The IMMERSE project
360-degree video projections morph and change in response to live performances of classical and electronic music in IMMERSE. This new collaborative project was created for the UTS Data Arena, an interactive audiovisual space.
360-degree video projections morph and change in response to live performances of classical and electronic music in IMMERSE. This new collaborative project was created for the UTS Data Arena, an interactive audiovisual space.
The goal of this research task is to create an autonomous agent that can learn and play a variety of unseen video games. It is well established that common test beds for new machine learning algorithms are video game environments. Simple algorithms targeted to specific games can already produce masterful computer players. However, it is only now that we are beginning to see general algorithms being able to solve a variety of different genres and complexities
the main purpose of this research is to develop a digital game prototype that can be played while undergoing the treatments in the hospital as a tool to empower emotional change for paediatric cancer patients.
Focusing on player experience (PX) and through the use of user-centered design approaches, the main design elements will be focused on the paediatric cancer patients.
Factors that influence them while being hospitalized such as their routines, medical protocols and treatment plan will be incorporated into the design of the prototype.
The aim of this research project is to aid and assist elderly people live alone, especially those with cognitive impairments or general age-related cognitive decline.
In some cases, elderly people are non-verbal or unable to express or perceive emotions. Elderly people are more susceptible to mental health issues like depression for various reasons such as loss of their socio-economic status or suddenly having to be dependent on others.
The availability of consumer-facing virtual reality (VR) headsets makes virtual training an attractive alternative to expensive traditional training. There are a variety of consumer VR headsets with a price range from tens to thousand dollars. Each headset delivers virtual environment with different levels of immersion and provides different input modalities.
Very recently, Virtual Reality became a consumer-friendly technology that more and more people are using to consume content. Never the less, the more people adopt this technology, the more we realize there is a concerning danger of people suffering accidents. From the unexpected loss of balance to virtual reality sickness, these are serious issues that must be solved if we want this technology to reach more and more consumers.
The StepKinnection project explores the use of interactive video games to reduce the risk of falling in elderly. Our approach consists on developing games that combine the fun factor inherent in video games with a clinical assessment tool. While the entertainment factor engages the person in to exercising, the incorporation of a clinical test allows for the continuous assessment of health outcomes.