Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Matt Liewer

dblp:66/1254 · DBLP profile ↗
← Back
4ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3

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
2 papers
Health and well-being technologies · 85% Immersive interaction · 15%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%

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

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health technology
virtual reality exposure therapy
0.222009
A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder · VR 2009
A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder · VR 2006
Immersive interaction
virtual reality
0.012009
A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder · VR 2009
Visualization and visual analytics
user-centered design
0.012006
A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder · VR 2006

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

user-centered design · 0.2clinical trial · 0.2
YearPublicationVenuePosition
2019 Virtual Humans in Augmented Reality: A First Step towards Real-World Embedded Virtual Roleplayers
abstract
We present one of the first applications of virtual humans in Augmented Reality (AR), which allows young adults with Autism Spectrum Disorder (ASD) the opportunity to practice job interviews. It uses the Magic Leap's AR hardware sensors to provide users with immediate feedback on six different metrics, including eye gaze, blink rate and head orientation. The system provides two characters, with three conversational modes each. Ported from an existing desktop application, the main development lessons learned were: 1) provide users with navigation instructions in the user interface, 2) avoid dark colors as they are rendered transparently, 3) use dynamic gaze so characters maintain eye contact with the user, 4) use hardware sensors like eye gaze to provide user feedback, and 5) use surface detection to place characters dynamically in the world.
Arno Hartholt, Sharon Mozgai, Edward Fast, Matt Liewer, Adam Reilly, Wendy R. Whitcup, Albert A. Rizzo
HAI4
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
SLT14
2009 A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder
abstract
Posttraumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.
Shih-Ching Yeh, Brad Newman, Matt Liewer, Jarrell Pair, Anton Treskunov, Greg Reger, Barbara O. Rothbaum, JoAnn Difede, Josh Spitalnick, Robert N. McLay, Thomas D. Parsons, Albert A. Rizzo
VR3
2006 A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder
abstract
Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) exposure treatment has been used in previous treatments of PTSD patients with reports of positive outcomes. The aim of the current paper is to present the rationale, technical specifications, application features and user-centered design process for the development of a Virtual Iraq PTSD VR therapy application. The VR treatment environment is being created via the recycling of virtual graphic assets that were initially built for the U.S. Army-funded combat tactical simulation scenario and commercially successful X-Box game, Full Spectrum Warrior, in addition to other available and newly created assets. Thus far we have created a series of customizable virtual scenarios designed to represent relevant contexts for exposure therapy to be conducted in VR, including a city and desert road convoy environment. User-Centered tests with the application are currently underway at the Naval Medical Center-San Diego and within an Army Combat Stress Control Team in Iraq with clinical trials scheduled to commence in February 2006.
Jarrell Pair, Brian Allen, Matthieu Dautricourt, Anton Treskunov, Matt Liewer, Ken Graap, Greg Reger
VR5