Jacquelyn Ford Morie
#83,290
Most Influential Person Now
American academic
Jacquelyn Ford Morie's AcademicInfluence.com Rankings
Jacquelyn Ford Moriecomputer-science Degrees
Computer Science
#3619
World Rank
#3802
Historical Rank
Computer Graphics
#102
World Rank
#105
Historical Rank
Database
#10046
World Rank
#10659
Historical Rank
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Computer Science Communications
Jacquelyn Ford Morie's Degrees
- PhD Computer Science University of Southern California
- Masters Computer Science University of Southern California
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Why Is Jacquelyn Ford Morie Influential?
(Suggest an Edit or Addition)According to Wikipedia, Jacquelyn Ford Morie is an artist, scientist and educator working in the areas of immersive worlds, games and social networks. Until 2013 she was a senior research scientist at the Institute for Creative Technologies. In 2013 she started a spin-off company called All These Worlds, to take her work in virtual worlds and avatars to a broader audience.
Jacquelyn Ford Morie's Published Works
Published Works
- The Hegemony of Play (2007) (168)
- The effects of scent and game play experience on memory of a virtual environment (2007) (66)
- Virtual Humans for Learning (2013) (52)
- Performing in (virtual) spaces: Embodiment and being in virtual environments (2007) (44)
- Playing Dress-Up : Costumes , roleplay and imagination Philosophy of Computer Games January 24-27 Department of Social , Quantitative and Cognitive Sciences University of Modena and Reggio Emilia Ludica (2007) (43)
- Extending the Reach of Health Care for Obesity and Diabetes Using Virtual Worlds (2011) (33)
- Inspiring the future: merging mass communication, art, entertainment and virtual environments (1994) (31)
- Development of a Data Management Tool for Investigating Multivariate Space and Free Will Experiences in Virtual Reality (2005) (30)
- Human Emotional State and its Relevance for Military VR Training (2005) (30)
- A Game of One's Own: Towards a New Gendered Poetics of Digital Space (2008) (28)
- A Scientific Look at the Design of Aesthetically and Emotionally Engaging Interactive Entertainment Experiences (2009) (22)
- The Fidelity of 'Feel': Emotional Affordance in Virtual Environments (2005) (21)
- Virtopia: Emotional Experiences in Virtual Environments (2017) (20)
- Sustainable Play (2007) (20)
- Maintaining Psycho-Social Health on the Way to Mars and Back (2015) (17)
- Body/persona/action!: emerging non-anthropomorphic communication and interaction in virtual worlds (2008) (16)
- Virtual Chironomia: Developing Standards for Non-verbal Communication in Virtual Worlds (2009) (15)
- EMOTIONALLY EVOCATIVE ENVIRONMENTS FOR TRAINING (2002) (13)
- Virtual Worlds as a Healing Modality for Returning Soldiers and Veterans (2009) (12)
- Virtual reality, immersion, and the unforgettable experience (2006) (12)
- Virtual Worlds and Avatars as the New Frontier of Telehealth Care (2012) (12)
- Videogame play and the effectiveness of virtual environments for training (2006) (12)
- Report on a Preliminary Study Using Breath Control and a Virtual Jogging Scenario as Biofeedback for Resilience Training (2011) (11)
- Re-entry: online virtual worlds as a healing space for veterans (2009) (10)
- CGI Training for the Entertainment Film Industry (1998) (10)
- Warriors’ Journey: a path to healing through narrative exploration (2011) (10)
- ANSIBLE: Virtual Reality for Behavioral Health (2016) (10)
- Coercive Narratives, Motivation and Role Playing in Virtual Worlds (2002) (8)
- Embodied Conversational Agent Avatars in Virtual Worlds: Making Today's Immersive Environments More Responsive to Participants (2012) (7)
- Virtual worlds as a healing modality for returning soldiers and veterans. (2009) (7)
- Users' socially desirable responding with computer interviewers (2013) (7)
- Training in Computer Graphics for Entertainment Production: What Future TDs Need to Know (1999) (6)
- The Performance of the Self and Its Effect on Presence in Virtual Worlds (2008) (5)
- Using Virtual World Activities for Amputee Rehabilitation (2011) (5)
- Ontological implications of being in immersive virtual environments (2008) (5)
- Body Buddies: Social Signaling through Puppeteering (2011) (5)
- 7. Virtuality: VR as metamedia and herald of our future realities (2015) (4)
- Effects of priming on behavior in virtual environments (2005) (4)
- The Gestalt of Virtual Environments (2003) (4)
- Female artists and the VR crucible: expanding the aesthetic vocabulary (2012) (3)
- Avatar appearance as prima facie non-verbal communication (2014) (3)
- Storytelling with Storyteller Agents in Second Life® (2012) (3)
- Research in Virtual Environments and Simulation at the Institute for Simulation and Training of the University of Central Florida (1995) (3)
- The eHealth Arena and Online Virtual Worlds: A New Paradigm for Internet Delivered Health Care (2013) (3)
- A (virtual) world without limits: aesthetic expression in Second Life (2010) (3)
- Would You Like to Play a Game? Experience and Expectation in Game-Based Learning Environments (2007) (3)
- Uses of Digital Enchantment: Computer Games as the New Fairy Tales (2008) (2)
- Handbook of Research on the Global Impacts and Roles of Immersive Media (2020) (2)
- When VR really hits the streets (2014) (2)
- The Healing Potential of Online Virtual Worlds (2011) (2)
- 3D Sound Design and Technology for the Sensory Environments Evaluations Project: Phase 1 (2001) (2)
- What Can Your Avatar Tell the Doctor (2013) (1)
- The Association of In-world Avatar Investment with Expectations of Behavioral Change (2013) (1)
- Method for Custom Facial Animation and Lip-Sync in an Unsupported Environment, Second LifeTM (2009) (1)
- I want my virtual friends to be life size!: adapting Second Life to multi-screen projected environments (2010) (1)
- Conference Review (2018) (0)
- SIGGRAPH: the original "VR meetup" (2015) (0)
- Introduction to the Visual Effect Society Visual Effects Handbook (2010) (0)
- Education column launches new format (1999) (0)
- Artist interview: Jacquelyn Ford Morie, 29 April 2010 (2016) (0)
- Following That Vital Journey (2017) (0)
- Dis-illusion of life: becoming a digital character animator (1998) (0)
- VIRTUAL WORLDS FOR STRESS REDUCTION, MINDFULNESS TRAINING AND HUMAN CONNECTEDNESS- FROM NASA AND SPACE FAMILIES TO THE SACRED SITES OF IRELAND (2016) (0)
- 3D tracking in FX production: blurring the lines between the virtual and the real (1999) (0)
- Correction (2016) (0)
- The Promises and Challenges of Immersive Education (2020) (0)
- Social Maintenance and Psychological Support Using Virtual Worlds (2014) (0)
- The Y Factor: Gender and Games (Panel/Workshop) (2005) (0)
- Deep Learning Techniques for GEM # 1 Session 3 . 5 : Learning with Games Session 3 . 6 : GEM Design # 2-User Considerations in Games Design (2018) (0)
- Ray tracing and radiosity (panel): ready for production? (1998) (0)
- Effects of priming and videogame play habits on responses to a virtual environment (2005) (0)
- No Sweat: Jogging in a Virtual World Using Breath as Avatar Control. (2010) (0)
- Considerations on creativity and technology in the twenty-first century (2018) (0)
- AXLNet Mobile: Using a Mobile Device for Leadership Training (2010) (0)
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What Schools Are Affiliated With Jacquelyn Ford Morie?
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