VR Mental Health

In this project, we are using VR 360 for an immersive interactive video storytelling method of health promotion. Talking about one’s feelings is helpful. However, due to stigma, many people with depression keep the suffering to themselves. In this VR environment, we used 360-degree videos to reproduce a counseling session in virtual reality that provides users an opportunity to vent out, without the fear of stigma or discrimination.

  • Date
    • 2017-Current
  • Roles
    • Project co-lead
    • Development support, troubleshooting
  • Related Publications
    • Syed Ali Hussain, Taiwoo Park, Irem Gokce Yildirim, and Zihan Xiang. Virtual Reality-based Counseling for People with Mild Depression. HCI International 2018, ICA 2018.

Trapped! Escape room

Trapped! was a Halloween-themed virtual reality escape room, in which multiple puzzles needed to be solved in order to escape the dungeon. Players were given access to numerous objects within an immediate distance of them that pertained to three separate puzzles: mixing a potion in a certain order, identifying patterns in given objects, and recognizing feedback obtained in experimentation. Players perceive their environment through the use of riddles presented in-game, allowing for a grounded approach to puzzle-solving. Furthermore, the dungeon is complete with a Halloween-themed aesthetic, including some original models and music from the team members themselves. Very spooky.

An escape room was previously developed by Byron Lau, Sage Miller, and Yilang Zhao for internal use. Trapped! was adapted from the structure of the previous iteration — the dimensions of the room, location of the door and keypad, etc. — but incorporated new puzzles and items, in addition to a complete environment overhaul.

  • Date
    • 2017-Current
  • Roles
    • Project co-lead
    • Development support and troubleshooting
    • Player experience researcher

VR Baseball Simulator

VR test sports simulator environment.

See how far you can hit pumpkins in this Halloween-themed VR baseball batting simulator! With a variety of bats, T-ball & Pitcher modes, and a detailed baseball stadium, enjoy sending pumpkins to infinity!

  • Date
    • 2017-Current
  • Roles
    • Project advisor
    • Contents director
    • Development support and troubleshooting
    • User experience specialist

JediFlight VR

JediFlight is an interaction mechanism with virtual wings, where a player moves the wings and basic limbs to interact with environment and other objects. The major contribution of the design is to enable a player to naturally and simultaneously move real and extended limbs (i.e., wings) in multi-faceted interactive task setup, compared to previous works only explored basic feasibility of extended limb manipulation.

  • Date
    • 2017-Current
  • Roles
    • Project advisor
    • VR interaction design
  • Hardware
    • HTC VIVE and VIVE Trackers

World of Riders

World of Riders is a hybrid online multiplayer exergame developed for virtual reality and mobile platforms. In the game, players exist as boat riders who must cooperate to defeat a massive behemoth in the center of the lake. The game play demands teamwork from players, and is designed to effectively simulate high intensity interval training (HIIT).

We presented this project at the MSU Student Design Competition in ACM CHI Play’16 and Meaningful Play’16. You can see our extended abstract here. You can also see our presentation at the CHI Play Design Competition here.

Project Website

  • Related Activities
    • Lucas Martins de Souza, Taiwoo Park, Irem Gokce Yildirim, Anna Kolesnichenko. World of Riders – Exercising is Fun.
      ACM CHIPlay Student Game Competition, October 2016
      Meaningful Play Game Exhibition, October 2016
  • Roles
    • Project advisor and co-director
    • Development support and troubleshooting

Swan Boat

Swan Boat is a social multiplayer exergame to enhance treadmill running experiences. It targets the tedious nature of running on a treadmill, by making the experience fun through collaborative social interaction and immersive game play. I have designed and implemented the game and supporting platform, including hardware and software.

  • Date
    • 2007-2015
  • Related Publications
    • Taiwoo Park, Uichin Lee, Scott I. MacKenzie, Miri Moon, Inseok Hwang, Junehwa Song. “Human Factors of Speed-based Exergame Controllers“, in Proceedings of ACM CHI 2014, Toronto, Canada, April, 2014. (Honorable Mention Award).
    • Taiwoo Park, Uichin Lee, Bupjae Lee, Haechan Lee, Sanghun Son, Seokyoung Song, Junehwa Song, “ExerSync: Facilitating Interpersonal Synchrony in Social Exergames“, in Proceedings of ACM CSCW 2013. San Antonio, TX, February, 2013.
    • Taiwoo Park, Chungkuk Yoo, Sungwon Peter Choe, Byunglim Park, Junehwa Song, “Transforming Solitary Exercises into Social Exergames“, in Proceedings of ACM CSCW 2012. Seattle, WA, February, 2012.
    • Miru Ahn, Sungjun Kwon, Byunglim Park, Kyungmin Cho, Sungwon Peter Choe, Sooho Cho, Inseok Hwang, Hyukjae jang, Taiwoo Park, Jaesang Park, Yunseok Rhee, Junehwa Song, “Exertainer: An Interactive Entertainment System for Pervasive Running Applications“, in Proceedings of UbiComp 2009 Video, Orlando, USA, October 2009.
    • Miru Ahn, Sungjun Kwon, Byunglim Park, Sungwon Peter Choe, Taiwoo Park, Sooho Cho, Jaesang Park, Yunseok Rhee, Junehwa Song, “Swan Boat: Pervasive Social Game to Enhance Treadmill Running“, in Proceedings of ACM Multimedia 2009 Technical Demonstrations, Beijing, China, September 2009.

Continue reading “Swan Boat”

Interactive Theatre

  • Game Screenshot

Designed and implemented a prototype of interactive content for a group of 10 to 30 players. Players collaborate to solve a variety of puzzle games together, using gesture interaction enabled by wristwatch-type motion sensors.

  • Date
    • 2007
  • Roles
    • Backend director and programmer
      • Gesture-based interaction system
    • In collaboration with ESL Edu, Inc. for frontend
  • Client
    • Daejeon EXPO Science Park

Mobile 3D Jenga

  • Splash Screen of the Game

Developed mobile 3D puzzle game using 3D graphics and network library on WIPI C/C++ platform (a substitute of Brew™ and had been widely used in Korea). Has won the first individual mobile 3D game development contest of Korea Telecom in 2004. (with Kyu-ho Han)

Commercialized by LiveZen Co., and achieved 10,000+ downloads via Korea Telecom. App Market in 2005.

  • Roles
    • Project co-lead
    • Programmer and level designer