What are My Choices?
Visitors work in groups to build towers using blocks that represent elements of health such as diet, exercise, or medicine. Blocks representing risky behavior, such as smoking, will contain kinks and other abnormalities that affect the tower.
Visitors draw cards that introduce factors beyond our control – disease, accidents – that cause blocks to be removed from the structure. The goal is to create structures that withstand these unforeseen events.
Muscles in Motions/Joints
Approaching the exercise area, visitors see the animated "muscle man" hailing them with a waving arm - inviting them to follow along as he leads a short dance and stretch routine.
As visitors perform the choreography themselves, they see and experience several basic relationships between muscle groups and body movements. At the opposite end of the exercise area, a display of joints complements the exhibit content.
Genomics
From the center of the exhibit, a sculpture representing a DNA double helix with portraits mounted on it reaches towards the ceiling. Visitors consider the central role DNA plays in shaping our lives and the way it links us to one another. Sifting through the bin of photos, visitors find a few “Eugenes” and “Jeans” they recognize from the sculpture, as well others.
Choosing one Gene, visitors carry their photos to three subsequent stations. Inserting the photos into slots at each station, visitors learn their character’s family history, examine their genetic codes and help them make healthy lifestyle.
Prosthetics
In each of this exhibit's intimate areas, the visitor gets to know a different person who has overcome challenges with the use of a prosthetic device.
Listening to these people narrate their own stories, the visitor hears a personal, emotional account that encourages both respect and identification. The visitor can also examine, touch and even move an example of the actual prosthetic device, thus enhancing his appreciation of its technological ingenuity.
Injury and Imaging
A mannequin representing an injured athlete lies on a counter. Two touch screens on rolling tracks run the length of the athlete. Visitors move a touch screen across the injured athlete to see an outline of the body behind it.
Touch-sensitive menu buttons appear with the names of medical imaging technologies. Touch a button and the screen segues to real-life images of injuries common to popular sports. A second button lets visitors call up explanations of the imaging technology and its diagnostic strengths.
Stress Effects
The visitor places one hand on a galvanic skin sensor, and uses the other to move a washer up the wire, prompting a startling buzz whenever the two pieces touch.
While the monitor relates the visitor’s stress level, according to his or her skin resistance, a friend or family member can ease or intensify the stress by switching annoyances on and off, and by reading cards aloud.
Mindball
Two players wearing EEG headbands sit opposite each other at the table and press the “start” button. The ball rolls away from the more relaxed player and toward the other; the only way for the other player to defend is to become more relaxed. When the ball reaches one end the game is over.
Meanwhile, on the monitor, players and their audience can watch the players’ brain wave activity shifting along with the game’s action.
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