Traumatic Brain Injury in Professional Sport

A transmedia project under the Sports & Exercise for Wellness Initiative of the Creative Media & Behavioral Health Center that includes a full feature documentary film about traumatic brain injury and self-determination in professional sport. [...]
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Backchannel

In the Interactive Media Division at the University of Southern California's School of Cinematic Arts, we experimented to find ways networked communication could augment and amplify the content of classroom education, promoting collaborative processing and retention. [...]
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BAJA

This project is a joint experiment of Keio University's Digital Cinema Consortium, the WIDE Project, and the Interactive Media Division of the USC School of Cinematic Arts, with special support by Cisco Systems and IBM Japan. This project aims to connect continents by 10Gbps Ultra high speed Internet [...]
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Brain Architecture of the Developing Child

This research and development project is a collaboration between the Center on the Developing Child at Harvard University and the USC Zilkha Neurogenetic Institute. The goal of the project is to conceptualize and create game prototypes that aim to help the public and policy makers understand the effects [...]
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Chôjô

Chôjô is a research project that investigates the possibilities of collaborative, persistent, location-specific experiences that layer 3D virtual worlds over the physical world. This research has led to a Chôjô game in which the USC campus is the playfield. [...]
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Cloud

Cloud combines an experimental game mechanic with a moody, surreal environment. The player is Yun, a "cloud boy," who can soar through the sky gathering and shaping the clouds. Clouds are dark or light, and as Yun makes his way, he must purify [...]
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Designing Culture Transmedia Project

This project includes multiple forms of scholarly media:
A print book called Designing Culture: The Technological Imagination at Work (Duke). An interactive documentary on DVD: Women of the World Talk Back (Balsamo & Hocks, 1996). Exhibit archives: XFR: Experiments in the Future of Reading (by RED@PARC, 2000). Interactive wall books: History of Reading, History of Science [...]
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Dyadin

Dyadin is an action game that explores the potential of cooperative play mechanics in a 2-player puzzle environment. The story of Dyadin involves two parallel worlds and two characters occupying these worlds but only able to affect objects in their own world and of their own color. [...]
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E.L.E.C.T.

E.L.E.C.T. Enhanced Learning Environment with Creative Technology. This project aims to design an application to assist U.S. Army training in cultural awareness and bi-lateral engagement skills within a compelling scenario with realistic characters. The game simulates elements of [...]
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Fast Action HMD

Head Mounted Displays have long held the promise of providing richly immersive experiences in synthetic enviornments. Until now, this promise has largely been unmet due to narrow visual fields, bulky designs, and improperly authored content. The INIT lab is nearing completion of an extremely wide [...]
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Food Chain/SnapShotMapPlot

Food Chain is a two-person mixed reality experience currently in development in collaboration with the Mixed Reality Lab at the Nanyang Technological University in Singapore. SnapShotMapPlot is an early prototype version of Food Chain. It is a collaborative mapping game in which one player walks across the USC campus, carrying a laptop and a GPS unit in a backpack, and wearing a cap with a webcam and 3DOF orientation sensor. In the Zemeckis Media Lab, a 3D model of the campus [...]
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Gone Gitmo

GONE GITMO, a project by Peggy Weil and Nonny de la Peña, is an installation of Guantánamo Prison in the virtual environment of Second Life. The work provides a virtual, accessible version of Guantánamo in contrast to the real, but inaccessible prison camp by integrating documentary video, [...]
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Good Night Elysium

Team GD3 presents Good Night Elysium, an ambitious and experimental game built on the student-developed Bushido Engine and BitTorrent technology. In this game, players control Ben, a middle-aged man who is tired of the working grind of his life and is looking for escape. He finds refuge in Elysium, the shared [...]
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Humboldt

Venture to the Interior is investigating the collections of the Humboldt University in Berlin, Germany. The collections are a rare corpus of objects from many different fields of knowledge starting around 1717. The major part of the collections was amassed in the 19th century drawing from a new model [...]
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Inspiring the Technological Imagination

This project continues the research originally supported by the John D. and Catherine T. MacArthur Foundation (2008-2009) on the future of libraries and museums as mixed reality learning sites. Early research focused on a review of the literature on the incorporation of digital media use by libraries and museums. Current research focuses on the notion of "tinkering as a mode of knowledge production in a digital age." [...]
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Interactive Panoramic Cinema

The Immersive Lab's experiments in interactive panoramic cinema focus on designing immersive experiences for presentation in a 270 degree (4-4-4) projection environment, and via an eight-camera, 360 degree recording and editing system. While the projection space creates [...]
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Location-Based Services

This research project explores potential applications of location-based information services over wireless networks. The near-term objective has been to design and prototype an "environmental media" system for linking virtual environments to the physical world, [...]
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Million Story Building

If a building could talk, what would it say? How would it "feel" about the comings and goings of the people who use it every day? Would it be affected by their moods and desires? What kind of relationship would it have with its occupants if it could communicate with them somehow, [...]
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MobZombies

MobZombies is a zombie-fleeing game where a player's movement controls an avatar in the game space. Players run away from virtual zombies by actually running. The objective of the game is simple: stay alive as a horde of the undead slowly moves towards you. The longer you stay alive, [...]
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New New Deal

New New Deal is a USC game research project created with grant funding from the Rockefeller Foundation. The team developed a robust online simulation based on the "New New Deal" article series by Los Angeles Times' economic correspondent, Peter Gossellin. [...]
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Participation Nation

Participation Nation is a game for teaching American constitutional history and civics to high school students. Players can play the "Forces of Change" or the "Status Quo" in a debate over the constitutional issues that shaped the country. This prototype focuses on the constitutional [...]
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Path of the Mad Prophet

The Mad Prophet challenges toys that track. The doll is meant to be part of a fictional product launch by a major toy manufacturer in a near (but slightly skewed) future. Participants can check out the doll from a mock-up trade show booth, [...]
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Patholog

This project defines a course research aimed at developing a location-aware mobile-weblogging system. Through use of the Patholog system, users are able to engage in a form of personal storytelling through space based on the paths they have traveled, as well as contribute to a larger community narrative [...]
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Social Work Simulator

Social Work Simulator is a USC game research / prototyping project created as part of a larger university grant from the National Insititutes of Health to the USC School of Social Work. Researchers from USC's School of Cinematic Arts collaborated with researchers from USC's School of Social Work during development of the prototype. The primary objective of the project is to develop a prototype of 'Practitioner in the Classroom Simulation' (PICS). PICS refers to a computer-based form [...]
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Speck

Speck is a smart presence device that allows users to connect with friends and share information. Using a combination of Active RFID and Bluetooth wireless technologies, Speck will be able to alert you when others are near, and exchange information with other people, both on command and automatically.[...]
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Surgical Simulator

This project is to develop and evaluate a new genre of surgical simulators that will quickly, efficiently, and accurately capture and convey expertise in standard and new surgical skills. The simulators will create a unique surgical learning experience in which time is not restricted and the learner can be allowed to explore and make mistakes. [...]
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Tangible Culture Project

This project employs a cultural methodology called "hermeneutic reverse engineering" to analyze a range of tangible interactive toys and devices. The focus of the project is to assess how these toys and devices engage users' hands and bodies in the service of learning and "education." The objective is to establish a set of principles for designing "evocative knowledge objects" that engage the hand, the body, as well as the mind. Initial work is focused on the analysis of interactive globes, [...]
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The Cat and the Coup

The Cat and the Coup is a documentary game in which you play the cat of Dr. Mohammed Mossadegh, the first democratically elected Prime Minister of Iran. During the summer of 1953, the CIA engineered a coup to bring about his downfall. As a player, you coax Mossadegh [...]
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The Imaginary 20th Century

The Imaginary Twentieth Century is a novel that takes us through the twentieth century as it was imagined before it actually took place. In 1901, if the rumors are to be trusted, a wealthy young woman selects four men to seduce (or woo) her, each with their own imaginary version of the new century. [...]
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The Night Journey

The Night Journey project is a game project conceived by Bill Viola, an internationally acclaimed artist and MacArthur fellow, which uses video game technologies to explore the universal story of an individual mystic's journey towards enlightenment. The game is being developed in collaboration with a team from the [...]
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Tracking Agama

Hidden within, beneath and behind the surface landmarks of Los Angeles lurks a world of mystery and imagination, of fact and fiction-a world we walk and drive past everyday without seeing. Agama sought out this world. Track his journey and you may see differently too. Listen...Look...Imagine... [...]
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Viewfinder

"Viewfinder" is a novel method for users to spatially situate, or "find the pose," of their photographs, and then to view these photographs, along with others, as perfectly aligned overlays in a 3D world model such as Google Earth. Our objective is [...]
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Vis-à-Vis Games

Vis-à-Vis Games takes ordinary electronic gaming off your old-fashioned video game console and desktop PC and moves it out into the real world. This is the future of electronic gaming – pervasive, ubiquitous, in-the-world experiences. Imagine players guiding their favorite FPS game character, not with [...]
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Walden, A Game

Walden, a game, simulates the experiment in living made by Thoreau at Walden Pond in 1845-47, allowing players to walk in his virtual footsteps, attend to the tasks of living a self-reliant existence, discover in the beauty of a virtual landscape the ideas and writings of this unique philosopher, and cultivate through [...]
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WiFi.Bedouin

With the proliferation of "WiFi" networks and the mobile devices that access them, the public and private space surrounding us has become literally soaked through with Internet data. The promise of ubiquitous access to the Internet from anywhere, anytime is quickly being fulfilled.[...]
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Wormhole

In the Interactive Media Division at the University of Southern California's School of Cinematic Arts, we experimented to find ways networked communication could augment and amplify the content of classroom education, promoting collaborative processing and retention. [...]
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