6. Virtual Humans and Avatars Who’s Who? Jacquelyn Ford Morie The projects or efforts depicted were or are sponsored by the U.S. Army Research, Development, and Engineering Command (RDECOM) Simulation Training and Technology Center (STTC). The content or information presented does not necessarily reflect the position or the policy of the Government, and no official endorsement should be inferred. Immersion Virtual Humans Games-Simulation Narrative-Storytelling
9. Marketing Training Research Virtual Humans Clinical Diagnosis ICT’s Virtual Humans Portfolio Support Dr. Perez SASO-ST, SASO-EN Elder-Al-Hassan SASO-EN C3IT Cultural training ELECT Bi-Lat Hassan Emotional Dialog Modeling Raed Tactical Questioning Sgt. Star Sgt. Blackwell Radiobots JFETS Training Rapport Agent Study Justina Virtual Patient Gunslinger Justin Virtual Patient Museum Guide & Coach Veterans Center SimCoach
22. Warriors’ Journey Virtual Human Storytower experience contains classic warrior (hero) journey stories Why story Power of story How it can help.
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Editor's Notes
Key research area – for negotiations, for cultural awareness, for museum guides. Ada and Grace will be twin guides at the BMOS The Army even has a virtual spokesperson we made for them called SGT Star. He travels around in mobile Army vans. He can answer all your questions about the Army.
In fact ICT has a full and ever growing portfolio of virtual humans. They are still pretty much single focus, as it is much simpler to make them smart in a limited domain of knowledge. But some even have emotions or can try to make you trust them.
KZero, a Cambridge-based consultancy, says that there are 175 virtual worlds that are live or in live beta and that theAVERAGE AGE of the registered users to them has risen from 880 million in the fourth quarter of 2009 to 1.1 billion today, a 25% increase within six months in the middle of a recession. About a quarter of a billion people spend time every week inside some kind of virtual world (like World of Warcraft, or Second Life, or IMVU). Rohan Freeman, CEO of a company that makes its own VW If we don’t leverage this, we are missing a huge opportunity.
A key attractor for people using VWs. Let people IN the Virtual World see. Just like we take on different social roles in real life, we do this through our avatars in the VW. Other social networks, like Facebook, and LinkedIn
Disproportionate # of troops come from RURAL areas. VFW Hall of the 21 st Century. When we 1 st had this idea, I had been in virtual worlds for some years, and SL specifically since early 2005. I searched to see if military groups we in SL… and I found a fledgling veterans’ group. U.S. Military Veterans Center in Second Life Gwill Brickworks was one of the founders, and we had several talks about our ideas.
So this makes it an excellent research tool.
The environment in which people act is very important IN the veterans center, we have a social lodge that can be used for parties, playing games or just relaxing. Designed like a warm, inviting ski lodge, with fireplaces, games and beautiful places to relax.
Inventing how to do this in the VW. Facilitator has control over actions of the avatars…
We can see promise in how MBSR work in VW can help one’s mental attitude, but what about the body? Research at Stanford shows that VWs , especially one’s use of an avatar, affect the body too. So, we took this research into account when it came to developing activities on Chicoma Island.
Missed PT, esp running.
They are most effective if there is a dedicated guide or friend who can talk to visitors and match their interests with activities within the space. So the solution, as we see it, is to see if we can bring ICT’s VH technology into virtual worlds… to be able to have avatars become intelligent Guides and more
We can also use these VHs to listen for troubling phrases, that might indicate a soldier is at immediate risk, and can contact a live person.
This story speaks to finding one’s way back from injury
After experiencing these stories, participants are then encouraged to construct their own story within the “Coming Home” virtual environment. It is hoped that such activities may help contribute to a more positive sense of self-esteem, a restructured life narrative, and a feeling of control over the stresses incurred during their service to their country.
After experiencing these stories, participants are then encouraged to construct their own story within the “Coming Home” virtual environment. It is hoped that such activities may help contribute to a more positive sense of self-esteem, a restructured life narrative, and a feeling of control over the stresses incurred during their service to their country.