Dr. Maribeth Gandy, director of the Georgia Tech University Interactive Media Technology Center, has been conducting research on wearable computer and augmented reality technology for almost two decades.
Health Mashups: Presenting statistical patterns between wellbeing data and context in natural language to promote behavior change
People now have access to many sources of data about their health and wellbeing. Yet, most people cannot wade through all of this data to answer basic questions about their long-term wellbeing: Do I gain weight when I have busy days? Do I walk more when I work in the city? Do I sleep better on nights after I work out?
The idea that such pervasive and ever-growing immersion in digital gaming affects gamers’ real life seems obvious and is the focus of this volume. This book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with online games.
There is a compelling need to create an alternative and affordable home based therapy system founded on sound rehabilitative principles, that is readily available, engaging and motivational, and can be remotely monitored by therapists. In the past two years, stroke related medical costs have increased 20%, while the number of clinical treatment sessions have declined.
This paper discusses an experiment carried out in an AR test bed called “the pit”. Inspired by the well-known VR acrophobia study of Meehan et al., the experimental goals were to explore whether VR presence instruments were useful in AR (and to modify them where appropriate), to compare additional measures to these well-researched techniques, and to determine if findings from VR evaluations can be transferred to AR. An experimental protocol appropriate for AR was developed.
Ongoing research and advancements in technology are essential for the continuing independence of elderly and disabled persons. The Engineering Handbook of Smart Technology for Aging, Disability, and Independence provides a thorough analysis of these technologies and the needs of the elderly and disabled, including a breakdown of demographics, government spending, growth rate, and much more.
OrderUp! takes health-related gaming in a new direction and seeks to educate players about how to make healthy eating choices in situations nearly everyone encounters regularly in their lives. By casting players as virtual restaurant servers, OrderUp! forces players to make healthy—and fast—menu decisions for a group of demanding, impatient customers. OrderUp! was originally developed as a simple, casual game on Nokia N95 mobile phones.
This study employs gaming and artificial intelligence (AI) technologies and techniques to create an intelligent encapsulated conversational agent (ECA) to act as a virtual coach who will lower the cognitive effort required by prostate cancer patients to understand key aspects of decision-making, provide more appropriate reference points from which patients more accurately interpret personal risk, and frame information to optimize the patient’s chances of applying his own preferences and values to the decision at hand. A stylized, animated ECA will have a brief,
The Dolphin poject, in which IMTC researchers, Peter Presti and Jeremy Johnson, have been involved, was featured in an artical on NewScientist.com. (May, 2011)
Sympathetic Devices is a project focused on designing communication devices for aging individuals across all levels of housing options in order to help these individuals maintain personal and social connections in their lifestyles. The overarching goal of the project is to address social isolation and depression by first understanding how individuals currently socialize and internalize during everyday activities, then designing devices to help them develop social relationships and support groups, as well as manage personal goals.