Examining Forward Head Posture Prevalence Among University Students:
Introducing Kinect and Social Media Platform as Visualized and Interactive Solutions
Previous researchers have demonstrated the widespread phenomenon of forward head posture (FHP) problem among adults, teenagers, and children primarily caused by faulty posture associated with long hours of exposure to technological devices. With focused studies on university students, a result conducted in universities in Pakistan and Malaysia revealed that “67% of participants were identified with forward head posture while 58.5% were not aware of forward head posture (Ramalingam 791).” The high prevalence but low awareness revealed a need to address the FHP issue in college. The chief purpose of this project “FHP Identifier & Corrector” is to raise awareness and thus resolve the FHP problem among the target audience – university students with interactive approaches and marketing strategies.
Existing products such as posture training devices may only be advertised to the audience who have identified themselves with FHP along with other spine and hunchback problems. In such a market context, previous products could only reach the designated health-conscious consumers, while university students who are unaware of the FHP problem would remain uninformed of the prevalent circumstance of FHP. This project would fill the gap of unreached university students in the current market.
Two mediums are designed and created to achieve the project mission. A visualization installation placed on the university campus would identify students with the FHP problem. A schematic drawing conducted by Kinect would examine participants and, through calculation and algorithms, output the FHP extent (none, mild, severe) of the examinees. Moreover, A follow-up WeChat Mini Program would also be launched as an online tool to provide tutorials and reminders to testees identified with mild or severe FHP issues. It serves to correct the unhealthy FHP with proper exercises and help develop correct posture when using digital devices.
A toy that help people understand power of consensus and cyberbullying
Due to a serial of influential social problem about cyberbullying recently, I want to create a toy that help people to understand the feeling of being bullied online and the negative impact of showing malicious intentions to others. Also, play can learn some appropriate way to dealing with cyber bullying. My idea now is to create one computer like box and one heart like bag that hang on a holder. Player pick up cards from computer box and read comments on it. If the comment contains offensive words, the player should put the card into the bag. If the card has positive words, the player can take out one card from the bag. When the cards in the bag are heavy enough and the bag fall down from the holder, the game end.
This website creates a creative platform in which users can learn in the form of an interactive case study and experience the role that counterfeit products play on consumers and on the global economy.
De’Yon Zechariah Keshawn Smith
This project documents the relationship between consumers and their journey to purchase counterfeit goods. Analyzing the depreciation of the value of luxury goods as a product loses its authenticity helps understand the distinction between counterfeits and real. Observing and documenting the economic and social models of the counterfeit market and other varied business case studies, I built a website that creates a creative platform in which users can learn in the form of an interactive case study experience. The project is intended to be used in a business course by any professor that wishes to explain the counterfeits market impression on consumers and the impact on the global economy.
The history and culture rooted in the creation of the counterfeit market have shaped the global economy as well as the current global nearly trillion-dollar market of today. Based on the scholarship of Jie Chen, and Pur Purwanto as well as the analysis of intellectual property rights policies in place for international brands, this project will elaborate on luxury brands’ positions in the counterfeit market and showcase the thought process behind a consumer's decision to purchase a counterfeit good. Analyzing concepts such as moral recognition and socioeconomic class will be used to decipher the relationship between counterfeit products and consumers.The website will take you through a collection of questions, data, and information that will leave the user with reflective and engaging interactions. There will be side-by-side images that will test the user's ability to recognize and distinguish the difference between counterfeit and authentic luxury goods.
Additionally, the case breaks down the intersection of vendors and buyers to the distribution channel of online e-commerce for consumers. A sequence of charts, graphs, and displays are used to visually demonstrate a more engaging and informative relationship between consumers and distribution.
What's the data visualization of happiness? Here is my version.
Instead of showing numbers that quantify the level of happiness of analysis about the reasons for happiness, this data visualization takes a more emotional path. Here the audience will be about to immerse in the exploration of 100,000 happy moments written down by different individuals. Features like filters and brushes enable the viewers to look closer to the moments and encounter surprises. Details about the dataset are also provided in the “details” page. (By clicking the details button the viewer can navigate to it.)
These toys are designed to help children process their emotions.
I created a series of soft toys that represent the six basic emotions: happiness, sadness, fear, disgust, anger, and surprise. I made each one a different color, face, and pose to represent this emotion. Doing this, I made sure that the emotions are very distinct from each other. For packaging, I included a simple explanation of each emotion, so children will get a better understanding of how to express what they’re feeling. My ideal user for this project is children between the ages of 3-7 because these ages are key in social development. With these toys, I want to make sure children are able to express themselves and understand how others are feeling because of their understanding of the emotion.
This Unity-based VR experience seeks to recount New York City’s history through the perpetual changing of its environments. One location is tracked through its many changes over hundreds of years. The hope is to be factual in nature, educational in context, and fun to experience. For the purposes of this virtual show, I will act as tour guide through the historical environment, guiding viewers through a first-person view while explaining the historical significance of the environments. The location I chose for this incarnation of the project is just off the Northeast corner of Washington Square Park, on the street of Washington Square East, as this location had an abundance of historical reference material to examine and carries personal weight for many of the students in our community. I examined hundreds of photos, drawing, maps, and writings to construct these environments as realistically as possible- though there is still some manipulation of the visual environment and usage of assets to cut down on modeling time needed in light of my other four final projects. Movement in the experience is teleportation-based, both around the environment and onto points in order to teleport between time periods. While the project is in a perfectly presentable and feature-complete at the moment, there will nonetheless be some small additions to it by the time of the show. I’ll scatter about some of my reference materials within the scene, will improve the audio soundscapes, and will touch up the modeling and placement of assets within the scenes.
Interacting with Abydos is an interactive digital exhibition that focuses on the Abydos Excavation site in Egypt. Abydos is an ancient site where archeologists have uncovered a 5,000 year old history. Our exhibition aims to leverage innovative technology used by the archeology team at Abydos to create interactive experiences that demystify life in ancient Abydos. We worked closely with Matthew Adams, a senior research scholar at NYU who has been working on the Abydos site since 1999.
In this exhibition, presented as a website, we reveal the everyday life of people in Ancient Egypt based on what the artifacts from the Abydos site tell us. The physical installation, shown through 3D renderings of the space, imagines a large-scale exhibition where people can learn about the excavation site and findings in person. The digital interactive adapts the journey of the exhibition into a desktop experience.
A web-based resource guide and participatory project with map visualization, dynamic updates, real-time database designed to inform survivors and advocates about Title IX investigations, and acknowledge their lived experiences.
“2020 US Top Colleges by Open Title IX Investigations” is one of the projects in my thesis “Beyond Case Close”, a series of projects driven by my experience filing a Title IX complaint at my undergraduate institution and at the Department of Education. In navigating the stressful process and aftermath of filing a case, I realized the limitation of procedural measures in seeking social justice and became motivated to find alternative approaches. This project is a resource guide built to inform survivors and advocates about Title IX investigations and to acknowledge lived experiences.
The website draws data from all currently open Title IX cases at the Office of Civil Rights, a sub-agency of the U.S. Department of Education that enforces civil rights laws against discrimination in educational programs. Once launched, you can see the schools currently with an open case at the OCR listed in descending order according to the number of total cases. I reference US college ranking websites and I chose to represent the schools not only with their names but also with images that I scraped searching the school name and the keyword “students”, displaying their promotional images to give a satirical overtone. I also included a Title IX timeline and featured the latest Title IX related tweets to reflect current sentiment and a write-up with diagrams about the filing process. To search for missing narratives about the lived experiences, I also created a real-time survey.
In this project, I plan to make the working theories of how computers work more accessible to audiences without prior background. I designed and implemented a 4-bit Arithmetic and Logic Unit from scratch using 74-series Integrated Circuits. The circuit is controlled by a microprocessor hosting a website on the Local Area Network. After logging into the website, the user would follow the “machine code-like” instruction prompted, input the designated values, select the mode of computation, then submit the form. The circuit would show the inputs in binary form, then calculate, show the output in binary form as well. By following the instruction and seeing the binary results being returned, the user can understand better how a computer functions from a more “down-to-earth” perspective.
A haptic interface for breathing guidance in flute learning.
Haptic devices have made improvements in music learning. They can resolve the problems of space and time constraints in traditional learning methods and reduce the difficulties of learning music notations and terms. Previous haptic systems for flute fingering position learning proved that the learning rate is faster, and forgetting chance shrinks compared with learning from videos. However, flute performance consists of fingering and breathing. And existing haptic interfaces deal with fingering positions only. Research on technological-aided breathing guidance is mostly visual guidance or audio guidance. Haptic interfaces related to breathing were not used as guiding methods but mainly used to measure the people’s body position while breathing and provide feedback accordingly. Therefore, I intend to expand the flute learning from partial haptic guidance to full haptic guidance. This research will design a haptic interface for breathing. And this breathing guidance interface is a wearable device that is used to haptically instruct flute learners only on breathing control for playing the flute. The device leads the flute beginners breathing at the precise point during the song. The research intends to examine the users’ acceptance of using haptic guidance methods for breathing. This study not only provides a more convenient and accessible learning method for people with interests in flute or wind instruments but also has the potential to be applied to breathing guidance in the medical field.