Rehabilitation Games for Stroke Patients
-Neofect -
(2014. 11 ~ 2016. 10)
These games were made with a health tech company, Neofect (www.neofect.com), which has created a smart rehabilitation solution for stroke patients who need to learn how to reuse their hands.
The glove is designed to induce neural plasticity in the patient through specific and customized exercises with the game contents I created with my team. My role is the director, game designer and sound designer for the game contents team.
The Neofect's product, the Rapael Smart Glove is a wearable rehabilitation glove that will help storke patients regain movement through repeat hand and arm movements in a virtual reality-type setting I created. The glove has built in sensors that measure the patient's movements as they do rehabilitation exercises and is all connected via an app.
I added gamification elements to keep patients engaged and maintain interest in the repetitive rehabilitation exercises. The gamification elements art designed to motivate the patient throughout the rehab process.
I update rehabilitation games monthly and each game is designed for the rehabilitation around certain movements.
New Interfaces for Traditional Korean Music and Dance
-Seoul Institute of the Arts -
(2012. 11. 01 ~ 2013. 02 .28)
This research project is about the creation of new interfaces that extend traditional Korean music and dance. Specifically, this research resulted in the design of the eHaegum (Korean bowed instrument), eJanggu (Korean drum), and ZiOm wearable interfaces.
It was funded by KOCCA (Korea Creative Content Agency). I was the chief researcher and invited Ajay Kapur, a professor at California Institute of the Arts, as a co-researcher of this project.
The short video clips below show briefly the making process and the final performances using the interfaces.
1. Making Video
2. Performance Highlights
3. eHaegum & Sitar concert
The paper (the below link) is what I and co-researchers submitted to NIME 2013 (New Interfaces for Musical Expression ) and accepted.
This paper describe the process of making these new interfaces as well as how they have been used to create new music and forms of digital art making that blend traditional practice with modern techniques.
* Please click HERE to view a full paper of "New Interfaces for Traditional Korean Music and Dance ".
Project Sonology
- Entertainment Technology Center -
(2008)
Project Sonology was my research project of the Entertainment Technology Center (www.etc.cmu.edu) at Carnegie Mellon University (www.cmu.edu). The goal of the project was to show that audio can successfully be the primary element of interactive entertainment by creating pure audio experiences. The team spent the first half of the semester creating a flexible technical foundation, supported by multiple prototypes, demonstrating the technology that would help shape the experiences the team would eventually create. With the technical foundation in place, the team worked on two proofs of concept: Story Concept and Music Concept, as the final deliverables.
The core technology was a combination of a 3D game engine, Ogre, and an audio engine,FMOD, used to create 3D sound environments that can be navigated and interacted with intuitively and without relying on graphics. The interactions are based on 3D trackers and surround sound headphones.
One of play tests was held at the Western Pennsylvania School for Blind Children (www.wpsbc.org). The students responded wonderfully to the experience regardless of their disabilities which included blindness and limited mobility. Upon observing our play test, the teachers in the school saw that our technology had application as a learning tool beyond just entertainment. They realized that it has great potentials to be an excellent tool in getting their students to easily understand and follow instructions.
* To view a full video of the Story Concept, please click HERE.
* To view a full video of the Music Concept, please click HERE.
President Lincoln's White House
- Semiotic Technologies -
(2008)
In conjunction with Argentine Productions, Semiotic Technologies built an interactive exploration of the Lincoln-era White House.
Players can navigate through the world talking with historical figures of the time gaining a better understanding of the social history on the day the Emancipation Proclamation was signed.
To visit the virtual Lincoln's White House, plese click HERE
CentsCity
- Semiotic Technologies -
(2008)
Semiotic Technologies developed the initial beta experience of CentsCity, the online game teaching players financial literacy. The game is geared toward High School students and puts the player in the position where they must support their online lifestyle through jobs, investment and financial quests. This game is now served as "Money $ Island".
For details and play the game, please click HERE
Spaceship Earth
- Walt Disney Parks & Resorts Online -
(2007)
“Spaceship Earth” is an educational casual game created by a project team at the Entertainment Technology Center. The team collaborated with Walt Disney Parks and Resorts Online (http://home.disney.go.com/parks/) and the Siemens Corporation (www.siemens.com/)to develop the game for the new Spaceship Earth website at Walt Disney World's Epcot Center (https://disneyworld.disney.go.com/destinations/epcot/) in Orlando, Florida.
This game teaches grade school children about the Siemens Corporation’s water treatment division. It is part of a suite of online arcade games, Model City which is intended to raise environmental awareness among young students.
Please visit the Walt Disney's Spaceship Earth website to check out this game.
http://www.epcotspaceshipearth.com/
Building Virtual Worlds
- Entertainment Technology Center-
(2006)
Building Virtual Worlds (BVW) is a rapid development and prototyping course at the Entertainment Technology Center where interdisciplinary teams build immersive, interactive virtual worlds in one or two week cycles for various interactive platforms. At the end of each cycle, the worlds are shown to the class, then teams are re-shuffled, and the process begins again. Each team consists of four students who all share responsibility for creating the most immersive project they can imagine in the time allotted.
- Hansel and Gretel -
This game was done on Virtual Reality Head Mounted Display (HMD) platform. The guest plays as Hansel and needs to catch appropriate objects thrown by Gretel to create a magic potion within a time constraint in order to defeat the evil witch. This was chosen as one of the best worlds for the BVW show event, which annually gathers an audience of over 500 people including students, faculty, and industry professionals.
- Lego Mafia -
"Lego Mafia" emulates a social gathering with Lego characters where multiple users control their respective characters using remote controllers. The objective of the game is for the users to find the Lego Mafia character that has perpetrated the party to kill other characters.
- Jesse's Juggling Jubilee -
"Jesse's Juggling Jubilee" is a 3 level game and performance to show how any one can juggle! Using the Play Motion IR capture device, the player can interact with the projection screen in an uninhibited way.