Two MASL graduate students will be presenting this Thursday morning in D-1-117 MAK during the scheduled graduate student presentations:

Andres Solano (Master’s Project Presentation)

When: 9:30 – 10:15am

Title: GVSU Art Gallery Meets iOS: How To Cram 10k+ Works of Art Into Your Pocket

Abstract: The Grand Valley State University Art Gallery has over ten thousand works of original art, including paintings, sculptures, ceramics, and more.  A large portion of this collection is displayed across GVSU’s campuses. These pieces of art are used by students for courses and research and are also simply enjoyed by people each day as they encounter them on campus.  Although each individual work has a placard describing it and its artist, these do not help people locate specific works of art around the different campuses and buildings. Furthermore, the amount of information that can be displayed on a work of art is limited to the size of the placard.  Another difficulty is that there is no way for a person to share or comment on a work of art that they really appreciate. This project addressed these problems by developing and deploying a mobile application that allows users to browse and locate works of art using their iPhone and its network connection and GPS capabilities.  Furthermore, users can use the application to go on virtual art tours, and they can interact with their friends around a piece of art via integration with Facebook, Twitter, and other social networks, all from their iPhone.

Alex Restrepo (Masters Thesis Proposal)

When: 10:30am – 11:15am

Title: Accessorized Therapeutic Game Experiences for Touch-Enabled Devices

Abstract: In the world of physical therapy, a number of consumer gaming devices have been used with various levels of success. Most commercially available video games are designed for the general population and are, in most cases, overwhelming and difficult for traumatic brain injury (TBI) or stroke patients to use.  Specialized therapeutic medical devices are not only expensive and non-portable, they also make limited use of gamification techniques to better engage and motivate the patient. This thesis aims to study the use of inexpensive, portable handheld devices, together with a custom sensor accessory in order to drive a set of therapist designed and configured, short video games. The games are intended to elicit specific therapeutic responses from the patient, and also produce clinical output for the therapists to assess the patient’s progress and refine the treatment regimen.