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

Casey White

dblp:64/11181 · DBLP profile ↗
← Back
10ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5Graphics, computer vision, multimedia, augmented reality and games · 4Artificial intelligence and machine learning · 3Applied, interdisciplinary, general and emerging computing · 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
4 papers
Collaborative and social computing · 42% Human-AI interaction · 35% Human-robot interaction · 10%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
computer-supported cooperative work
0.522016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015
Collaborative and social computing
team training
0.522016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015
Human-AI interaction › virtual agents
virtual human
0.522016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015
Virtual and augmented reality
mixed reality
0.312017
Repeat after me: Using mixed reality humans to influence best communication practices · VR 2017
Human-AI interaction
communication skills training
0.312017
Repeat after me: Using mixed reality humans to influence best communication practices · VR 2017
Human-robot interaction › nonverbal communication
gaze behavior
0.212016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Human-AI interaction › conversational agents
embodied conversational agents
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Collaborative and social computing
social presence
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Immersive interaction
virtual reality
0.112012
Increasing agent physicality to raise social presence and elicit realistic behavior · VR 2012
Health and well-being technologies
medical simulation
0.122016
Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior · IEEE Trans. Vis. Comput. Graph. 2016
Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates · IEEE Trans. Vis. Comput. Graph. 2015

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

simulation exercise · 0.6user study · 0.4video coding · 0.2
YearPublicationVenuePosition
2021 A Single-Band Optically Transparent Antenna for Wearable Smart Glasses
abstract
A single-band, optically transparent monopole antenna is proposed in this paper. The antenna is intended for wearable technology applications where integration within glass or transparent structures is required such as in smart glasses and wearable displays. The antenna proposed in this paper is designed to have a resonance frequency at 2.4 GHz which enables the Wireless Local Area Network (WLAN) and Bluetooth technologies. The radiating element is deposited on a Pyrex substrate with dimensions of 26.5 mm × 25 mm utilizing a solution of Indium Tin Oxide (ITO). The 3 mm thick Pyrex glass substrate with a dielectric constant of 4.6 was coated with a single layer of ITO via the magnetron sputtering technique. The deposited properties of the coating are as follows: a thickness of 438 nm, sheet resistance of 10.4 Ω/π, and an average optical transmission in the visible light spectrum (λ = 400–750 nm) of 77-87%. Utilizing the photolithography process, the antenna pattern was transferred onto the previously-coated Pyrex by a photosensitive film which then etched out in a solution of HCl, HNO3, and de-ionized (DI) water. The proposed compact and optically transparent design along with the desirable radiation characteristics confirm that it would be a suitable candidate for integration within wearable technology applications that involve glass and/or transparent structures.
Haider Khaleel Raad, Heidrun Schmitzer, Ali Hammoodi, Casey White, Dennis Tierney, Wilbur Walters, Khalid H. Abed
ISNCC4
2017 Repeat after me: Using mixed reality humans to influence best communication practices
abstract
In the past few years, advances have been made on how mixed reality humans (MRHs) can be used for interpersonal communication skills training for medical teams; however, little research has looked at how MRHs can influence communication skills during training. One way to influence communication skills is to leverage MRHs as models of communication behavior. We created a mixed reality medical team training exercise designed to impact communication behaviors that are critical for patient safety. We recruited anesthesia residents to go through an operating room training exercise with MRHs to assess and influence residents' closed loop communication behaviors during medication administration. We manipulated the behavior of the MRHs to determine if the MRHs could influence the residents' closed loop communication behavior. Our results showed that residents' closed loop communications behaviors were influenced by MRHs. Additionally, we found there was a statistically significant difference between groups based on which MRH behavior residents observed. Because the MRHs significantly impacted how residents communicated in simulation, this work expands the boundaries for how VR can be used and demonstrates that MRHs could be used as tools to address complex communication dynamics in a team setting.
Andrew Cordar, Adam Wendling, Casey White, Samsun (Sem) Lampotang, Benjamin Lok
VR3
2016 Automated Evaluation and Training for Interprofessional Education using Virtual Patients and Providers
Debajyoti Datta, Valentina Brashers, John Owen, Casey White, Laura E. Barnes
AMIA4
2016 A Deep Learning Methodology for Semantic Utterance Classification in Virtual Human Dialogue Systems
Debajyoti Datta, Valentina Brashers, John Owen, Casey White, Laura E. Barnes
IVA4
2016 Do Variations in Agency Indirectly Affect Behavior with Others? An Analysis of Gaze Behavior
abstract
In a group setting, it is possible for attributes of one group member to indirectly affect how other group members are perceived. In this paper, we explore whether one group member's agency (e.g. if they are real or virtual) can indirectly affect behavior with other group members. We also consider whether variations in the agency of a group member directly affects behavior with that group member. To do so, we examined gaze behavior during a team training exercise, in which sixty-nine nurses worked with a surgeon and an anesthesiologist to prepare a simulated patient for surgery. The agency of the surgeon and the anesthesiologist were varied between conditions. Nurses' gaze behavior was coded using videos of their interactions. Agency was observed to directly affect behavior, such that participants spent more time gazing at virtual teammates than human teammates. However, participants continued to obey polite gaze norms with virtual teammates. In contrast, agency was not observed to indirectly affect gaze behavior. The presence of a second human did not affect participants' gaze behavior with virtual teammates.
Andrew C. Robb, Andrea Kleinsmith, Andrew Cordar, Casey White, Samsun (Sem) Lampotang, Adam Wendling, Benjamin Lok
IEEE Trans. Vis. Comput. Graph.4
2015 Virtual Role-Models: Using Virtual Humans to Train Best Communication Practices for Healthcare Teams
Andrew Cordar, Andrew C. Robb, Adam Wendling, Samsun (Sem) Lampotang, Casey White, Benjamin Lok
IVA5
2015 Teaming Up with Virtual Humans: How Other People Change Our Perceptions of and Behavior with Virtual Teammates
abstract
In this paper we present a study exploring whether the physical presence of another human changes how people perceive and behave with virtual teammates. We conducted a study (n = 69) in which nurses worked with a simulated health care team to prepare a patient for surgery. The agency of participants' teammates was varied between conditions; participants either worked with a virtual surgeon and a virtual anesthesiologist, a human confederate playing a surgeon and a virtual anesthesiologist, or a virtual surgeon and a human confederate playing an anesthesiologist. While participants perceived the human confederates to have more social presence (p <; 0.01), participants did not preferentially agree with their human team members. We also observed an interaction effect between agency and behavioral realism. Participants experienced less social presence from the virtual anesthesiologist, whose behavior was less in line with participants' expectations, when a human surgeon was present.
Andrew C. Robb, Andrew Cordar, Samsun (Sem) Lampotang, Casey White, Adam Wendling, Benjamin Lok
IEEE Trans. Vis. Comput. Graph.4
2014 A Qualitative Evaluation of Behavior during Conflict with an Authoritative Virtual Human
Andrew C. Robb, Casey White, Andrew Cordar, Adam Wendling, Samsun (Sem) Lampotang, Benjamin Lok
IVA2
2012 Increasing agent physicality to raise social presence and elicit realistic behavior
abstract
The concepts of immersion and presence focus on the environment in a virtual environment. We instead focus on embodied conversational agents (ECAs). ECAs occupy the virtual environment as interactive partners. We propose that the ECA analogues of immersion and presence are physicality and social presence. We performed a study to determine the effect of an ECA's physicality on social presence and eliciting realistic behavior from the user. The results showed that increasing physicality can elicit realistic behavior and increase social presence but there was also an interaction effect with plausibility.
Joon Hao Chuah, Andrew C. Robb, Casey White, Adam Wendling, Samsun (Sem) Lampotang, Regis Kopper, Benjamin Lok
VR3
2005 An Incremental Pharmacy Informatics Model for Use in a Rural Hospital
Douglas A. Talbert, Edward Roush, Luis Velazco, Casey White
AMIA4