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2020 End-of-Year Report

Dear CM&BHC Community,I am excited to celebrate the end of 2020, hoping that the bad parts are not a trailer for 2021. Despite the many challenges, grief, and losses, there were also many moments of celebration. And certainly, a lot of experimentation to survive. What are some* of the highlights of the year from our… Read More »2020 End-of-Year Report

Register for: Interactive Entertainment, Science & Healthcare

CTIN 503 Spring 2019 Interactive Entertainment, Science & Healthcare Now Open for Registration! Mondays 11-12:50PM Section 18411D | 2 Units INSTRUCTOR Prof. Marientina Gotsis, MFA Open to advanced undergraduates, graduate, and doctoral students. COURSE OVERVIEW This course will give students an overview of foundational concepts required for design, development and evaluation of interactive entertainment and… Read More »Register for: Interactive Entertainment, Science & Healthcare

COURSE: “Interactivity, Play, Choreography & Neuroplasticity” – FALL 2017

Transdisciplinary Media Design Practicum “Interactivity, Play, Choreography & Neuroplasticity” SYLLABUS “Dance, the art of human movement, on the surface appears nontechnologically inclined. It is the self–sufficient art.” – Judith A. Gray IML 543 | FALL 2017 | Section 37471R 4 Units | FRIDAYS 3-6:20PM @ SCI 209 Instructor: Prof. Marientina Gotsis, MFA | gotsis@usc.edu |… Read More »COURSE: “Interactivity, Play, Choreography & Neuroplasticity” – FALL 2017

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).

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New Graduate Class (Fall 2015)

Living, Loving, and Dying a Meaningful Life with Others

This year’s themed design challenge, asks us to think about how interactive entertainment can help us make sense of all the small and big things in our lives. The class will be asked to work on three interventions: a board game, an embodied experience for one-time use, and a mobile experience for multiple uses. Each intervention will bring together a different set of experts, consultants, and resources.

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