As observed in the recent pandemic, the lack of standardization of microbiology education has lead to the lack of microbiology literacy. Considering how comics are entertaining and successful mediums at keeping their audience's attention and focus, young adult students may be able to learn microbiology through comics. "Bacterial Tales from Beyond The Microbiome" is a comic where the three main characters are the infamous Blue, Black, and White deaths. Their goal? To find who is the new mystery pathogen that is causing a pandemic and stop them.
This game is designed as a manual to provide a mindful experience for young children with the company and guidance of their caregivers. There are five categories of different targeting exercises included in the game: mind breaks, relaxation techniques, yoga and breathing, positive task-focused thinking, and talking about feelings. All exercises will be presented in the form of cards allowing the child or the parent to select one that feels essential. The categories mentioned before have different goals, even though they all share the component of helping the child deal with anxiety.
My creative project presents the city of Kabul in Afghanistan, showcasing the ways that diverse sociopolitical dynamic clash, but also converge, and together shape the city’s evolution over time. Despite being often overshadowed by narratives of solely conflict or only glory, my project aims to shed light on Kabul emerging as a crucible for social reform, reflecting resilience amongst turmoil, as well as sparks of agency, freedom, and democratic expression within a dystopic city of control, restrictions, and human right abolitions. The city is a result of the complex web of ever-changing urban culture and intricate relationships between multiple layers.
Misirlou is a folk song rooted in the multicultural character of the Ottoman Empire. Because of this, it exists in and is claimed by the many different cultures of the East Mediterranean area. This interpretation attempts to bring American blues influences which are not traditionally associated with Misirlou, to show that art does not “belong” to a particular culture.
A family scene in which a grandmother talks about the city of Izmir(Smyrna) that she was raised and lived before the exchange of populations as the children requested for their bed time story.. Music, video from movie and photos travel the audience to those times before Asia minor catastrophe and the deportation. The elders mainly focus to teach them core values written in the «compass of peace» as a learning outcome for next generation and describe slightly the painful historical events so as to inspire them and teach them about resilience, growth, hope and humanity for their future steps. The traumatic events are played in the photos and the nostalgic emotions are spoken through the music. In words only stories of hope, concern and love are expressed.
The paper (and presentation to be used in the symposium) aims to delve into the fundamentals of the Langlands program and use the Mirror Symmetry that occurs in Modular Forms as the common factor to suggest a potential application to an extension of String Theory, M-Theory. The objective is to examine whether a so called Grand Unified Theory of Mathematics (connecting Number Theory with Harmonic Analysis) can be useful for the theoretical framework of a respective Unified Theory of Physics that combines General Relativity and Quantum Mechanics.
“DeMontfort Enigma” is an interactive fiction game, where players explore a mysterious hall and attend midnight lectures. Each player can interact with the environment and characters, while their choices affect the progression. The game is intended for multiple play-throughs to explore all endings, with the first being most important, as it assigns the player a profile showing them statistics about their personal traits. Overall, the project offers an experience in which the player has agency and affects its results. Though this implementation is for entertainment purposes, the engine created can be used in business settings for hiring procedures, among others.
This project is a creative Turing Test inspired by the material discussed during an AI-focused IHP course. The aim of the project was to have our classmates and the professor be the evaluators needed for the Turing Test and try to tell apart which of the presented outputs is AI generated or is created by us and why.
My creative project is an audio piece where I play a Brazilian rhythm using kitchen equipment. As a music major, my aim for this project was to incorporate my love for music into the course subject and make it into something fun. I drew inspiration for this project from Prof. Amarildo Costa, whom I had the chance to meet while studying abroad. He was the leader of the Brazilian Percussion ensemble, and he would always tell us in class that his passion for percussion burned so bright that when he was little, he would use pots and spoons in his house to try to make music.
"Who Did It?" is a game show designed to make learning about infectious diseases engaging and entertaining. Set within the eerie confines of a haunted house, the game positions players as investigators tasked with solving mysterious deaths. As participants explore various rooms and encounter staged "dead bodies," they must collect clues and use their knowledge to determine the infectious disease responsible for each death. This educational approach not only enhances participants' understanding of epidemiology and disease pathology but also employs a unique narrative and interactive gameplay to maintain excitement and curiosity.