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summary
Three projects use Unity and consumer wearables to deliver drug‑free mental health tools: a biometrics‑driven AR/VR system that streams EEG and smartwatch heart‑rate into 3D scenes (butterflies hatch as heart rate falls; an augmented asset stops a panic attack in a youth), a free narrative therapy game where journaling and graffiti restore a storm‑damaged city and youths use it between therapy sessions, and a recovery project finishing three mini‑games plus a community garden, all now entering user testing with academic partners.
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chapters (5)
- 0:00Introduction to the panel
- 1:28Sarah Hill and Helium
- 6:24Rosemary and Shadow's Edge
- 11:23Gabrielle and House of Dust
- 16:18Panel discussion and Q&A
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