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We describe a cognitive rehabilitation mixed-reality system that allows therapists to explore natural cuing, contextualization, and theoretical aspects of cognitive retraining, including transfer of training. The Human Experience Modeler (HEM) mixed-reality environment allows for a contextualized learning experience with the advantages of controlled(More)
Current Mixed Reality experiences focus primarily on training, design and entertainment. This paper presents a very different application, scientific virtualization and its use in informal education. Specifically, we describe a case study that extends an existing museum dinosaur exhibit to include an encounter with ancient sea life. The real world assets(More)
Modern society requires the public to have an increased knowledge of science beyond the basics, with average people needing to understand concepts in science, technology, engineering and mathematics that rapidly evolve throughout their lifetimes. Our future depends upon closing the gaps between citizen and scientist to create a " Citizen Scientist. " Mixed(More)
(Needs rewrite) We describe a cognitive rehabilitation system developed at the University of Central Florida that allows therapists to explore cuing, contextualization, and theoretical aspects of cognitive retraining, including transfer of training. The Human Experience Modeler (HEM) mixed reality environment allows for a contextualized learning experience(More)
Mixed Reality (MR) refers to the blending of virtual content into the real world. Using MR, we create contextually meaningful scenarios in which users carry out tasks encountered in the presence of visual and aural distracters. Visual distracters can include subtle ones - people walking; and more abrupt ones - cartons falling. Aural distracters can include(More)
We present a new approach using virtual environment scenarios to study decision making in complex tasks. Using simulation techniques we build a bridge between abstract and naturalistic environments to help understand differences in behavior between them. The proposed 'virtual environments' provide a methodological tool to examine what aspects of the(More)
Current human-computer interaction guidelines for the design of virtual rehabilitation environments are usability centered and do not include benchmarks of the technology within a user-in-the-loop design cycle. Without including user performance benchmarks prior to implementing virtual environment based rehabilitation protocols, separating true performance(More)