Brain Death Evaluation Mobile Application
- Date: 12/01/2019 – Present
- Principal Investigator: Clotilde Balucani, MD, Jose I. Suarez, MD
- Role: Co-Investigator / UI/UX Designer / Product Designer
- Description: The overall hypothesis of this project is that the development of a dedicated smartphone/mobile app endorsing the current AAN guidelines for brain death determination will guide healthcare providers perform a BD determination, improving knowledge of the BD determination process, and facilitating adherence to BD determination guidelines, therefore improving standardization of this procedure.
Classic Odyssey 2003
KBS (KOREA BROADCASTING SYSTEM)
KBS Classical Odyssey is a fun classical music program for anyone intrigued by the classical genre and who continues to tune into classical music. “Besame Mucho”, “Bird Song,” and “Moutain Goblins” were animated classical music and produced for the International Classic Music week.
“BIRD SONG”
KBS Classic Odyssey 2003
Accomplished Research, Script, Concept Design, Storyboard, Character Design, Motion coordination, and Animation.
Classic Odyssey 2003
KBS (KOREA BROADCASTING SYSTEM)
KBS Classical Odyssey is a fun classical music program for anyone intrigued by the classical genre and who continues to tune into classical music. “Besame Mucho”, “Bird Song,” and “Moutain Goblins” were animated classical music and produced for the International Classic Music week.
“BESAME MUCHO”
KBS Classic Odyssey 2003
Accomplished Research, Script, Concept Design, Storyboard, Character Design, Motion coordination, and Animation.
- Date: 03/01/2019 – 06/01/2019
- Principal Investigator: Charlene E. Gamaldo, MD
- Role: Principal Software Engineer
- Description: Mobile app development for Neuro Intranet, in both iOS & Android versions.
- Date: 7/2013 – 4/2014
- Principal Investigator: Ken Johansen, MM, DMA, Travis Hardaway, DMA / Peabody Institute of The Johns Hopkins University
- Role: Contracted Graphic Designer / UI Developer
- Description: ReadAhead provides short and enjoyable 5-10-minute daily practice sessions, which help pianists quickly develop their skills in sight-reading. Innovative training exercises are incorporated in a carefully designed curriculum built around high-quality music. ReadAhead is designed to help piano students build the right habits and develop the skills necessary to easily read music at their skill level.
OVERVIEW
For Classical pianists, the ability to sight-read is an essential skill. Pianists who sight-read fluently have more performance opportunities, learn music more easily and are more effective teachers. To become good sight-readers, students need a large collection of pieces, graded according to difficulty, and a systematic method that will teach them to read efficiently and meaningfully, presented in an attractive, easy-to-use format that allows them to work on their own, and at the same time be monitored by their teacher. Read Ahead solves one of the most important, yet difficult, problems in sight-reading: how to make the eyes move in advance of where you are playing.
Achievements
Development Milestone 3 to 5: UI designs
- Test group result analysis (optimal level of difficulty, task amount, evaluation, rewarding…)
- “Game” user Interface development.
- Game process development “Rewards/Scoring”
- Visual concept development.
- Date: 4/2013 – 1/2014
- Principal Investigator: Alexander H. Hoon Jr., M.D., M.P.H. / Kennedy Krieger Institute
- Role: Contracted Graphic Designer / UI Developer
- Description: IIAM is an innovative and comprehensive iPad app under ongoing development to empower children with neurodevelopmental disabilities.
OVERVIEW
IIAM (Important Information About Me) is an innovative and comprehensive patient portability profile app empowering children with neurodevelopmental disabilities. With the nation invested in patient safety and quality care, we envision IIAM will be a standard tool used in the hospital setting and to assist the transition of care from pediatric medical/ rehabilitative centers to community providers and on into adulthood.
CHALLENGES
Development Stage 1 to 4: On-device data-driven application for children.
- a comprehensive patient record for the future professional medical personal.
- an easy communication tool between patients(impaired ability to communicate) and Non-medical personal.
- User customized videos and photos.
- Callouts for emergency situations. ex) “When I cry I need…”
CRS Testimonial from AsianFrank on Vimeo.
Classic Odyssey 2003
KBS (KOREA BROADCASTING SYSTEM)
KBS Classical Odyssey is a fun classical music program for anyone intrigued by the classical genre and who continues to tune into classical music. “Besame Mucho”, “Bird Song,” and “Moutain Goblins” were animated classical music and produced for the International Classic Music week.
“MOUNTAIN GOBLINS”
KBS Classic Odyssey 2003
Accomplished Research, Script, Concept Design, Storyboard, Character Design, Motion coordination, and Animation.
In a historical context, Korean nationalism seems necessary as an effort to control what it could within the context of a complex weave of Korean traditions. It was obvious there was a need to rebuild a nation that had suffered decades of humiliation by foreign powers. Nationalism has often been a convenient and effective political tool, mostly for ruling classes. The primary tactic of early nationalists during a period of colonial occupation was to struggle for national independence. Furthermore, since the nationalists were once the victims of imperialist aggression, nationalism generally assumes the character of anti-imperialism. However, nationalism often became a hegemonic ideology of the ruling elite and deprived it into a tool of authoritarianism. Conservatives used the concept of nationalism as a façade for their class interests and evinced concern for anti-feudal democratic reforms.[1]
[1] Porteux, Jonson. Police, Paramilitaries, Nationalists and Gangsters: The Processes of State Building in Korea. Michigan: University of Michigan Press
[2] Seo, Joong-Seok. Korean Nationalism Betrayed. Folkestone: Global Oriental, 2007.
In my own self-deprecating fashion, I expected the film would not go as well as I had planned. Consequently, I determined that the production would be concept-driven and its development would involve a progression of improvisations. As new scenes were developed, the following scenes had to be modified, and the ending was changed many, many times. The film is quite different from its original synopsis and storyboard. My MFA project mimicked life itself, involving problems in previous productions that could not be changed, and improvisations at the moment to keep moving toward a future goal.
The scenes were created carefully, but the time to edit and perfect each was very limited. My work at one moment would have to be a continuation of the scenes already developed, so it would bring that segment of the process to a conclusion, as it was planned or not. It kept me engaged in a literal experimental process that included a significant exploration of the media, and in particular how it helped to shape evolving concepts and stories. There were many improvisations in detail to include more recent references. Since the storyboard was created, an abundance of absurd political events has occurred. For example, I have included the tiki torch scene in my film as a reference to the 2017 white nationalists’ march in Charlottesville, Virginia.
Tiki torches now have a significantly different cultural meaning than they did when I began my project, and I wanted to keep my film relevant by incorporating these up-to-date references.
I created a world based on my emotional memory of childhood. A memory that has always stuck with me from my past is the presence of dust. It was dusty, it was always dusty. In towns, bulldozers created dust while skinning out vegetation to build roads and bridges. There was dust while excavators carved through mountains to build highways. Trucks created layers of dust while carrying construction materials. It was the time for dust, the middle of rebuilding a nation’s infrastructure.
In schools, it was a different time; we didn’t have turf or green fields, there was always yellow dirt and sand. All the activities on the field created dust. Even the propaganda film crew built a big, black canopy in the middle of the naked, dusty field to host hundreds of children for the propaganda film viewing. The dust field became a ground zero of horror. Even so, as I moved to higher grades, the dust was everywhere. On the dust field, teachers used corporal punishment, there were school fights and gang fights, and it became a mixture of dust and blood. The image of blood drops giving rise to dust on the dry dirt ground is still ingrained in my mind. The slow progress of dirt soaking in the blood is an image that still fills me with regret toward meaningless anger and violence. It was a time of dust, horror, and blood.
One of the references I used is the Japanese animation Sailor Moon (1991). I remember it as an animated series on TV when I was a child. I initially dismissed it as too girly of an animation; yet I remember its sparkling, high pitch machine-tone sound effects having a profound impact on me. These sound effects would perfectly fit for a scene discussing the underground LGBTQ culture in Korea, the mysterious culture that is simply ignored by traditional Korean beliefs.
This community has been denied and ignored in the Korean traditional patriarchal culture. It is a shame, a part of my guilt that I did not recognize these human rights issues until 2007 when I befriended a Korean in the US who had a different sexual orientation than me. It was a cultural taboo in Korea. Our cultural and traditional beliefs denied their existence and pushed them into an underground culture. This calls to mind a relevant line from Thomas Grey’s poetry, “Where ignorance is bliss, ’tis folly to be wise.” I was a happy idiot in his hell, after all.
Animentary “Korean Folktale” 2001-2004 KBS
KBS “Animentary Korean Folktale” recreated forgotten Korean folk tales in order to reintroduce to our young generations in a form of animation. Most of the Korean folktale had been lesser relevant to today’s culture. However, animated storytelling closes the cultural gap between modern audiences and the old contents. The Animentary Korean Folktale received the 30th Korean Broadcasting Association Award in 2003.
“LADY VENGEANCE” EPISODE #XX
KBS Korean Folktale 2001-2004
Accomplished Research, Concept Design, Storyboard, Character Design and Animation 2001 -2004
Animentary “Korean Folktale” 2001-2004 KBS
KBS “Animentary Korean Folktale” recreated forgotten Korean folk tales in order to reintroduce to our young generations in a form of animation. Most of the Korean folktale had been lesser relevant to today’s culture. However, animated storytelling closes the cultural gap between modern audiences and the old contents. The Animentary Korean Folktale received the 30th Korean Broadcasting Association Award in 2003.
“A FORTUNE TELLER FROM GOGURYEO” EPISODE #XX
KBS Korean Folktale 2001-2004
Accomplished Research, Concept Design, Storyboard, Character Design and Animation 2001 -2004
ARANG 2005
Online multimedia educational content for children
Accomplished Research, Concept Design, Storyboard, and Character design 2001 -2004
- Date: 10/08/2018 – Present
- Investigators / Founders: Rohan Verma, MD Candidate, Daniel Weng, MD Candidate, Abhi Gami, MD Candidate, Waverley He, MD Candidate, Jane Wang, MD Candidate, Thomas Le, MD Candidate
- Role: Co-Investigator / UI/UX Designer / Product Designer
- Description: Building a community to help people in need of medications, without increased costs on medical bills.
IncrediTek Jingle Bells 2016We wish you a Merry Christmas and a Happy New Year
Posted by IncrediTek on Tuesday, December 20, 2016
2016 ITEK Holiday Party Opener
2016 Itek Holiday Event Special