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Jacquelyn Ford Morie

Jacquelyn Ford Morie
All These Worlds, LLC · Research and Production

PhD, MS, MFA, BFA

About

92
Publications
21,527
Reads
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1,072
Citations
Additional affiliations
September 2013 - present
All These Worlds, LLC
Position
  • Chief Scientist, Founder
Description
  • Bespoke virtual worlds for meaningful applications. Research into the (ontological) nature of avatars and virtual worlds.
January 2005 - June 2013
University of Southern California
October 1999 - June 2013
Institute For Creative Technologies
Position
  • Senior Researcher
Education
June 2001 - October 2007
University of East London
Field of study
  • Computer and Information Science
August 1984 - August 1988
University of Florida
Field of study
  • Computer Science
August 1981 - May 1984
University of Florida
Field of study
  • Fine Art/Photgraphy

Publications

Publications (92)
Conference Paper
Full-text available
In this paper, we explore how different types of computer interviewers and the amount of self-disclosure from the interviewers affect the quantity of socially desirable responses displayed by interviewees. Online surveys were delivered by computer interviewers. The computer interviewers included a text-based interface and an anthropomorphic charact...
Poster
Full-text available
LESSONS LEARNED FROM IMPLEMENTING A VIRTUAL WORLD ECOSYSTEM FOR A SIMULATED MARS CREW: THE ANSIBLE PROJECT IN THE HI-SEAS MARS HABITAT YEAR LONG MISSION P. Wu 1, J. F. Morie 2 1 Smart Information Flow Technologies, LLC (pwu@sift.net), 2 All These Worlds, LLC (jfmorie@gmail.com) INTRODUCTION The year long Mars simulation mission recently completed a...
Article
Full-text available
We describe a virtual reality telecommunications ecosystem developed under funding from NASA entitled ANSIBLE: A Network of Social Interactions for Bilateral Life Enhancement. ANSIBLE is a communication support toolset which enables multi-faceted human-human and human-virtual agent interactions designed to accommodate technical and environmental li...
Technical Report
Full-text available
Technical Report of ANSIBLE study
Conference Paper
Full-text available
We describe preliminary results of ANSIBLE – A Network of Social Interactions for Bilateral Life Enhancement. ANSIBLE leverages virtual worlds to deliver evidence based wellness promoting strategies and virtual agents as tools to facilitate asynchronous human-human communication in order to counteract behavioral health challenges associated with pr...
Presentation
Presented at the European Space Agency (ESA) Joint Life Science Meeting ‘Life in Space for Life on Earth’
Conference Paper
Long duration Mars exploration missions will face unprecedented sensory and social monotony that will impact various aspects of space crew performance as well as behavioral health. We describe ANSIBLE --- A Network of Social Interactions for Bilateral Life Enhancement. ANSIBLE is a virtual world ecosystem that implements evidence based strategies t...
Conference Paper
Full-text available
Long duration space missions present unique challenges for combating social isolation among the flight crew from their family, friends, and colleagues. Presently, asynchronous solutions including email, social network websites, and voice messaging serve to link geographically distributed communities. Studies in ground-based analogs of Isolated and...
Conference Paper
This panel explores SIGGRAPH's role as an important catalyst for the original introduction of Virtual Reality technologies and experiences to the public. In 1991, SIGGRAPH created the "Tomorrow's Realities" exhibit to highlight VR technologies, taking up an entire hall to showcase a broad range of VR experiences. In 1993 the Evans and Sutherland (E...
Conference Paper
Full-text available
In future long duration Mars exploration missions, network limitations and the lack of real-time communication capabilities will impact various aspects of space crew performance as well as behavioral health. Studies in ground-based analogs of Isolated and Confined Environments (ICE) such as Antarctica have identified sensory and social monotony as...
Conference Paper
Full-text available
In the space exploration domain, limitations in the Deep Space Network and the lack of real-time communication capabilities will impact various aspects of future long duration exploration such as a multi-year mission to Mars. One dimension of interest is the connection between flight crews and their Earth-based social support system, their family,...
Book
Full-text available
Over the last 20 years there has been an expansion of network mediated social activities, and an accompanying explosion of research interest into the poetics of networked communication. Of particular interest is the rise of what have come to be known as “virtual worlds”: persistent graphical environments populated (and often partially authored) by...
Article
Immersive Virtual Reality (VR) technology, while popular in the late part of the 20th Century, seemed to disappear from public view as social media took its place and captured the attention of millions. Now that a new generation of entrepreneurs and crowd-sourced funding campaigns have arrived, perhaps virtual reality is poised for a resurgence.
Article
Full-text available
Intelligent agents in the form of avatars in networked virtual worlds (VWs) are a new form of embodied conversational agent (ECA). They are still a topic of active re-search, but promise soon to rival the sophistication of virtual human agents developed on stand-alone platforms over the last decade. Such agents in today's VWs grew out of two lines...
Conference Paper
Full-text available
We explore whether watching the behavior of an avatar created by a user can affect that users’ behavior in the actual world. This research aims to determine if we can achieve results similar to those obtained from an experimental design detailed in Study 3 of “Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exerc...
Article
Full-text available
Virtual Worlds, a recent addition to Internet offerings, are connected social spaces that have geographies and are populated by people using avatar representations. These spaces hold a great deal of promise as part of a future portfolio of eHealth offerings. Utilizing virtual worlds, health care can be widely distributed and accessible via the Inte...
Article
In this paper, I explore how different types of computer interviewers and the amount of self-disclosure from the interviewers affect the quantity of socially desirable responses displayed by interviewees. Online surveys were delivered by computer interviewers. The computer interviewers included a text-based interface and an anthropomorphic characte...
Article
This panel and dialog-paper explores the potentials at the intersection of art, science, immersion and highly dimensional, "big" data to create new forms of engagement, insight and cultural forms. We will address questions such as: "What kinds of research questions can be identified at the intersection of art + science + immersive environments that...
Article
Full-text available
Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe t...
Article
We are entering a new age where people routinely visit, inhabit, play in and learn within virtual worlds (VWs). One in eight people worldwide are VW participants, according to the latest 2011 figures from KZERO [1]. VWs are also emerging as a new and advanced form of telehealth care delivery. In addition to existing telehealth care advantages; VWs...
Conference Paper
The "Coming Home" project at the University of Southern California's Institute for Creative Technologies was started in 2009 to research how virtual worlds could facilitate health care activities for returning US military personnel, who frequently suffer from psychological and physical challenges. These challenges include increased stress and loss...
Article
Full-text available
Virtual Reality was a technological wonder in its early days, and it was widely held to be a domain where men were the main practitioners. However, a survey done in 2007 of VR Artworks (Immersive Virtual Environments or VEs) showed that women have actually created the majority of artistic immersive works. This argues against the popular idea that t...
Conference Paper
Full-text available
We have implemented a checkpoint exercise in Second Life where the user interacts with several computer avatars in a team based activity. We describe the experience and the implementation of our solution and show some evaluation results.
Article
The use of simulation in the training of health care professionals and patients includes diverse applications such as computer modeling, patient simulators, environmental simulations, gaming, static and dynamic holograms, the use of virtual patients or virtual environments, to name a few. This panel brings together experts on the use of simulation...
Conference Paper
Full-text available
While virtual worlds have evolved to provide a good medium for social communication, they are very primitive in their social and affective communication design. The social communication methods within these worlds have progressed from early text-based social worlds, e.g. MUDS (multi-user dungeons) to 3D graphical interfaces with avatar control, suc...
Conference Paper
Full-text available
Alternative methods of treating psychological stress are needed to treat some veterans of recent military conflicts. The use of virtual world technologies is one possible platform for treatment that is being explored by the “Coming Home” project at the University of Southern California’s Institute for Creative Technologies (ICT). One of the novel w...
Chapter
This chapter describes the research being done to create a healing center for veterans of recent conflicts in the online virtual world Second Life. This work, started in 2008 and funded by the US Army’s Research Office, is building a dedicated online virtual world space to provide not only social connectivity for widely dispersed veterans, but also...
Article
Today's epidemic of obesity and diabetes poses challenges to health care similar to those facing soldiers who return with postdeployment mental health issues. These include geographic barriers, social stigma, and the need for behavioral change. Researchers at University of Southern California's Institute for Creative Technologies are adapting their...
Article
Full-text available
The Virtual Museum Guides are two virtual humans set in an exhibit at the Museum of Science, Boston, designed to promote interest in Science, Technology, Engineering and Mathematics (STEM). The primary audience is children between ages 7 to 14, in particular females and other groups under-represented in STEM.The Guides are based on and extend the a...
Article
Full-text available
The Warriors' Journey is an interactive narrative experience that is part of the online, virtual world healing space of the Coming Home Project (www.cominghomecenter.org) at the University of Southern California's Institute for Creative Technologies. This project is exploring new ways to reach veterans who are returning from recent conflicts and wh...
Conference Paper
Full-text available
To increase the interest and engagement of middle school students in science and technology, the InterFaces project has created virtual museum guides that are in use at the Museum of Science, Boston. The characters use natural language interaction and have near photoreal appearance to increase and presents reports from museum staff on visitor react...
Article
This article describes work by contemporary artists taking advantage of the possibilities for new forms of art creation in the realm of online virtual worlds. The virtual world most conducive to artistic creation is Linden Lab's Second Life (2003-present), which is based primarily on player-created content. Because of this, Second Life has become a...
Conference Paper
Full-text available
Second Life (SL) is a popular 3D online virtual world designed for human interaction (also known as a MUVE, or multi-user virtual environment). It typically supports 60--70 thousand concurrent users. The assets and physical environments within SL are easy to create and use, and the environments themselves are very much part of the human interaction...
Chapter
Full-text available
The interactive entertainment industry has become a multi-billion dollar industry with revenues overcoming those of the movie industry (ESA, 2009). Beyond the demand for high fidelity graphics or stylized imagery, participants in these environments have come to expect certain aesthetic and artistic qualities that engage them at a very deep emotiona...
Conference Paper
Full-text available
In this paper we present an implementation of a embodied conversational agent that serves as a virtual tour guide in Second Life. We show how we combined the abilities of a conversational agent with navigation in the world and present some preliminary evaluation results.
Article
Online virtual worlds offer new ways to explore evolving forms of social interaction, including the use of non-verbal elements used in conjunction with other communication modalities of text and voice. Ancient rhetorician Cicero coined the term “chironomia” for non-verbal communication elements that were used in a persuasive manner. Non-verbal comm...
Conference Paper
The virtual world of Second LifeTM does not offer support for complex facial animations, such as those needed for an intelligent virtual agent to lip sync to audio clips. However, it is possible to access a limited range of default facial animations through the native scripting language, LSL. Our solution to produce lip sync in this environment is...
Article
Full-text available
We describe a project designed to use the power of online virtual worlds as a place of camaraderie and healing for returning United States military veterans–a virtual space that can help them deal with problems related to their time of service and also assist in their reintegration into society. This veterans' space is being built in Second Life ®...
Article
Full-text available
Those who have served in recent conflicts face many challenges as they reintegrate into society. In addition to recovering from physical wounds, traumatic brain injury, and post-traumatic stress disorders, many soldiers also face basic psychological issues about who they are and how to find their place in a society that has not shared their experie...
Article
Full-text available
The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the p...
Conference Paper
Avatars are traditionally understood as representing their human counterparts in virtual contexts by incorporating many aspects of a person's real world physical characteristics within the virtual form. An alternate approach, in which avatars are instead imbued with non-human characteristics, challenges the limitations of solely anthropomorphic pri...
Article
Full-text available
This paper addresses the many types of roles that people adopt within digital arenas such as online virtual worlds, and how those authored selves can enhance the sense of Self presence. Erving Goffman maintains that we play many roles in our everyday lives and that our identity is constantly being redefined by both aspects of a situation and the ot...
Article
Full-text available
The techno-fetishism of computer game culture has lead to a predominately male sensibility towards the construction of space in digital entertainment. Real-time strategy games conceive of space as a domain to be conquered; first-person shooters create labyrinthine battlefields in which space becomes a context for combat. Massively multiplayer games...
Article
Full-text available
This paper focuses on how the body has been recontextualised in the age of digital technology, especially through the phenomenon of Virtual Reality, and specifically on fully immersive VR environments made as art or performative installations. It discusses the progress\ion in form and function from other digital media or ‘cybermedia’ to fully immer...
Article
Full-text available
This article suggests a revisit of the New Games movement, formed by Stewart Brand and others in the early 1970s in the United States as a response to the Vietnam War, against a backdrop of dramatic social and economic change fueled by a looming energy crisis, civil rights, feminism, and unhealthy widespread drug abuse. Like-minded contemporaries R...
Article
Full-text available
Abstract,Scent has been,well documented,as having significant effects on emotion,(Alaoui-Ismaili in Phys- iol Behav 62(4):713‐720, 1997; Herz et al. in Motiv Emot 28(4):363‐383, 2004), learning (Smith et al. in Percept Mot Skills 74(2):339‐343, 1992; Morgan in Percept Mot Skills 83(3)(2):1227‐1234, 1996), memory (Herz in Am J Psychol 110(4):489‐505...
Article
Full-text available
In this paper, we introduce the concept of a "Hegemony of Play," to critique the way in which a complex layering of technological, commercial and cultural power structures have dominated the development of the digital game industry over the past 35 years, creating an entrenched status quo which ignores the needs and desires of "minority" players su...
Article
Full-text available
Virtual reality has been in the public eye for nearly forty years. Its early promise was vast: worlds we could visit and live in, if we could bend the technology to our desires. Progress was made, but along the way the original directions and challenges of fully immersive VR took a back seat to more ubiquitous technology such as games that provided...
Article
Full-text available
Virtual reality (VR) has become mature enough to be successfully used in clinical applications such as exposure therapy, pain distraction, and neuropsychological assessment. However, we now need to go beyond the outcome data from this research and conduct the detailed scientific investigations required to better understand what factors influence wh...
Article
Full-text available
Virtual environments (VEs) should be able to provide experiences as rich and complex as those to be had in real life. While this seems obvious, it is not yet possible to create a perfect simulacrum of the real world, so such correspondence requires the development of design techniques by which VEs can be made to appear more real. It also requires e...
Article
Full-text available
This paper describes a project currently in progress at the University of Southern Califomia's Institute for Creative Technologies (ICT). Much of the research at ICT involves developing better graphics, sound and artificial intelligence to be used in creating the next generation of training tools for the United States Army. Our project focuses on t...
Conference Paper
Full-text available
The Sensory Environments Evaluation (SEE) Project seeks to formulate a new design methodology for virtual environments that utilize multiple sensory inputs to induce presence. Deviating from virtual reality's twenty-year focus on photo-realism, our "feels-real" design alternative aims directly at understanding the interdependencies of sensory stimu...
Conference Paper
The Institute for Creative Technologies is a federally funded research center set up three years ago at the University of Southern California to advance the state of the art in immersive training. Teaming researchers in artificial intelligence, graphics, animation and immersive audio with Hollywood writers, directors and special effect artists, the...
Conference Paper
Full-text available
Government-sponsored research, especially in the Western world, has historically been skewed towards military applications. Such research, however, eventually becomes part of the common technological structure. From the original technology that sparked the computer revolution, to three-dimensional graphics that are part of the contemporary artist’s...
Conference Paper
Full-text available
We describe an initial prototype of a holodeck- like environment that we have created for the Mission Rehearsal Exercise Project. The goal of the project is to create an experience learning system where the participants are immersed in an environment where they can encounter the sights, sounds, and circumstances of real-world scenarios. Virtual hum...
Chapter
The interactive entertainment industry has become a multi-billion dollar industry with revenues overcoming those of the movie industry (ESA, 2009). Beyond the demand for high fidelity graphics or stylized imagery, participants in these environments have come to expect certain aesthetic and artistic qualities that engage them at a very deep emotiona...
Article
Training grounded in the theory and sound concepts of any discipline is widely recognized as the most appropriate educational practice which serves students well beyond their graduation. But in an increasingly competitive world students can be given a jump-start into a career by focusing their education towards an understanding of the knowledge set...
Article
Full-text available
As the digital film industry matures, the education needed to become part of it also evolves and shifts. We must therefore rethink how we educate future digital entertainment workers. Barely three decades old, the computer graphics field has been through enormous changes. Possibilities and experimentation have evolved into commonly used and widely...
Article
At Wellesley College, very rarely do the Fine Art and Computer Science faculty cross paths. At least that was the case until last year when we taught an experimental course that brought together the work we were doing in our respective corners of ...
Article
At Wellesley College, very rarely do the Fine Art and Computer Science faculty cross paths. At least that was the case until last year when we taught an experimental course that brought together the work we were doing in our respective corners of ...
Article
Full-text available
Many contemporary virtual environments fail to provide participants with rich and intriguing experiences. This is true not only because of limitations in display and processing power in graphics computers currently available, but also because few people create virtual worlds in the context of artistic expression. Key to providing intriguing and eng...
Article
The Institute for Simulation and Training IST was created in 1984 by the University of Central Florida to provide research support to the U.S. Department of Defense in the area of simulation-based training. In 1989, IST's Visual Systems Laboratory VSL was inaugurated. Focal areas of research at VSL include distributed realtime physical simulation,...
Article
Full-text available
Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional "fog of war", the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. This may be especially true when combat training is conducted unde...
Article
Full-text available
The leap from a constrained linear story line to a complete world where participants have free will is substantial with many associated possibilities and questions. The concept of interactive narrative has been explored for the past twenty years yet we seem no closer to formulating a cohesive grammar for such works. Open-ended virtual worlds are th...