Kyle Johnsen

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A convergence between consumer electronics and virtual reality is occurring. We present an immersive head-mounted-display-based, wearable 3D user interface that is inexpensive (less than $900 USD), robust (sourceless tracking), and portable (lightweight and untethered). While the current display has known deficiencies, the user tracking quality is within(More)
The purpose of this paper is, first, to summarize a theoretical perspective toward the development of a virtual reality innovation in education. Next, we will describe a virtual character project that is impacting the training of medical students in two institutions. In doing so, we will present a summary of three studies completed over the last 2 years,(More)
This paper presents a system which allows medical students to experience the interaction between a patient and a medical doctor using natural methods of interaction with a high level of immersion. We also present our experiences with a pilot group of medical and physician assistant students at various levels of training. They interacted with projector-based(More)
BACKGROUND At most institutions, medical students learn communication skills through the use of standardized patients (SPs), but SPs are time and resource expensive. Virtual patients (VPs) may offer several advantages over SPs, but little data exist regarding the use of VPs in teaching communication skills. Therefore, we report our initial efforts to create(More)
This paper provides key insights into the construction and evaluation of interpersonal simulators¿systems that enable interpersonal interaction with virtual humans. Using an interpersonal simulator, two studies were conducted that compare interactions with a virtual human to interactions with a similar real human. The specific interpersonal scenario(More)
Virtual patients have great potential for training patient-doctor communication skills. There are two approaches to producing the virtual human speech: synthesized speech or recorded speech. The tradeoffs in flexibility, fidelity, and cost raise an interesting development decision: which speech approach is most appropriate for virtual patients? Two groups(More)
A common approach when simulating face-to-face interpersonal scenarios with virtual humans is to afford users only verbal interaction while providing rich verbal and non-verbal interaction from the virtual human. This is due to the difficulty in providing robust recognition of user non-verbal behavior and interpretation of these behaviors within the context(More)
Virtual patients (VPs) have the potential to augment existing medical school curricula to teach history-taking and communication skills. A goal of our current efforts to study virtual characters in health professions education is to develop a system that can be independently accessed and thus user satisfaction is an important factor in how readily this(More)
Any new tool introduced for education needs to be validated. We developed a virtual human experience called the Virtual Objective Structured Clinical Examination (VOSCE). In the VOSCE, a medical student examines a life-size virtual human who is presenting symptoms of an illness. The student is then graded on interview skills. As part of a medical school(More)