ALL PROJECTS

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HOPE AFTER HATE

Hope After Hate: Moniek’s Legacy seeks to fight acts of prejudice and hatred today by following the story of a victim of such hate in the past. This immersive educational tool uses virtual reality and multimedia to bring the audience inside the story of a Holocaust survivor, while relating his journey to current events. 

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UCSIM AR DEMO

UCSIM developed an augmented reality application to depict what the future of an office work environment could look like. With the use of location tracking, the user can move around the office space and explore our work, fast facts, or check a coworker’s virtual calendar all with the use of the Magic Leap and HoloLens headset.

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BLINK is one of the largest light, art and projection mapping events in the United States, including four days of large-scale projection mapping installations, murals, urban art scapes, media light and interactive art, spanning 30-35 locations and 20 city blocks, from Cincinnati’s Banks to Findlay Market and into Northern Kentucky. Cincinnati Bell requested UCSIM to provide technical consulting and filming of the even in 360 video for delivery to VR devices, mobile apps, and websites.

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Night sky with fire hydrant

BIO-ENGINEERING APPLICATION

UCSIM has designed and developed a virtual reality experience for a UC Forward course, BIOL2030: Inquiry to Innovation: Sensing in Animals and Robots – Biology Meets Engineering, delivered via a fully immersive virtual reality (VR) system. This project focuses on increasing diversity in STEM and increasing student and teacher experience in the fields of biology and engineering. The project consists of: (a) an integrated three-week summer program; (b) a college credit course and workshops, and; (c) paid summer internships upon graduation.

Faculty member George Richardson in the Substance Abuse Counseling department of Human Services, CECH requested development of a prototype “Virtual Counselor” Cognitive Support System application that will run on a desktop or mobile device. The Virtual Counselor provides CBT-based therapy that can be used by both users in personal settings and in professional settings with counselors, and it also has commercialization potential.

Faculty member George Richardson in the Substance Abuse Counseling department of Human Services, CECH requested development of a prototype “Virtual Counselor” Cognitive Support System application that will run on a desktop or mobile device. The Virtual Counselor provides CBT-based therapy that can be used by both users in personal settings and in professional settings with counselors, and it also has commercialization potential.

MEDICAID EQUITY 
SIMULATION PROJECT

In an effort to promote health equity for the Medicaid population by training Medicaid providers to become more culturally competent and aware of implicit bias, UCSIM partnered with the UC College of Medicine and College of Nursing to develop two patient care VR simulations focusing on social health determinants of health. For each case study, the user has the ability to navigate around the scene and interact with the environment in virtual reality. 

KIDS IN VR

This research project examines the use of VR with young children using educational age-appropriate STEM media content in a non-formal learning environment. A special game based on the show called Dino Dana, an educational television program about prehistoric creatures targeted to children ages 4-7 years, was created in collaboration with the show’s producers, Sinking Ship. 

Faculty member George Richardson in the Substance Abuse Counseling department of Human Services, CECH requested development of a prototype “Virtual Counselor” Cognitive Support System application that will run on a desktop or mobile device. The Virtual Counselor provides CBT-based therapy that can be used by both users in personal settings and in professional settings with counselors, and it also has commercialization potential.

Faculty member George Richardson in the Substance Abuse Counseling department of Human Services, CECH requested development of a prototype “Virtual Counselor” Cognitive Support System application that will run on a desktop or mobile device. The Virtual Counselor provides CBT-based therapy that can be used by both users in personal settings and in professional settings with counselors, and it also has commercialization potential.

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SPEED ACCOMMODATION

The UCSIM collaborated with the UC Athletics Department to develop a prototype research software to measure distance perception in student athletes and collect preliminary data in preparation to solicit funding for further research and development. The goal of the research project was to determine baseline distance perception performance, develop and test training methodologies to assess distance perception performance, develop and test training methodologies to assess distance perception performance, and ultimately improve athletic performance outcomes.

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CINCINNATI CHILDREN'S HOSPITAL

The UCSIM developed a Unity project software application that provides a set of virtual reality soccer, basketball, and volleyball scenarios and fully integrates with the Cincinnati Children’s Hospital Medical Center Team VR Lab, Cortex system, and custom HMD system. The VR application was designed such that test subjects will be guided to land on physical force plates in the VR lab to enable data collection on the timing and force of the test subject’s jump, as well as the dynamics of their body motion using the Cortext system to capture and record positional data. 

VIRTUAL PATIENT

To succeed as clinicians, students must have a solid foundation of working with individuals prior to becoming members of interprofessional teams when they join the workforce. Further, graduates from these professional schools must be proficient in interviewing skills as they transition into their professional roles. This project provides students with a virtual interactive forum to practice these skills in a safe setting without the potential of causing harm to the client.

To succeed as clinicians,students must have a solid foundation of working with individuals prior to becoming members ofinterprofessional teams when they join the workforce.13 Further, graduates from these professional schools must be proficient in interviewing skills as they transition into their professional roles. This project will provide students with a virtual interactive forum to practice these skills in a safe setting, without thepotential of causing harm to client, and furthermore,allows students to practice until they are proficient.

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UC BICENTENNIAL

The Bicentennial Legacy Committee created a Virtual Reality Experience to celebrate UC’s innovative and Boldly Bearcat Spirit. Walk back into time, glimpse the future and enjoy the five vignettes, designed entirely in-house by students, faculty, and staff and constructed with the support of community partners.  

DEVELOPING AN INTERPROFESSIONAL VIRTUAL HEALTHCARE WORLD FRAMEWORK

The purpose of this project was to design and build an interprofessional virtual clinical experience platform for nursing, medicine, pharmacy, and allied health students enrolled in on-site, blended, and online programs. The virtual clinical simulation system gives students the opportunity to safely engage in a variety of healthcare scenarios while practicing skills, processes, and procedures until perfected.  

Thisproposal is to design and build an interprofessional virtual clinical experience platform for nursing, medicine, pharmacy, and allied health students enrolled in onsite, blended, and online programs. The virtual clinical simulation system gives students the opportunity to safely engage in a variety healthcare scenarios while practicing skills, processes, and procedures until perfected. Each simulation will be carefully designed to meet specific learning objectives while providing interactive, handson, and

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CENTRIOLE AR MOBILE APPLICATION

The UCSIM developed a deployable, portable AR Centriole Assembly augmented reality mobile application that can be used as a demonstrable product. Included in the total deliverables are the 2D trigger images of the centriole microtubule to be augmented and an augmented reality mobile application for accessing the augmented imaging (Android and iOS) and computer graphic modeling necessary to support the final product. 

Thisproposal is to design and build an interprofessional virtual clinical experience platform for nursing, medicine, pharmacy, and allied health students enrolled in onsite, blended, and online programs. The virtual clinical simulation system gives students the opportunity to safely engage in a variety healthcare scenarios while practicing skills, processes, and procedures until perfected. Each simulation will be carefully designed to meet specific learning objectives while providing interactive, handson, and

GAME THEORY

Faculty members in the Lindner College of Business, Dept. of Operations & Business Analytics requested development of a virtual reality application to allow study participants to perform game theory tasks (Towers of Hanoi and Prisoner’s Dilemma with Punishment Rounds) as part of their ongoing research about economic decision-making. The purpose of this phase of the study is to measure the effects of fully immersive virtual reality on decision-making.

To succeed as clinicians,students must have a solid foundation of working with individuals prior to becoming members ofinterprofessional teams when they join the workforce.13 Further, graduates from these professional schools must be proficient in interviewing skills as they transition into their professional roles. This project will provide students with a virtual interactive forum to practice these skills in a safe setting, without thepotential of causing harm to client, and furthermore,allows students to practice until they are proficient.

BEDSIDE CLINICAL TEACHING

Bedside Clinical Teaching (BCT) is a teaching method for bringing evidence-based knowledge about clinical problems and patient-specific information together in an encounter at the bedside to increase information exchange and skill development between direct caregivers including nurse assistants (NAs), licensed practical nurses, and other RNs providing direct care.

Faculty members Jaime Windeler and Andrew Harrison in the Lindner College of Business, Dept. of Operations &Business Analytics requested development of a virtual reality application to allow study participants to perform game theory tasks (Towers of Hanoi and Prisoner’s Dilemma with Punishment Rounds) as part of their ongoing research about economic decision-making. The purpose of this phase of the study is to measure the effects of fully immersive virtual reality on decision-making.Thisproposal is to design and build an interprofessional virtual clinical experience platform for nursing, medicine, pharmacy, and allied health students enrolled in onsite, blended, and online programs. The virtual clinical simulation system gives students the opportunity to safely engage in a variety healthcare scenarios while practicing skills, processes, and procedures until perfected. Each simulation will be carefully designed to meet specific learning objectives while providing interactive, handson, and