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- All Subjects: Unity
- Creators: Computer Science and Engineering Program
- Creators: Baker, Laurie
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of a static silhouette of a face and a wave-like form to represent the mouth. Audio content analysis was performed on audio sampled from the character’s voice lines. Pitch and amplitude derived from the analysis was used to animate the character’s visual features such as it’s brightness, color, and mouth movement. The mouth’s movement and color was manipulated with the audio’s pitch. The lights of Wave were controlled by the amplitude of the audio. Design considerations were made to accommodate those with visual disabilities such as color blindness and epilepsy. Overall the final audio visualization satisfied the project sponsor and built upon existing audio visualization work. User feedback will be a necessity for improving the audio visualization in the future.
This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.
Ineffective transitional care programs for ensuring the continuation of care from acute settings to the home settings post discharge can result in rehospitalization of elderly patients with chronic diseases. Usually, transitional care should be time-sensitive, patient-centered services intended to ensure continuity of care and an efficient transition between health care settings or home. A patient centered transitional care program was implemented at an outpatient primary care facility to reduce readmission rates. Institutional Review Board approval was obtained.
Twenty adult patients with chronic diseases discharged from an acute setting were identified. A follow up phone call and/or a home visit within 24-72 hours post discharge was employed. The Care Transitions Measure (CTM®) and Medication Discrepancy Tool (MDT®) were utilized to identify quality of care of transition and medication discrepancies. A chart audit collected data on the age of participant, diagnosis for initial hospitalization, CTM score, home visit, and ED visits or re-hospitalizations after 30 days of discharge. The outcome indicated that transitional care within primary care utilizing evidence-based practices is beneficial in reducing readmission rates. A logistic regression showed model significance, p = .002, suggesting that the CTM score was effective for both telephone support (TS) and home visit (HV).
A correlation analysis showed that as age of participants increased, the CTM score decreased, indicating that older adults required more support. A significance p <.001, of a proportional test indicated that readmission rates after the intervention was lower. It is evident that providing a timely and effective transitional care intervention in a primary care setting can reduce hospital readmissions, improve symptom management and quality of life of adult patients with chronic diseases.
For the average person, when they use a computer, they interact with two main groups: the Computer Input, which consists of a keyboard and a mouse, and the Computer Output, which consists of a monitor and speakers. For those with physical disabilities, traditional Computer Input and Output methods can be difficult or uncomfortable to use. I believe VR Technology can make using computers much more accessible for those individuals, and my application demonstrates that belief.