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Student Project Archive

Student-initiated creative and scholarly works are typically mentored by CM&BHC as supervised MFA thesis projects, MA Integrative Projects, CTIN491 Advanced Game Project, 490/590 Directed Research, doctoral dissertations, USC URAP/PURF awards (undergraduates), honors projects, and volunteer work. 

The intellectual property of student-initiated projects remains with the students (except when sponsored by a federal USC award). CM&BHC can help serve as a bridge to new markets, clinical or business partners, and provide study design assistance for formal evaluation after completion.

Some projects have become commercialized, while others have been piloted in studies. Several were pivotal concepts to help propel the students' careers. We celebrate all of them in their entire journey, however short or long.

Below is a sample student projects that we have mentored and/or evaluated as part of research undertaken at the center. Many of these projects have publications associated with them, as well as numerous awards and press -- we are very proud of our students and can barely keep up with their accomplishments.

Healing Spaces is a smart platform that allows caregivers to transform spaces through light, color, sounds, and visuals, turning any environment into a place where older adults living with dementia can focus, engage and relax.

Ready Teddy is a VR tool that prepares kids for an MRI.

The Being Academy is a digital gymnasium for mental clarity, spiritual growth, and practical exercises to help believers live the very good life God created us for.

Shelldon provides an easily accessible, child-friendly tool for parents to quantitatively assess the child's development.

Inner Activity is a series of immersive, multi-sensory virtual reality experiences.

Soulfarer is a mixed reality game that innovates on the way shoulder pain rehabilitation is conducted for manual wheelchair users.

Tracking Ida is an educational alternate reality game about Ida B. Wells.

The Voice in the Garden is a narrative-based game using player's voice as the main input.

Trainer is a game inspired by Pokémon (Gameboy, Nintendo), Trainer gives Players the responsibility of caring for creatures who all have dietary and fitness needs.

‘Ama’s Momento’ is a mixed reality museum dedicated to Awu Chen's grandmother who dreams of building an art museum to preserve Taiwanese culture.

Octobo is an educational multi-sensory smart plush robot that enables development in an interactive environment.

Soundtoy is a multi-sensory training game designed to assist hard of hearing children in their journey to the auditory rehabilitation.

The Palimpsest Program was a high school program designed to signal belonging to all women of color and nonbinary individuals to study computer science in college.

Nevermind is a biofeedback-enhanced adventure thriller game that takes you into the dark and twisted world of the subconscious.

Blowing Blues is a breath-controlled artistically crafted interactive application that explores improving player's resilience in the face of life's stresses and worries.

Social Clues is a puzzle-adventure game for children with autism and developmental disabilities that teaches pragmatics and social skills.

Adventurous Dreaming High Flying Dragon is a Kinect-based set of mini games for kids with ADHD between ages 6-8.

Pluff is a plush sensor-filled toy that emotes through his own avatar to help teach social skills and empathy to children or provide companionship.

Student Poster Collection

Fabian Bock presents his poster at the APA's Technology, Mind & Society Conference in 2019.
Alumna Erin Reynolds presents her poster for NEVERMIND @ ESCONS 2013 (Photo by Dai Yun)
Yasaman Hashemian presents ADVENTUROUS DREAMING HIGH-FLYING DRAGON @ ESCONS 2013 (Photo by Dai Yun)
Nick Farmer presents Virtual Sprouts at the USC 2013 RESEARCH SYMPOSIUM (FIRST PRIZE WINNER, Schwarzenegger Award)