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Laura González 0003

dblp:92/3070-3 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2019
0000-0002-1688-8142ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 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.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 64% Learning and educational technologies · 26% Health and well-being technologies · 10%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual agents
0.412019
Matching vs. Non-Matching Visuals and Shape for Embodied Virtual Healthcare Agents · VR 2019
Virtual and augmented reality
augmented reality
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Virtual and augmented reality › augmented reality
projection-based augmented reality
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Interaction techniques and input › input sensing › touch sensing
multi-touch sensing
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Interaction techniques and input
touch interaction
0.212015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Learning and educational technologies
medical training
0.222019
Matching vs. Non-Matching Visuals and Shape for Embodied Virtual Healthcare Agents · VR 2019
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015
Health and well-being technologies
medical simulation
0.112015
Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training · VR 2015

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

human-participant study · 0.8
YearPublicationVenuePosition
2019 Matching vs. Non-Matching Visuals and Shape for Embodied Virtual Healthcare Agents
abstract
Embodied virtual agents serving as patient simulators are widely used in medical training scenarios, ranging from physical patients to virtual patients presented via virtual and augmented reality technologies. Physical-virtual patients are a hybrid solution that combines the benefits of dynamic visuals integrated into a human-shaped physical form that can also present other cues, such as pulse, breathing sounds, and temperature. Sometimes in simulation the visuals and shape do not match. We carried out a human-participant study employing graduate nursing students in pediatric patient simulations comprising conditions associated with matching/non-matching of the visuals and shape.
Salam Daher, Jason Hochreiter, Nahal Norouzi, Ryan Schubert, Gerd Bruder, Laura González 0003, Mindi Anderson, Desiree Diaz, Juan Cendan, Greg Welch
VR6
2018 Physical-Virtual Agents for Healthcare Simulation
abstract
Conventional Intelligent Virtual Agents (IVAs) focus primarily on the visual and auditory channels for both the agent and the interacting human: the agent displays a visual appearance and speech as output, while processing the human's verbal and non-verbal behavior as input. However, some interactions, particularly those between a patient and healthcare provider, inherently include tactile components. We introduce an Intelligent Physical-Virtual Agent (IPVA) head that occupies an appropriate physical volume; can be touched; and via human-in-the-loop control can change appearance, listen, speak, and react physiologically in response to human behavior. Compared to a traditional IVA, it provides a physical affordance, allowing for more realistic and compelling human-agent interactions. In a user study focusing on neurological assessment of a simulated patient showing stroke symptoms, we compared the IPVA head with a high-fidelity touch-aware mannequin that has a static appearance. Various measures of the human subjects indicated greater attention, affinity for, and presence with the IPVA patient, all factors that can improve healthcare training.
Salam Daher, Jason Hochreiter, Nahal Norouzi, Laura González 0003, Gerd Bruder, Greg Welch
IVA4
2015 Touch sensing on non-parametric rear-projection surfaces: A physical-virtual head for hands-on healthcare training
abstract
We demonstrate a generalizable method for unified multitouch detection and response on a human head-shaped surface with a rear-projection animated 3D face. The method helps achieve hands-on touch-sensitive training with dynamic physical-virtual patient behavior. The method, which is generalizable to other non-parametric rear-projection surfaces, requires one or more infrared (IR) cameras, one or more projectors, IR light sources, and a rear-projection surface. IR light reflected off of human fingers is captured by cameras with matched IR pass filters, allowing for the localization of multiple finger touch events. These events are tightly coupled with the rendering system to produce auditory and visual responses on the animated face displayed using the projector(s), resulting in a responsive, interactive experience. We illustrate the applicability of our physical prototype in a medical training scenario.
Jason Hochreiter, Salam Daher, Arjun Nagendran, Laura González 0003, Greg Welch
VR4