2.4 Digital Wellbeing

Tracks
Track 4
Monday, June 24, 2024
1:30 PM - 3:00 PM
Plaza P8

Speaker

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Miss Chang Liu
PhD
City University of Hong Kong

FP: An Augmented Reality Installation to Metaphorically Represent the Causes, Manifestations, and Consequences of School Bullying in East Asia

1:30 PM - 1:55 PM

Abstract

This article discusses the contributing factors, manifestations, and consequences of school bullying in East Asia. Moreover, this article delineates our creation of an interactive Augmented Reality (AR) artwork that conveys the aforementioned discoveries metaphorically. We elaborated on the design of game mechanisms that enable players to experience emotions that many East Asian parents felt, which foster a deeper reflection of the school bullying in East Asia. These emotions experienced by East Asian parents include feelings of frustration and anxiety that arise from financial constraints, as well as a sense of powerlessness when they have no choice but to pressure their children to succeed in the national college entrance exam. Lastly, we present a novel approach to AR storytelling: visualize the inner feelings of individuals affected by traumas through both the design of the virtual component and the arrangement of the actual location where the trauma happened.

Final Paper

Biography

Liu Chang is an artist and a Ph.D. student who used mediums such as film, animation, installation, game, and augmented reality and Virtuality to convey the inner feelings of people who underwent adverse childhood experiences(ACEs) and to familiarize people plagued by the psychological complications of ACEs with self-help therapeutic tools. She won a global culture prize at the Stuttgart Film Winter Festival 2019 and was included in IFVA 2019 as the finalist. Her works were selected for group exhibitions, including Microwave: Connecting the Dots, Foundation – a Web3 Media Art Festival, Phantom Horizons project, Unduplicated-VideotageHK, Relentless Melt project, and Art machine2. Her academic publication includes a full paper published in ISEA 2022 and a doctoral consortium issued at ISMAR 2020.
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Dr Dusan Bojic
Inceptalab

FP: Take a deep breath: Spiroartis – The First Artbased Spirometry Platform for Adolescent Asthma Patients

1:55 PM - 2:20 PM

Abstract

There is tremendous potential to apply artbased incentive gamification in diagnostic, monitoring and therapeutic management of chronic diseases such as asthma and cystic fibrosis. There is also an increasing need for more customised transdisciplinary approaches to diagnostic and monitoring health technologies. Spirometry is an indispensable technique employed in the initial diagnosis to detect and quantify the degree of airflow obstruction, assessment of severity, and follow-up of chronic respiratory diseases such as asthma and cystic fibrosis. There is a range of incentive animations currently employed in spirometry to engage children and adolescent patients to achieve the required values for a correct diagnosis. However, not all children are interested in sporting games used as incentive games or simple animations, and the resultant novelty effect means that interest and use taper off by the age of ten. Spiroartis is the first arbased spirometry platform to produce original and creative digital artworks generated by the breath of patients during lung volume testing. A proof-of-concept platform has been designed and tested on a group of adolescent asthma patients, with all participants in the cohort preferring the SpiroArtis artworks generated over incentive animations currently being used. SpiroArtis also promotes better engagement, motivation, and enhanced self-esteem in patients with respiratory diseases such as asthma and cystic fibrosis.

Final Paper

Biography

Dr Dusan Bojic is an ArtScience researcher and practitioner who has recently completed a Doctorate in Creative Industries which developed a commercialisation framework for technology transfer and knowledge management in transdisciplinary ArtScience research. It included a proof-of-concept application for the first artbased gamified spirometry platform for adolescent asthmatics and cystic fibrosis patients. Using the SpiroArtis platform, adolescent patients will produce original artwork as part of spirometry testing and this has been proven to be a creative way to add incentive for lung volume testing. This project underpins the launch of the first ArtScience research lab in Queensland in 2024. Envisioned as a catalyst for sustainable ArtScience commercialisation, research, innovation and creative experimentation, the aim of INCEPTAlab is to establish, a project-based, ArtScience Hub and ArtScience Research Centre with a science education outreach function in Brisbane, and to create a Qld network for the development and dissemination of strategies to improve and support the practice of interdisciplinary collaboration between the arts and sciences, with a focus on transdisciplinary ArtScience and ArtsHealth research. He is also developing the first STEAM-LED subject as a university feeder for Masters students wishing to engage in ArtScience research with the lab. It will differ from most STEAM subjects in that the art-STEM interface will be developed through a law (IP), ethics, and design framework. He also holds a Masters degree in Biotechnology and Innovation Management, as well as a Masters degree in Interdisciplinary Cultural Leadership, where he developed a collaborative leadership model for ArtScience research.
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Mr Brandon Ables
UMBC

FP: Peripheral Interaction as Self-Hypnosis Arts Practice

2:20 PM - 2:45 PM

Abstract

Technology is now in a place where unsophisticated computer users can alter their home environments for peripheral interaction. I have arranged my home for peripheral interactions to reprogram my subconscious as I go about my daily activities. Text and audio of my notes, transcribed dreams, and hypnotic scripts are interacted with while I am eating, clipping my nails, watching TV, reading on my computer, writing on my computer, and washing my hands. Interacting peripherally keeps me aware of ideas as I go about activities previously completed on autopilot. This paper presents my practice of self-hypnosis through peripheral interaction.

Final Paper

Biography

Brandon Ables is an interdisciplinary artist who explores new methods of human-computer interaction for self-improvement and learning. He has a MFA from UMBC in Intermedia and Digital Art, a MAT in Secondary Education from Towson University, and is currently a student in the Human-Centered Computing PhD program at UMBC. He also is a Certified Hypnotist through the National Guild of Hypnotists.

Session chair

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Andrew Burrell
Senior Lecturer, Visual Communication
University of Technology Sydney

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