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Elizabeth Franz

dblp:64/10608 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 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.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 59% Health and well-being technologies · 34% Games and playful interaction · 7%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.212014
Manipulating the Experience of Reality for Rehabilitation Applications · Proc. IEEE 2014
Immersive interaction
augmented reality interaction
0.112011
Out of reach? - A novel AR interface approach for motor rehabilitation · ISMAR 2011
Health and well-being technologies › rehabilitation
motor rehabilitation
0.112011
Out of reach? - A novel AR interface approach for motor rehabilitation · ISMAR 2011

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

augmented reflection technology · 0.2augmented mirror box · 0.2user study · 0.1
YearPublicationVenuePosition
2014 Manipulating the Experience of Reality for Rehabilitation Applications
abstract
Augmented reality (AR) has the potential to change the way therapy and rehabilitation is understood and administered. It can be used to manipulate the experience of reality, resulting in novel rehabilitative applications including but not limited to augmented mirror box (AMB) manipulations. We present a conceptual framework for the effective use of AR in a therapeutic context developed around the aspects of belief, interactivity, predictability, and decoupling. This framework is based on previous work in perception and emotion manipulation and is derived from and illustrated with a number of empirical studies. In particular, we describe how our augmented reflection technology (ART) system is able to manipulate the experience of reality in an effective way and how this demonstrates the potential of augmented environments to improve health and wellbeing.
Holger Regenbrecht, Simon Hoermann, Claudia Ott, Lavell Müller, Elizabeth Franz
Proc. IEEE5
2012 Visual manipulations for motor rehabilitation
Holger Regenbrecht, Simon Hoermann, Graham McGregor, Brian Dixon, Elizabeth Franz, Claudia Ott, Leigh Hale, Thomas Schubert 0001, Julia Hoermann
Comput. Graph.5
2011 Out of reach? - A novel AR interface approach for motor rehabilitation
abstract
Mixed reality rehabilitation systems and games are demonstrating potential as innovative adjunctive therapies for health professionals in their treatment of various hand and upper limb motor impairments. Unilateral motor deficits of the arm, for example, are commonly experienced post stroke. Our TheraMem system provides an augmented reality game environment that contributes to this increasingly rich area of research. We present a prototype system which “fools the brain” by visually amplifying users' hand movements — small actual hand movements lead to perceived larger movements. We validate the usability of our system in an empirical study with forty-five non-clinical participants. In addition, we present early qualitative evidence for the utility of our approach and system for stroke recovery and motor rehabilitation. Future uses of the system are considered by way of conclusion.
Holger Regenbrecht, Graham McGregor, Claudia Ott, Simon Hoermann, Thomas Schubert 0001, Leigh Hale, Julia Hoermann, Brian Dixon, Elizabeth Franz
ISMAR9