scenario employed was that of a medical interview. Medical students interacted with either a virtual human simulating appendicitis or a real human pretending to have the same symptoms. In Study I (n = 24), medical students elicited the same information from the virtual and real human, indicating that the content of the virtual and real interactions were similar. However, participants appeared less engaged and insincere with the virtual human. These behavioral differences likely stemmed from the virtual human's limited expressive behavior. Study II (n = 58) explored participant behavior using new measures. Nonverbal behavior appeared to communicate lower interest and a poorer attitude toward the virtual human. Some subjective measures of participant behavior yielded contradictory results, highlighting the need for objective, physically-based measures in future studies.
Andrew Raij, Kyle Johnsen 0001, Robert F. Dickerson, Benjamin Lok, Marc S. Cohen, Margaret Duerson, Rebecca Rainer Pauly, Amy O. Stevens, Peggy Wagner, D. Scott Lind
IEEE Trans. Vis. Comput. Graph.10
2006 Interpersonal Scenarios: Virtual \approx Real?
abstract
This paper reports on a study to examine the similarities and differences in experiencing an interpersonal scenario with real and virtual humans. A system that allows medical students to interview a life-size virtual patient using natural speech and gestures was used as a platform for this comparison. Study participants interviewed either a virtual patient or a standardized patient, an actor trained to represent a medical condition. Subtle yet substantial differences were found in the participants’ rapport with the patient and the flow of the conversation. The virtual patient’s limited expressiveness was a significant source of these differences. However, overall task performance was similar, as were perceptions of the educational value of the interaction.
Andrew Raij, Kyle Johnsen 0001, Robert F. Dickerson, Benjamin Lok, Marc S. Cohen, Thomas Bernard, Christopher E. Oxendine, Peggy Wagner, D. Scott Lind
VR9
2005 Experiences in Using Immersive Virtual Characters to Educate Medical Communication Skills
abstract
University of Florida This paper presents a system which allows medical students to experience the interaction between a patient and a medical doctor using natural methods of interaction with a high level of immersion. We also present our experiences with a pilot group of medical and physician assistant students at various levels of training. They interacted with projector-based life-sized virtual characters using gestures and speech. We believe that natural interaction and a high level of immersion facilitates the education of communication skills. We present the system details as well as the participants ’ performance and opinions. The study confirmed that the level of immersion contributed significantly to the experience, and participants reported that the system is a powerful tool for teaching and training. Applying the system to formal communication skills evaluation and further scenario development will be the focus of future research and refinement.
Kyle Johnsen 0001, Robert F. Dickerson, Andrew Raij, Benjamin Lok, Jonathan Jackson, Min C. Shin, Jonathan Hernandez, Amy O. Stevens, D. Scott Lind
VR9