Self-Guided Pain Assessment Tool for Cancer Survivors with Chronic Pain
The aim of this project is to design an interactive patient-centered tool for cancer survivors with chronic pain to assess and monitor pain from multiple aspects. This tool would build patients’ confidence in their ability of pain self-management, and also overcome the communication gaps between patients and their care-takers using design thinking and co-design methods.
Chronic pain is one of the most common struggles of cancer survivors till the end of their lives1. Research shows that in addition to the physical pain, psychosocial and behavioral factors play a significant role in the experience, maintenance, and exacerbation of pain2. This interactive tool will allow patients use effective visual images and graphs to record their pain experience from multiple dimensions: physical, psychological, and external factors. The result of inputs will show patterns and correlations between multiple aspects, which will significantly improve the patient-caregiver communication as well as the overall quality of pain management.
The Hiatus System
The Hiatus System is a biofeedback-based virtual reality stress reduction application that utilizes mindfulness-based stress reduction. This mobile VR application uses an interactive teaching model to help individuals learn the process of mindfulness through guided breath awareness meditation. The user is immersed in a rendition of a Japanese Zen Temple that is designed to attain and maintain the user’s attention towards the meditation, in order to reduce mental fatigue. This project was done as a collaborative project between Kevin Bruggeman and Skylar Wurster. The Hiatus System was presented at SIGGRAPH 2018, Vancouver, and is involved in a pilot study between Dr. Marcia Bockbrader, Dr. Ruchika Prakash, and Susan Melsop at The Ohio State University.
Isle of Sign
Directed and Animated by Breanne Butters
Backgrounds by Sara Caudill
Sound Design by Neil Tuli
Isle of Sign is a film about a community that lived on Martha’s Vineyard from 1600s to early 1900s. During this time, hereditary deafness was so prevalent that the entire community adapted and learned sign language. Because of this, deaf and hearing individuals there had no issue communicating and deafness was not considered a disability.
My film draws on true stories from this time period collected by Nora Ellen Groce in her book Everyone Here Speaks Sign Language as well as taking inspiration from many of Thomas Hart Benton’s paintings. Benton spent 50 summers on Martha’s Vineyard, painting the landscapes and people there. My film is told in the form of vignettes—3 mini stories featuring separate characters, locations and times to give the viewer a glimpse of what life might have been like on the “Isle of Sign.” Benton’s paintings inspired me to use them as a lens to look back into time.
Remembrance: An Object Driven Narrative
Memories are elusive. They flit in and out of thought, sometimes without you even knowing. Memories are meaningful because they connect us to other people and past experiences. Many times these memories are caught among a web of other connections and abstract ideas. They can be tied externally to our senses, or places or objects. Objects possess a power, that even though they may not be your own objects, they are able to evoke a personal memory.
The physical object, in this case the Korean lacquer box, acts as a tangible catalyst for associated memories by those who engage with it.
In my work, I am using digital animation to represent the intangible world of the memory stories that I recorded. My role as the animator is that of visual interpreter of the stories and memories through this medium. In the animation process, when an object is transferred to a new medium, it loses some of its previous context, but gains new interpretation that adds to its richness.
Clear Lake is an exploration adventure game in which the player uses the past to explore the present by means of a mysterious burning torch. Players take the role of the ranger, an old man on the search for a group of missing campers. Use the torch to find objects in the past that uncover the mystery of the present.
The game was born out of the question how can a character's mental state be represented through game mechanics?
The game explores the mental state of memory loss found in a person with dementia. The mysterious torch found early in the game allows the player to view the past environment within the glow of the torchlight. The longer a player uses the torch, the more it dies. This makes the view into the past very restricted.
This representation is not meant to perfectly simulate the dementia experience, but instead, work to describe these symptoms within an enjoyable game.
Schism is a short, animated film that uses photogrammetry- the process of mapping 3D points on a physical object by triangulating thousands of points from a series of photographs- to create 3D models from handmade characters and sets which are staged and animated in virtual space. The film explores the intersection between physical and digital working methods from the perspective of an animator and the problems of creating animated spaces. Through the construction of a narrative space in which artifacts from material and digital processes configure, problematize, and augment the story world of the film, Schism looks at how animators create and give life to the spaces in which animation takes place. A central concern of the project is to develop a streamlined process for using photogrammetry that incorporates traditional stop motion production techniques with emerging 3D computer animation workflows, including a real-time renderer.
Access to Healthy Food Resources:
Effectiveness and Accessibility of Using a Website Interface
Food deserts are an increasingly prevalent problem in affluent nations and the cause of which lies in socio-economic status of communities, geographical location/layout of food markets, and the mobility constraints of residents getting to and from as well as within the stores themselves.
All communities having equal access to healthy food options has become my goal to achieve. My research study examines and compares current inequitable access to healthy foods in rural and urban communities. Based on the information that I have collected, reviewed, and analyzed, I have developed the basic groundwork of using website and phone applications which are readily accessible to everyone. Low-income residents are the target audience because they are the most effected about food access.