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Nov 19, 2005

The Promise of eTherapy

The December 2005 issue of Scientific American Mind includes an article by Beryl Lieff Benderly on the use of telemedicine and related technologies in psychiatry and psychology. The article is very interesting and is available full-text at this address

Job Opening: Research Assistant in the project Augmented Reality & Pervasive Computing Lab

(thanks Regine)

From the Augmented Reality & Pervasive Computing Lab (Universität Graz) web site

Technische Universität Graz (TUG), Austria, invites applications for open research positions in the project Augmented Reality & Pervasive Computing Lab, aiming at the development of mobile augmented reality, wireless information systems, and ubiquitous computing infrastructures. This program is funded in part by theAustrian Ministry of Science (bm:bwk), the Austrian Science Funds, and the IST program of the EC. More details on the project are given in the summary below. We are looking for a candidate having some or most of the following qualifications:

  • University degree, preferably MS (Diplom, DEA, or equivalent) in computer science, mathematics or related field; plus the intent to pursue a PhD at TUG or in collaboration with the candidate's home institute. Alternatively, we are also inviting applications from postdocs who are interested in continuing scientific work. Compensation will be based on qualification.
  • Strong interest in research on virtual environments, augmented reality, humancomputer interaction, real-time graphics, and pervasive computing infrastructures. Some background in computer graphics, multimedia or networking is expected.
  • Considerable experience with software development methodology and tools, in particular object-oriented programming, C++, OpenGL, Open Inventor, XML, MS Windows, Linux. Prior involvement in research or development projects is a plus.
  • Fluency in English, good communication skills and capability of working in teams complete the profile of a successful candidate. Note that knowledge of German is not expected (but this may be your chance to learn it! :-). What do we offer in exchange:
  • The opportunity of pursuing a funded PhD/research position in an exciting new field
  • A lot of freedom to explore both your scientific and creative interests in the course of your work
  • A very good working climate
  • A chance to live in the beautiful city of Graz

Project Summary

In our everyday world we are not limited to our computer desktop. Information in the real world is perceived and processed in three dimensions, continuously and in real time. A human-computer interface that can capture these properties will be able to render a new level of services to the user, enabling the use of computers for new application domains and for new user populations. This „anywhere" and „anytime" requirement for pervasive computing cannot be fulfilled with miniature versions of desktop environments, such as provided by the ubiquitous cell phones, nor can it be realized by putting web kiosks around every corner. Therefore, what kind of user interface style can provide these radically different properties for the years to come?

The core of the proposed research is the following thesis: Augmented reality (AR), i. e., enhancing a user‘s perception of the real world with computer generated elements (e. g., explanations), can make working with computers in 3D as productive as the desktop metaphor in 2D. This thesis is motivated by the fact that AR allows to integrate the whole world into the interface – the world essentially becomes the interface. Therefore users are able to leave their physical desktops and computer desktops to interact with their environment and with other users. The AR platform Studierstube lead by the proposer is world-wide unique in its combination of augmented reality, 3D display and groupware elements. The proposed program work will expand the augmented reality platform Studierstube into a pervasive computing environment built on a variety emerging technologies.

Some important building blocks of this of this infrastructure are:

  • Wearable computer with 3D augmented reality display
  • Wireless spontaneous communication: among worn components, with the environment, with other users, indoors and outdoors
  • Exact position tracking indoors and outdoors
  • Integration into the environment, e. g., spontaneous usage of situated displays and devices
  • Scalable situated multi-user displays based on inexpensive PC clusters and projectors.

A number of promising application areas is selected, for which applications will be developed that try out the new style of interfacing with the computer in practice:

  • Navigation and guidance systems
  • Tourist information systerms
  • Building, campus, and office information systems
  • Maintainence and repair support
  • Planning, surveying and construction

If you think about applying, send a letter including curriculum vitae and publications list (preferable by email) to: Dr. Dieter Schmalstieg, schmalstieg@icg.tu-graz.ac.at



Nov 18, 2005

Gaming for Behavior Change and Performance Enhancement

Via VR-PSYCH List

SUMMIT is holding its 4th Workshop on Games for Behavior Change and Performance Enhancement. Keynote speakers include: Mark & Brenda Wiederhold (San Diego), Barr Taylor (Stanford), Hunter Hoffman (University of Washington), and Mike Zyda (USC). The program includes a visit to the CyberTherapy clinic at The Virtual Reality Medical Center.

 

From the workshop web site:
 

Gaming for Behavior Change and Performance Enhancement – a workshop that demonstrates the exciting new possibilities for video games in the health care sector.

This workshop will be of interest to clinicians, scientist, psychologists, as well as educators and game developers.

Mark D. Wiederhold creator of “Cyber therapy,” keynotes the workshop on Sunday evening setting the stage for a full day of talks, interaction and group discussions:

  • Hunter Hoffman- The Originator and Developer of the concept of Virtual Reality for distraction as a pain therapy.

  • Barr Taylor- Developer of Virtual communities for risk reduction in teen eating disorders, smoking prevention and stress reduction in cancer survivors.

  • Michael Zyda- Developer of the wildly popular America’s Army Video Game.

  • Field trip to the unique Virtual Reality Medical Center, a cyber clinic of the future where participants will be introduced to simulators for Behavioral Change and Performance Enhancement.

Nov 17, 2005

Video chat software turns users into live avatars

via the Presence Listserv

Oki Electric Industry Co. Ltd. has developed technology that can add animated faces to instant messaging, networked gaming, and other real-time communications used on mobile phones and PCs. Oki's "FaceCommunicator" software leverages technology similar to the company's face recognition software that recognizes handhelds' owners. The technology supports Linux-based mobile phones.

FaceCommunicator is touted as useful for maintaining privacy and security during first time "face-to-face" communications over video phones, mobile phones, or in IM or chat-room chats on the Internet. In addition, the facial animations let users express emotions that might be hard to express in words, Oki says.

The technology can take advantage of four sources of user input to generate and control its transmitted animated faces - video images from PC or mobile phone cameras; voice; text; and mouse/keyboard commands.

Both the animated face and a background image can be selected by the user to suit the need of the moment. Additionally, certain of the animated faces can move their eyebrows and mouths as though talking, which adds a virtual reality dimension to communications, according to Oki.


Read full article

Nov 15, 2005

Meditation affects physical structure of the brain

Via Mind Hacks

A new study published in the journal NeuroReport has found evidence that meditation alters brain patterns. The MRI experiment involved 20 participants with extensive Insight meditation experience. Most of the brain regions identified to be changed through meditation were found in the right hemisphere, which is essential for sustaining attention.

 

Lazar SW, Kerr CE, Wasserman RH, Gray JR, Greve DN, Treadway MT, McGarvey M, Quinn BT, Dusek JA, Benson H, Rauch SL, Moore CI, Fischl B., Meditation experience is associated with increased cortical thickness. Neuroreport. 2005 Nov 28;16(17):1893-1897.

Abstract. Previous research indicates that long-term meditation practice is associated with altered resting electroencephalogram patterns, suggestive of long lasting changes in brain activity. We hypothesized that meditation practice might also be associated with changes in the brain's physical structure. Magnetic resonance imaging was used to assess cortical thickness in 20 participants with extensive Insight meditation experience, which involves focused attention to internal experiences. Brain regions associated with attention, interoception and sensory processing were thicker in meditation participants than matched controls, including the prefrontal cortex and right anterior insula. Between-group differences in prefrontal cortical thickness were most pronounced in older participants, suggesting that meditation might offset age-related cortical thinning. Finally, the thickness of two regions correlated with meditation experience. These data provide the first structural evidence for experience-dependent cortical plasticity associated with meditation practice.