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PhD Pre Application Presentation

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PhD Pre Application Presentation

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PhD Pre Application Presentation

  1. 1. Hi, I’m Michelle Pre-Application Presentation
  2. 2. Research and Practice History
  3. 3. BS Computer Science, Major in Software Technology De La Salle University - Manila, Philippines ● Dean’s List ● Harvest of Winners Nominee ● Multimedia Club Most Active Member Research Papers NATURAL LANGUAGE GENERATION OF MUSEUM OBJECT DESCRIPTIONS BASED ON USER MODEL ● Presented at the 22nd Pacific Asia Conference on Language, Information and Computation VIRTUAL MUSEUM WITH NATURAL LANGUAGE GENERATION ● Thesis for BS Computer Science, Major in Software Technology
  4. 4. Game Developer Programmer Game Designer Producer Project Manager Artist Technical Reviewer More than 8 years experience in companies such as Mattel, in the Philippines and Taiwan.
  5. 5. Mattel | Orangenose Studio | Fruitshop International Co. | Mobili Studio | Ladyluck Digital Media WORK
  6. 6. Le Petit Prince x Mixed Reality was exhibited during Maker’s Faire at National Taiwan Science Education Center and Digital Taipei at World Trade Center, and it was also a finalist in Taiwan’s Digital 4C Competition. PERSONAL PROJECTS
  7. 7. GAME JAMS
  8. 8. Master of Science (MSc), Video Game Enterprises and Production with Distinction Birmingham City University, UK ● Toptal STEM Scholarships for Women Winner ● European Women in Games Conference Student Award Winner ● Extra Mile: Student of the Year Nomination Masters by Practice DEPRESSION SIMULATOR ● Depression Simulator is a semi-finalist for the Stylist x Diet Coke Creator’s Collective
  9. 9. GameIndustry.biz 100 Future Talent BAFTA Crew Member STEM Ambassador Women in Games Ambassador ● Currently studying University Certificate in Psychology at University of Derby ● Volunteers at game conventions and conferences such as EGX and PAX ● Teaches kids aged 6 to 12 how to code video games and robotics
  10. 10. Motivation for PhD Research
  11. 11. More than 100 stories, music and art inspiration submissions from HitRecord.
  12. 12. There are thousands of unverified mental health apps available for Apple and Android, encompassing mindfulness, CBT, mood tracking, peer support and more. “I have no tolerance for developers who try to avoid taking responsibility for the safety of people online. We have a responsibility to our users – it’s the only route to a good, rigorous resource.” Jen Hyatt, CEO of Big White Wall Source: http://www.impactventuresuk.com/press-releases-and-news/big-white-wall-one-of-four-nhs-apps-found-to-be-clinically-effective/
  13. 13. Proposed Research
  14. 14. Developing Video Games for Mental Health Video Games, Empathy Games, Serious Games, Gamification, Psychology, Mental Health, Mental Illness, Mental Health Awareness, Therapy and Game- Based Intervention
  15. 15. Video games are an increasingly popular medium with 2.2 billion active gamers in the world, and are expected to generate $108.9 billion in game revenues in 2017.
  16. 16. How to develop games for mental health?
  17. 17. Two general types of video games for mental health: ● Empathy Games ○ Examples: “That Dragon, Cancer”, “Actual Sunlight”, “Depression Quest” and “Elude” ● Serious Games, including Gamification ○ Examples: “Sparx”, “Champions of Shengha”, “ReachOut Orb”, “Habitica” and “SuperBetter” ● Games with themes of mental health: ○ Examples: “Hellblade”, “Life is Strange”, “Celeste”, “Town of Light” and “Journey”
  18. 18. How to accurately represent mental illness in video games?
  19. 19. How to use video games to foster player empathy for mental health awareness?
  20. 20. Existing Research: ● Belman, J. & Flanagan, M ● Values of Play ● iThrive Games
  21. 21. What are the psychological and emotional benefits of playing video games?
  22. 22. How to design video games for people suffering from mental illness?
  23. 23. Methodology and Research Tasks ● Review of Related Literature and Video Games ● Data Collection ● Game Development (Agile Methology) ○ Concept ○ Design ○ Development ○ Testing ○ Release
  24. 24. Why RMIT is an Appropriate Context for My Research
  25. 25. Creative Interventions, Art & Rehabilitative Technology (CiART) “CiART is a vehicle to consolidate research in interactive media art, design, digital technology and its application in allied health related disciplines. In design research and creative practice, it has a particular focus on therapeutic applications and complementary care.” Source: https://www.rmit.edu.au/about/our-education/academic-schools/media-and-communication/research/research-centres-and-groups/research-labs/ciart
  26. 26. Thank you!

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