Pacific McGeorge School of Law
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Enhancing Empathetic Dementia Care Through Cognitive Training: A Holistic Approach to Improving Patient Outcomes
https://scholarlycommons.pacific.edu/nursing-portfolios/1029/thumbnail.jp
2025 State of the University
Video and corresponding email announcement for President Christopher Callahan\u27s State of the University Address at the start of the 2025/2026 academic year
Pharmacist Quality of Work-Life During COVID-19 Pandemic in Cagayan de Oro
During the COVID-19 pandemic, pharmacists have been one of the most accessible healthcare workers working in the frontline providing the medication and drug needs of patients. Their roles and responsibilities in work expanded and to some redefined as the pandemic hit. Adjustments in their work, and workplaces were also implemented in adherence to the pandemic situation. The quality of work life of frontline pharmacists were affected because of the changes brought by the pandemic. A descriptive qualitative study design was used to determine the pharmacist’s quality of work-life during the COVID-19 pandemic in Cagayan de Oro City. The place was selected because of the constant surge of COVID-19 cases within the Northern Mindanao Area. Eight frontline pharmacists were randomly selected through purposive sampling with the criteria of working during the pandemic, being pharmacists in Cagayan de Oro City, and working in the frontlines as community or hospital pharmacists during the pandemic. The data collection was done through individual in-depth interviews about the variables that may affect the pharmacist\u27s quality of work-life such as stress, control in the environment, job satisfaction, professional commitment, work-home conflict, and organizational commitment. Thematic analysis was done to generate the results of the study. Results of the study revealed the pandemic has significantly affected the quality of work-life of pharmacists. Their stress in their work environment affected their home situation due to fear of viral infection. Stress in their work was due to multiple factors such as lack of staff, performing multiple tasks, discomfort due to PPE\u27s etc. The study also revealed that pharmacists developed resilience as having to perform multiple tasks while practicing time management. Pharmacists were recognized and appreciated as they felt a sense of fulfillment being recognized as a significant player in their organizations
Fall Prevention in the Lobby of the Emergency Department at Sutter Medical Center Sacramento
Background: In 2024, Sutter Medical Center Sacramento (SMCS) reported 17 patient falls in the Emergency Department (ED) lobby, with 94% (n = 16) occurring in the triage area. Patients awaiting placement after triage are not classified as admitted and thus are not included in CMS’s inpatient fall reporting program. However, due to the known safety risk, SMCS ED leadership began tracking lobby falls locally and partnered with University of the Pacific nursing students to address this issue.. Aim: This quality improvement project aimed to reduce the incidence of falls in the ED lobby through enhanced fall risk identification, timely reassessment, and improved patient education. The project aligned with Sutter’s mission to prioritize safety and minimize preventable harm. Methods: The quality improvement project was conducted in the ED lobby at SMCS. Patients were screened at triage using the Hester Davis Scale, and those deemed high-risk received a yellow fall risk bracelet and bilingual educational pamphlets developed and validated using the Patient Education Materials Assessment Tool (PEMAT). The intervention included: (1) targeted staff education delivered during ED shift huddles, (2) continuous reassessment of fall risk every two hours, and (3) the use of visual reminders to prompt patient safety behaviors. University of the Pacific nursing students monitored implementation through distribution logs and informal observations. Results: In 2025, four falls were reported in the lobby, occurring in February, March, April, and September. Three of these incidents occurred earlier in the year, and one occurred later. Year-to-date shows 29 total falls, with lobby falls accounting for 14% of the total, down from 17 in 2024. Conclusion: The project reinforced the importance of reassessing fall risk in not formally admitted ED patients. Interdisciplinary collaboration contributed to improvements in lobby safety practices and highlighted opportunities for future system-level interventions. Local tracking of lobby falls, although not mandated by CMS, provided valuable data to inform safety efforts.https://scholarlycommons.pacific.edu/nursing-portfolios/1036/thumbnail.jp
Anti Gambling Gamblers School
Anti Gambling Gamblers School – VR is an immersive educational experience developed for the Meta Quest platform using Unreal Engine. This virtual reality project aims to expose the psychological and mathematical strategies casinos use to manipulate players by placing users inside a lifelike VR casino simulation. Players engage with three popular games—Blackjack, Slots, and Roulette—each designed to mimic real-world casino mechanics while embedding interactive educational layers.
Unlike traditional anti-gambling efforts, this project relies on full VR immersion to make learning experiential and engaging. As users play, in-game prompts and visual overlays explain hidden tactics such as house edge manipulation, near-miss outcomes, and psychological reinforcements like sound design and color schemes. For example, when a user interacts with a virtual slot machine, they can trigger a breakdown of the RNG (Random Number Generator) logic and learn how near-miss outcomes increase addiction risk.
The platform features a Transparency Mode where users can reach out and select elements in the environment—such as “SPIN” buttons or blinking lights—to uncover their hidden purposes (e.g., how MAX BET buttons are designed to encourage impulsive decisions). Embedded pre- and post-experience assessments measure improvements in gambling literacy, including recognition of manipulation tactics, understanding of odds, and changes in behavioral intent.
The VR game will be tested with 50 college students to measure its effectiveness. Metrics tracked include time spent in different game modules, quiz score improvements, and engagement with interactive educational elements. All data is collected securely via Firebase integration.
Developed using Unreal Engine 5 with Meta Quest SDK support, the project showcases real-time 3D environments, gesture-based input, and immersive feedback to simulate authentic casino settings. Deliverables include a complete VR application, an analytical impact report, and a scalable framework for future topics such as loot boxes, sports betting, and mobile gaming.
By combining immersive technology with hands-on education, Anti Gambling Gamblers School – VR empowers users to critically assess the systems designed to exploit them. The goal is not to promote or gamify gambling—but to demystify it. We aim to flip the script and help players understand the game before the game plays them
DreamDirector: AI-Driven Agentic Platform for Interactive Cinematic Storytelling
DreamDirector is an AI-driven cinematic storytelling platform designed to generate complete interactive narratives from a single user prompt. The goal of the project is to explore how modern generative AI models can be orchestrated together to create a unified, real-time storytelling experience that includes text, images, video, narration, and adaptive music. Instead of requiring users to have expertise in writing, illustration, audio design, or film production, DreamDirector acts as an end-to-end creative engine that automatically produces the components of a visual-novel style story while allowing the user to influence the narrative through meaningful choices.
At the core of the system is a multi-agent architecture built using LangGraph, where different AI agents collaborate to handle narrative writing, visual consistency, media generation, and mood-aware audio. The Story Director agent manages plot progression, branching choices, and the overall structure of the narrative. The Visual Consistency agent maintains coherent character appearances and scene settings across story segments by using reference-based prompting and image-to-image diffusion. The Media Orchestrator coordinates image generation with SDXL, short cinematic video creation using Google Veo, text-to-speech voice narration through ElevenLabs, and real-time adaptive soundscapes generated with Tone.js. Together, these agents enable DreamDirector to deliver a multimedia story experience that updates interactively as the user makes decisions.
The platform is implemented as a full-stack application using React for the front-end, FastAPI for the back-end, and SQLite for persistent story storage. The user interface features a cinematic presentation mode with transitions, subtitles, film grain effects, and a media gallery that organizes all generated assets. Additional tools such as the Casting Director, Location Scout, and Studio Selector extend the platform beyond narrative generation and into early film pre-production workflows by analyzing characters, suggesting real actors, identifying real-world environments, and aligning stories with professional studios.
This project demonstrates the growing potential of AI to support creative work by simulating a collaborative production pipeline across writing, art, audio, and planning. It also highlights practical engineering challenges involving latency, asynchronous media generation, visual consistency, and multimodal synchronization. DreamDirector illustrates how AI can expand access to storytelling and serve as an assistive companion for creators, students, and filmmakers seeking to rapidly prototype narrative ideas
EchoWear
EchoWear is both a mobile cross-platform application that allows users to communicate with their tools and platforms using voice commands, wake-word recognition, and personalized keywords thus enabling them to operate their devices fast and hands-free. The system is not tied to one ecosystem, as it is intended to operate on smartwatches and smartphones, so that the same interaction model can operate on other devices. EchoWear is mostly concerned with a fast activation, clear feedback, and simple configuration, and it also discusses how these characteristics can be used to serve people with disabilities, such as the deaf and hard-of-hearing, people with limited fine motor control.
The application has a special keyboard screen that allows one to see, search, and edit their own list of keywords. It is also possible to add new keywords in an Add New Keyword flow, where the user of the system will choose the phrases that the system will respond to. Another section of the profile uses settings to group connected devices, security and privacy, emergency contacts, notifications, and general information on the app. Its interface is a simple list-based design, clear text, and dependable icons and spacing that are accessible both to a phone and a watch screen. These design decisions make the interaction predictable and simple to learn, and hence users can easily locate what the system is configured and what keywords to be active.
Technically, EchoWear will hear certain wake-words, including Hey, Hello, and Excuse me. Once a wake-word is heard, the device will give a haptic response and log the event, so that one knows that the system is listening and is about to respond to an additional command. The speech recognition structures are applied to organize audio recording, wake up word recognition, keyword recognition, and real-time user interface update. This fundamental rationale is coded in such a way that it can be re-capacitated to common smartwatch platforms and reconfigured to other operating-systems enabling the assistant to accompany the user through multiple devices whilst maintaining the behavior.
The main driving force behind EchoWear is accessibility. Most assistants are based primarily on sound feedback and highly saturated visual interfaces; EchoWear, instead, focuses more on powerful, quick vibration feedback and plain-and-simple screens rather than sophisticated menus. Vibrations and identifiable indicators on the screen can be used to replace audio alerts and make the process of detecting the wake-word more visible to deaf or hard-of-hearing users. Voice-first interaction minimizes the use of accuracy during tapping and swiping in users with fewer fine motor control. Caregivers and users can also be assisted during the urgent situation when both phones and smartwatches allow quick access to the emergency contacts using the set keywords.
This project investigates practical challenges that can be found in voice-driven and multi-device applications such as recognition accuracy, latency, battery effects, microphone permissions, background noise, and false activations. EchoWear is a system that integrates speech recognition, haptic feedback, search of keywords and a small-sized settings interface into a single working system on both phones and watches. This advances the field of mobile and wearable computing by presenting an exemplary, practical design of a voice-first, accessibility-conscious assistant that can be used in everyday life and in disability-specific situations, yet be easy enough to be learnt and configured by non-technical users
Opentalking
Opentalking intends to address the need for a communications platform that provides secure end-to-end encryption that is fully free and open source, and is also easier to use than something like Matrix. We implement a proof of concept for an end-to-end encrypted chat application that runs in a browser with React Native and Go. Previous experiments with a physical server made of e-waste and cloud solutions were unsuccessful, resulting in us opting for a localhost-based proof of concept. We successfully implement a simple and intuitive user interface using react. Additionally our end-to-end encryption is implemented using signal-style encryption. Finally we will be licensing Opentalking with the permissive GNU Affero General Public License allowing users to freely modify and redistribute the source code