Demo Data from EDBT 2026 / reviewers in the wild / expert
Jarrell Pair
dblp:76/4272
· DBLP profile ↗
4ranked-venue papers
1as first author
0since 2021 · last 2009
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › mental health technology
virtual reality exposure therapy |
0.2 | 2 | 2009 | 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 |
0.0 | 1 | 2009 | A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress Disorder · VR 2009 |
Visualization and visual analytics
user-centered design |
0.0 | 1 | 2006 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2009 | A Virtual Iraq System for the Treatment of Combat-Related Posttraumatic Stress DisorderabstractPosttraumatic 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 |
VR | 4 |
| 2006 | How to talk to a hologramabstractThere is a growing need for creating life-like virtual human simulations that can conduct a natural spoken dialog with a human student on a predefined subject. We present an overview of a spoken-dialog system that supports a person interacting with a full-size hologram-like virtual human character in an exhibition kiosk settings. We also give a brief summary of the natural language classification component of the system and describe the experiments we conducted with the system. Anton Leuski, Jarrell Pair, David R. Traum, Peter J. McNerney, Panayiotis G. Georgiou, Ronakkumar Patel |
IUI | 2 |
| 2006 | A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress DisorderabstractPost 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 |
VR | 1 |
| 2000 | MIND-WARPING: towards creating a compelling collaborative augmented reality gameabstractComputer gaming offers a unique test-bed and market for advanced concepts in computer science, such as Human Computer Interaction (HCI), computer-supported collaborative work (CSCW), intelligent agents, graphics, and sensing technology. In addition, computer gaming is especially well-suited for explorations in the relatively young fields of wearable computing and augmented reality (AR). This paper presents a developing multi-player augmented reality game, patterned as a cross between a martial arts fighting game and an agent controller, as implemented using the Wearable Augmented Reality for Personal, Intelligent, and Networked Gaming (WARPING) system. Through interactions based on gesture, voice, and head movement input and audio and graphical output, the WARPING system demonstrates how computer vision techniques can be exploited for advanced, intelligent interfaces. Thad Starner, Bastian Leibe, Brad Singletary, Jarrell Pair |
IUI | 4 |