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Scott Fisher

Scott Fisher

· Professor of Cinematic ArtsVerified

University of Southern California · Media Arts + Practice

Active 1983–2022

h-index20
Citations1.4k
Papers822 last 5y
Funding
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About

Scott Fisher, M.S., is a Professor of Media Arts + Practice at the USC School of Cinematic Arts and serves as the Director of the USC Mobile & Environmental Media Lab. He is the founding chair of the Interactive Media Division and has previously held the position of Dean of Research at SCA. Fisher has worked extensively since the early 1980s to develop virtual reality and augmented reality systems, contributing his expertise at NASA Ames, Atari Research Labs, MIT’s Architecture Machine Group (now the MIT Media Lab), and Keio University in Japan. His work at NASA Ames played a pioneering role in developing several virtual reality technologies that form the basis for products available today.

Research topics

  • Medicine
  • Internal medicine
  • Immunology
  • Gastroenterology
  • Cancer research

Selected publications

  • ABCL-509 Healthcare Utilization and Costs in Chimeric Antigen Receptor T-Cell Therapy for B-Cell Lymphoma

    Clinical Lymphoma Myeloma & Leukemia · 2022 · 1 citations

    • Medicine
    • Internal medicine
    • Gastroenterology
  • Poster: ABCL-509 Healthcare Utilization and Costs in Chimeric Antigen Receptor T-Cell Therapy for B-cell Lymphoma

    Clinical Lymphoma Myeloma & Leukemia · 2022

    • Medicine
    • Cancer research
    • Immunology
  • Immersive Design Fiction

    2018-06-08 · 45 citations

    articleSenior author

    Immersive design fiction is a novel approach that embeds speculative interactions within a rich virtual reality (VR) storyworld. Immersive design fictions use VR to translate new design opportunities into story-driven, embodied experiences by positioning the participant as a character in a narrative world. This paper presents a case study of an immersive design fiction that depicts a fictionalized reimagining of an industry partner's work practices. This VR experience explores speculative interfaces for creative work and collaboration in the context of a fictional workplace environment. By placing design fictions within rich immersive contexts such as room-scale VR, researchers and practitioners can go beyond prototyping imagined interfaces to also speculate about the interaction rituals and surrounding social context within an experiential storyworld. This approach makes methodological and theoretical contributions to design fiction research by demonstrating a toolkit for exploring and reflecting upon the intersections between speculation, embodiment, and narrative context.

  • The NASA Ames VIEWlab Project—A Brief History

    PRESENCE Virtual and Augmented Reality · 2016-12-22 · 9 citations

    article1st authorCorresponding

    December 22 2016 The NASA Ames VIEWlab Project—A Brief History Scott S. Fisher Scott S. Fisher Associate Dean, Research Professor, Media Arts + Practice Division Founding Chair, Interactive Media Division Director, Mobile & Environmental Media Lab USC School of Cinematic Arts Los Angeles, CA 90089-2211 sfisher@cinema.usc.edu Search for other works by this author on: This Site Google Scholar Author and Article Information Scott S. Fisher Associate Dean, Research Professor, Media Arts + Practice Division Founding Chair, Interactive Media Division Director, Mobile & Environmental Media Lab USC School of Cinematic Arts Los Angeles, CA 90089-2211 sfisher@cinema.usc.edu © 2017 by the Massachusetts Institute of Technology2017MIT Press Presence: Teleoperators and Virtual Environments (2016) 25 (4): 339–348. https://doi.org/10.1162/PRES_a_00277 Cite Icon Cite Permissions Share Icon Share Facebook Twitter LinkedIn MailTo Views Icon Views Article contents Figures & tables Video Audio Supplementary Data Peer Review Search Site Citation Scott S. Fisher; The NASA Ames VIEWlab Project—A Brief History. Presence: Teleoperators and Virtual Environments 2016; 25 (4): 339–348. doi: https://doi.org/10.1162/PRES_a_00277 Download citation file: Ris (Zotero) Reference Manager EasyBib Bookends Mendeley Papers EndNote RefWorks BibTex toolbar search Search Dropdown Menu toolbar search search input Search input auto suggest filter your search All ContentAll JournalsPRESENCE: Virtual and Augmented Reality Search Advanced Search This content is only available as a PDF. © 2017 by the Massachusetts Institute of Technology2017MIT Press Article PDF first page preview Close Modal You do not currently have access to this content.

  • Development and Structure of the Body Image

    Psychology Press eBooks · 2014-03-05 · 57 citations

    book1st authorCorresponding

    First published in 1986. First published in 1986. This is volume 1 of two, of Development and Structure of the Body Image. This Volume presents a thorough review and analysis of the body image literature from 1969. The bibliography for all the work described in the two volumes is contained in this second volume.

  • Development and Structure of the Body Image

    Psychology Press eBooks · 2014-02-24 · 190 citations

    book1st authorCorresponding
  • End-of-Life of Upper Stages in Geostationary Transfer Orbit

    elib (German Aerospace Center) · 2013-05-30

    articleSenior author

    This report focusses on four specific topics within the overarching theme of upper stage Geostationary Transfer Orbit (GTO) debris:
\n
\n1.\tA review of recent practices in mitigation procedures for GTO Launch Vehicle Upper Stages and intentional mission debris.
\n
\nFrom 2004-2012, 210 launch vehicles operated by five nations and two international organisations placed satellites in Geostationary Earth Orbit (GEO). Analysis of 185 of these launches found that 294 pieces of debris and upper stages were left in GTO. 43 of these bodies have since decayed and re-entered Earth’s atmosphere with an average decay time of 1.53 years. Of the remaining objects, 4 have perigees sufficiently small enough to ensure orbital decay and re-entry within 25 years of launch, 43 are in orbits which did not cross Low Earth Orbit (LEO) or GEO and 204 bodies are located in orbits that cross LEO and/or GEO.
\n
\n2.\tA Monte-Carlo simulation of orbital decay for objects left in GTO to determine what parameters influence decay time.
\n
\nA Monte-Carlo simulation using the European Space Agency’s (ESA) Debris Risk Assessment and Mitigation Analysis (DRAMA) tool analysed the orbital decay of 100,000 upper stages in GTO. It was found that the initial perigee altitude strongly affected whether the upper stage would decay in the requisite 25 years, with a perigee of 200km leading to 80% of debris re-entering. Inclinations closer to 45° and larger apogees also led to higher probabilities of re-entry due to the coupling of orbital perturbations, specifically third body effects and atmospheric drag. The mass/area ratio also had a weak influence, with larger mass/area ratios contributing to lower probabilities of re-entry.
\n
\n3.\tCreation of a program to model the controlled de-orbit of an upper stage, including its initial orbit, de-orbit burn and atmospheric re-entry. This program interfaced with ESA’s DRAMA software.
\n
\nA Fortran program was created to model the controlled de-orbit burn of an arbitrary upper stage. Four phases were implemented: an initial coast, an instantaneous, in-plane burn, the unpowered de-orbit trajectory (all modelled directly by the Fortran program) and the re-entry itself, starting at 120km altitude (modelled by DRAMA). The program calculated the footprint for all resultant pieces of debris. 
\n
\n4.\tModelling of the controlled de-orbit of the Ariane 5ME Upper Stage using aforementioned software, and an investigation on how the burn parameters (magnitude, angle and time) affect the impact position.
\n
\nCalculations performed by Astrium gave the Ariane 5ME upper stage re-entering in the Pacific Ocean at -5° to 5° latitude and -157° to -130° longitude. The designed program calculated a footprint of 0.74° to 2.38° latitude and -148.81° to -138.54° longitude. The differences arose from the Astrium simulation not considering ablation and melting of debris and the designed program not considering additional breakup velocities due to tank rupture during re-entry. The burn parameters were varied, and it was determined that for the Ariane 5ME, larger de-orbit burns led to a more northern impact position, larger burn angles led to a more south-eastern impact position and longer coast times led to a more north-western impact position.

  • Extending the lifelog to non-human subjects

    2012-10-29 · 7 citations

    articleSenior author

    In this paper, we describe an approach to lifelogging that positions everyday objects, vehicles, and built environments as worthy of their own lifelog systems. We use this approach to anchor what we call ambient storytelling, and we argue that this methodology opens up new opportunities to design for rich and enduring relationships between humans and non-humans. We will explore this research approach through a series of examples, including: (1) a building that learns about its occupants and reveals its lifelog through playful solicitation and reciprocation, (2) story-objects that reveal backstory to their users, and (3) an automotive-sensor system and lifelog platform that facilitates context-specific playful interaction between a driver and their car. In this last example, we were interested in how a vehicle-based lifelog could augment drivers' existing propensities to project character onto their cars. In each of these examples, we reposition the concept of the lifelog to consider the "lives" of objects and the relationship between humans and non-humans as a worthwhile area of research.

  • Vehicular lifelogging

    2012-05-05 · 17 citations

    articleSenior author

    This paper presents an automotive lifelogging system that uses in-car sensors to engage drivers in ongoing discoveries about their vehicle, driving environment, and social context throughout the lifecycle of their car. A goal of the design is to extend the typical contexts of automotive user-interface design by (1) looking inward to the imagined character of the car and (2) looking outward to the larger social context that surrounds driving. We deploy storytelling and theatrical strategies as a way of moving our thinking outside the familiar constraints of automotive design. These methods help us to extend the concept of a lifelog to consider the lives of objects and the relationship between humans and non-humans as fruitful areas of design research.

  • Location-Based Mobile Storytelling

    IGI Global eBooks · 2011-05-25

    book-chapterSenior author

    This article describes an investigation in location-based mobile storytelling entitled Tracking Agama. Using a combination of SMS messaging, voice calls, and web log entries, Tracking Agama leads its participants on a narrative-based exploration of Los Angeles, in pursuit of a fabled urban researcher, “Agama.” Participants use a bit of detective work to discover the keywords allowing access to Agama’s voice-activated and phone-accessible audio diary entries; send and receive SMS messages from Agama and his assistant; and receive calls from the virtual characters.

Frequent coauthors

  • Mark Bolas

    Microsoft Research (United Kingdom)

    20 shared
  • John O. Merritt

    Merritt College

    20 shared
  • Perry Hoberman

    University of Southern California

    6 shared
  • Jim Humphries

    University of Maryland, College Park

    5 shared
  • Michael W. McGreevy

    5 shared
  • Glen Fraser

    National Cancer Center

    5 shared
  • Michael Naimark

    4 shared
  • Ian E. McDowall

    Intuitive Surgical (United States)

    4 shared

Education

  • M.S., Architecture

    MIT

  • B.S., Architecture

    University of California, Berkeley

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