CTIN 503 – Interactive Entertainment, Science & Health

CTIN 503 – SPRING 2017 Interactive Entertainment, Science & Healthcare (2 Units) Instructor: Prof. Marientina Gotsis, MFA gotsis@usc.edu Office: SCI 201U Lecture: Tuesdays 4-5:50PM @ SCI 308   COURSE OVERVIEW This course will give students an overview of foundational concepts required for design, development and evaluation of interactive entertainment and transmedia-based interventions at the intersection of neuroscience, public health and medicine. Students will develop a unique transdisciplinary perspective of intervention…

The Brain Architecture Game Ready-Mades In Stock!

The Brain Architecture Game is a tabletop game experience that builds understanding of the powerful role of experiences on early brain development – what promotes it, what derails it, with what consequences for society. Our first commercially released educational product is now back in stock. Get your Ready-Mades while they last! The DIY downloadable version is always available for purchase in multiple languages (English, Spanish, Portuguese).  

CODE CAMP 2016 now open for enrollment!

CODE CAMP is an enrichment opportunity for growth in programming, design, and leadership. Computers are provided. There is no experience required. We encourage friends and family aged 11+ to attend! For more information, visit our page. To REGISTER, please visit: http://bit.ly/2dPqxPp Or email us at codecamp.usc@gmail.com with your interest!

Virtual reality-based rehab system could one day help people with Parkinson’s

A trip to the physical therapist could soon feel a bit more like a trip to the arcade, thanks to a new multidisciplinary study being conducted at USC. James Finley and Beth Fisher of the USC Division of Biokinesiology and Physical Therapy and Marientina Gotsis of the USC School of Cinematic Arts have received a two-year grant from the National Institutes of Health to develop and test a virtual reality-based program…

Fall 2016 IML 543 Course

 This theme will be first explored by reviewing research and interventions of different formats, experiences, and devices for virtual reality (VR) (Google Cardboard, GearVR, Oculus, HTV Vive, etc.). We will try embodied experiences for laying down, sitting, standing, and walking in order to gain insight toward solutions that can be developed for two separate areas: a) Parkinson’s Disease (adults); b) Pain Management (children and adults).