Aviv Elor

Aviv Elor
University of California, Santa Cruz | UCSC · Department of Computational Media

Ph.D. Computational Media && B.S. Robotics Engineering

About

25
Publications
9,590
Reads
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178
Citations
Citations since 2017
25 Research Items
178 Citations
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Introduction
My research explores Virtual Reality for therapy and personalized experiences through combining immersive environments, wearable robotics, and affective biometric feedback. I partner with members and organizations of my local community to understand needs and involve patients and therapists in the designing and testing of my work. Currently, I have had the opportunity to become a published ACM and IEEE author in this research area, as well as work with organizations like the National Institute of Health, Walt Disney Imagineering, Warner Bros Entertainment, Google, and Valent Power. My interests are in human-computer interaction, immersive media, robotics, affective computing, user experience, and emerging technologies. I welcome new opportunities and collaborations towards these areas
Additional affiliations
May 2020 - August 2020
National Science Foundation
Position
  • Entrepreneurial Lead
Description
  • Participated in the NSF I-Corps, a program centered around learning from and understanding the needs of potential customers in order to better translate academic research into a system for public use. Interviewed 130+ people in the physical therapy industry during the seven-week program to understand needs of telehealth and feasibility of academic research translation for immersive virtual reality physical therapy. Trained in the startup business model lean launchpad method by Steve Blank.
May 2019 - September 2019
National Institutes of Health
Position
  • Researcher
Description
  • Summer Researcher at NCATS through the NIH UGSP Fellowship. Developed an immersive mixed reality platform for interactive biomedical data analysis with Magic Leap One and WebGL with runtime annotation and dynamic visualization.
December 2018 - May 2019
Walt Disney Imagineering
Position
  • Engineer
Description
  • Worked as a Virtual Interactions (Creative Simulation) Intern at Walt Disney Imagineering Tech Studio. Developed and engineered new game engine utilities to automate, visualize, and optimize large scale virtual environments for creative simulation.
Education
September 2019 - December 2021
University of California, Santa Cruz
Field of study
  • Computational Media
September 2015 - June 2019
University of California, Santa Cruz
Field of study
  • Robotics Engineering with Electrical Engineering minor

Publications

Publications (25)
Article
Full-text available
Modern immersive virtual reality experiences have the unique potential to motivate patients undergoing physical therapy for performing intensive repetitive task-based treatment and can be utilized to collect real-time user data to track adherence and compliance rates. This article reports the design and evaluation of an immersive virtual reality ga...
Conference Paper
Full-text available
Immersive Virtual Reality paired with soft robotics may be synergized to create personalized assistive therapy experiences. Virtual worlds hold power to stimulate the user with newly instigated low cost, high-performance commercial Virtual Reality (VR) devices to enable engaging and accurate physical therapy. Soft robotic wearables are a versatile...
Conference Paper
Full-text available
Immersive Virtual Reality applied to exercise games has a unique potential to both guide and motivate users in performing physical exercise. Advances in modern machine learning open up new opportunities for more significant intelligence in such games. To this end, we investigate the following research question: What if we could train a virtual robo...
Article
Full-text available
Physical rehabilitation is often an intensive process that presents many challenges, including a lack of engagement, accessibility, and personalization. Immersive media systems enhanced with physical and emotional intelligence can address these challenges. This review paper links immersive virtual reality with the concepts of therapy, human behavio...
Article
Full-text available
Immersive Virtual Reality (iVR) Head-Mounted Display (HMD) systems paired with serious exercise games can positively augment physical rehabilitation process from both engagement and analytics perspectives. This paper presents a serious game for iVR HMD based long term upper-extremity exercise. We demonstrate the capabilities of our game through a c...
Conference Paper
Full-text available
Amblyopia is the most common neurological eye disorder worldwide, decreasing vision in approximately 1-5% of the global population. To reduce this loss of visual acuity, occlusion therapy is often beneficial for people with Amblyopia, yet this conventional rehabilitation method often suffers from low compliance and adherence rates due to its repeti...
Article
Full-text available
Many recent breakthroughs in medical diagnostics and drug discovery arise from deploying machine learning algorithms to large-scale data sets. However, a significant obstacle to such approaches is that they depend on high-quality annotations generated by domain experts. This study develops and evaluates BioLumin, a novel immersive mixed reality env...
Article
Full-text available
Most physical therapists would agree that physical rehabilitation is difficult to perform remotely. Consequently, the global COVID-19 pandemic has forced many physical therapists and their clients to adapt to telehealth, especially with video conferencing. In this article, we ask: How has telehealth for physical rehabilitation evolved with the glob...
Conference Paper
Full-text available
Robots are being taught by increasingly broader populations of people who provide training data for machine learning algorithms. Many studies over the past decade have begun demonstrating reproducible robot teaching methodologies and have highlighted benefits in human-robot interaction (HRI). However, there have been few investigations about what i...
Article
Full-text available
Developing games is time-consuming and costly. Overly clinical therapy games run the risk of being boring, which defeats the purpose of using games to motivate healing in the first place [10, 23]. In this work, we adapt and repurpose an existing immersive virtual reality (iVR) game, Spellcasters, originally designed purely for entertainment for use...
Article
Full-text available
Objective: The adoption of telehealth rapidly accelerated due to the global COVID19 pandemic disrupting communities and in-person healthcare practices. While telehealth had initial benefits inenhancing accessibility for remote treatment, physical rehabilitation has been heavily limited due to the lossof hands-on evaluation tools. This paper present...
Conference Paper
Full-text available
Remotely Operated Vehicles (ROVs) are essential to human-operated underwater expeditions in the deep sea. However, piloting an ROV to safely interact with live ecosystems is an expensive and cognitively demanding task, requiring extensive maneuvering and situational awareness. Immersive Virtual Reality (VR) Head-Mounted Displays (HMDs) could addres...
Conference Paper
Full-text available
Genome graphs, a new frontier of genomics, have begun to redefine how we approach the reference genomes. These spatial representations of genetic variation are an important step forward in capturing the genetic diversity of life, but are visually challenged by highly variable regions. To make complex graph genomes usable towards visualization, we p...
Conference Paper
Full-text available
In the United States, social anxiety disorder is one of the most prevalent health challenges with psychological symptoms that impact multiple areas of life; however, one of the barriers to seeking treatment is the phobia itself. Therefore, one possible solution to this issue is to make exposure therapy more attractive and accessible. This paper exp...
Conference Paper
Full-text available
Immersive Virtual Reality (VR) affords a unique opportunity to examine virtual worlds for psychological experiences that are both controlled stimuli and reactive to how we feel. We examine the use of biofeedback as an interface with a novel VR horror game to dynamically inform of stress exposure on users. Our game design simulates an emotionally in...
Conference Paper
Full-text available
We present a novel Unity Game Engine experience, GlobeVR, which leverages an immersive globe to navigate the spread of COVID-19 cases, deaths, and recoveries through a head-mounted display system. We examine GlobeVR through a pilot study involving eight users where we measure task performance , emotional response, system usability, task-load, prese...
Article
Full-text available
In this experience report, we reflect on a yearlong collaboration between various academic and industry organizations toward evaluating the current and future state of XR hardware accessibility. We draw on our group’s experience of examining hardware as an inclusive team of XR professionals, both with and without disabilities. In doing so, we offer...
Conference Paper
Full-text available
Haptic feedback vests afford a unique opportunity to enhance a user’s emotional engagement within the virtual world. In this paper, we present a two-stage study on user experience towards understanding emotional expression through utilizing the Pleasure-Arousal-Dominance model and the International Affective Picture System. We examine an authoring...
Conference Paper
Full-text available
Wearable robots provide a unique opportunity for exosuits to stimulate enhanced stability and strength. The problem is creating an exoskeleton suit for users that is powerful, but lightweight, portable, and accessible for different body shapes. The actuators' position to control the suit's movement dramatically affects how much force an exoskeleton...
Conference Paper
Full-text available
Emotion, a crucial element of mental health, is not often explored in the field of immersive Virtual Reality (iVR). Enabling personalized affective iVR experiences may be incredibly useful for the expansion and evaluation of serious games. To further this direction of research, we present a playable iVR experience in which the user evaluates the em...
Conference Paper
Full-text available
Studies show that adults with developmental disabilities are often at risk of being targets of abuse. With little supporting resources available for both adults and their caretakers on identifying relationship boundaries, victimization rates are consistently and alarmingly high. This study aims to explore the gamification of behavioral learning to...
Conference Paper
Full-text available
Modern extended reality systems that merge virtual and augmented reality provide a unique design space for creative applications. These devices have begun to incorporate spatial computing, or methods of runtime digital photogrammetry which translate the physical world into the virtual. In this study, we examine the use of extended reality for "infi...
Article
Full-text available
Upper limb injury often requires repetitive and long-term physical rehabilitation which can result in low adherence due to the repetitive and internally motivated nature of the exercises. Immersive Virtual Reality (iVR) systems enhanced with games can address these challenges. These systems provide a platform for adaptable sensing and analytical to...
Article
Full-text available
Inactivity and a lack of engagement with exercise is a pressing health problem in the United States and beyond. Immersive Virtual Reality (iVR) is a promising medium to motivate users through engaging virtual environments. Currently, modern iVR lacks a comparative analysis between research and consumer-grade systems for exercise and health. This pa...
Conference Paper
Full-text available
Traditional forms of physical therapy and rehabilitation are often based on therapist observation and judgment, coincidentally this process oftentimes can be inaccurate, expensive, and non-timely. Modern immersive Virtual Reality systems provide a unique opportunity to make the therapy process smarter. In this paper, we present an immersive virtual...

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