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Goals:Develop innovative solutions for Bioengineering education, application and research based on iterative engineering design processes and cutting-edge tools.  

  • Produce tangible outcomes that can be applied and measured.  
  • Promote entrepreneurship activities with the collaboration of science and non-science majors.

Top
priority projects for 2024-2025:

1. 
Wearable technology projects: smart wearable for various biodesign applications 

  • vitals monitoring (blood oxygen saturation and heart rate)
  • smart studying and emotional wellness (electroencephalogram (EEG) for brain activities)
    • athletic training (motion detection)
  • stroke rehabilitation (motion detection)
  • 2.
     
     Social Engagement via STEM+Art: 

    Through community outreach activities and public exhibitions, create and display engaging STEM-inspired art display that can be promote interest of STEM education and applications in the Biomedical Engineering fields for the general public, but particularly for K-12.

    3.  Low intensity vibration (LIV) device and in vitro cell experiments:
    Improve health (e.g., osteoporosis and obesity) and biotechnology processing pipeline based on mechanotransduction principles. 

          Issues:

          Bioengineering is an ever-evolving field that bridges engineering and medicine to improve health care.  Hence, innovation is a constant.      

          • Examples of past and ongoing projects for Bioengineering solutions:
          1. Camp Abilities Progressive Web App (PWA) and Proximity Detection/Alerting System : Enhance technology used in the camp specifically for the visually impaired young athletes.   It is a collaborative project with the Fashion Institute of Technology (FIT) to develop mobile applications and wearable hardware. 
          2. Roflex: smart wearable for athletic training and stroke rehabilitation 
          3. ProperGait: custom wearable in-sole and necklace sensor system for assessing and improving gait pattern to risk of fall.
          4. Victory Trail: Microsoft X-box Kinect-based exergames (i.e., video games that promotes exercise) to improve obesity and postural stability to reduce fall risk and injury. 
          5. Pie for Health, Cook for Health: Augmented reality (AR) mobile Android app games for stroke rehabilitation

          • Examples of past and ongoing Educational Technologies and Programs development:
          1. Lab in a Cube:  custom-designed electronized lab tools that can interact with video lab game to improve students learning of wet-lab  
          2. Lab Simulation Builder: A web-based application that allow instructors to DIY lab video game without any computer programming requirement. 
          3. Biomedical Engineer - The Maker: Interactive hands-on activities for Pre-K to Grade 9 to learn about the iterative engineering design process and various biomedical engineering innovative solutions.  
          4. Gene in a Bottle: Hands-on activity for elementary to high school students to learn about Genes and DNA by isolating them from their own cheek cells via simple steps 

          Methods & Technologies:Iterative engineering design process; Prototyping with microcontrollers and 3D design; Computer programming; Strategic Business Planning and Management; Artistic design in 2D and 3D; Video filming and editing; Wet lab skills

          Disciplines:(Please contact the faculty mentor if you feel confident that you can contribute to our projects but your major is not listed below) Art, Studio; Business Management; Computer Engineering; Computer Science; Health Science; Electrical Engineering; Journalism; Economics; Technological Systems Management; Film; Biomedical Engineering; Business Administration; Health and Rehabilitation Sciences; Mechanical Engineering; Medicine, School of; Occupational Therapy; Nutrition; Nursing; Physical Therapy; Physician Assistant; Population Health & Clinical Outcomes Research; Technology and Society; Psychology; Applied Mathematics and Statistics; Sustainability Studies; Creative Writing and Literature; Biochemistry; Biology; Information Systems; Engineering Science; Linguistics; Respiratory Care; Social Work

          Interests / Preparation by Major:Interested candidate should bring a skill to the team based on the project requirement. For CS students joining Lab Simulation Builder project, programming skills related to Web applications is helpful. In particular, experience with JavaScript and back-end experience using databases.

          Faculty:
              M. Ete Chan (Biomedical Engineering)
              Richard McKenna (Computer Science)

          Team Section:16

          Team Established:Fall 2019

          Spring Team Meeting:Online at Online Asynchronous

          Fall Team Meeting:Online at Online Asynchronous

          Contact:M. Ete Chan <MeiLin.Chan@stonybrook.edu>

          Applications:Open