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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The purpose of this project is to understand how wearable technology can improve a person's practice of self-tracking, or monitoring one's data. Self-tracking is regularly recording information about one's different life patterns (such as diet, activities, or sleep). Some technology that helps users record personal data are seen today as

The purpose of this project is to understand how wearable technology can improve a person's practice of self-tracking, or monitoring one's data. Self-tracking is regularly recording information about one's different life patterns (such as diet, activities, or sleep). Some technology that helps users record personal data are seen today as devices (FitBit, Smart Watches) or as applications (MyFitnessPal). Data is collected for the user to observe certain habits that he/she would like to improve upon. Their personal data that is collected and this helps keep the person self-tracking. This data can be converted to show personal behavioral patterns which a person analyzes so that they can make changes that lead to a healthier lifestyle. People self-track in order to analyze their behavior patterns, so that they can make changes to those patterns that lead to a healthier lifestyle. However, some people are not motivated to continue self-tracking, or use their data to make positive behavioral changes. To better understand this problem, we are conducting four co-design sessions with four users who have shown varying levels of self-tracking. Sessions' activities included: storyboarding, reviewing existing user interfaces, generating feedback on prototypes and discussion into thoughts and feelings about the prototype and self-tracking in general. Current findings highlight the importance of customization and simplicity within the application. We are developing an Apple Watch prototype application for self-tracking that incorporates features tailored to those needs in order to better motivate users to track and improve their well-being. Our main goal is to gain a better understanding of our participants and their need and usage with self-tracking. More information can be found on our website at ani6gup.me/CareTrack.
ContributorsFoote, Michaela (Co-author) / Gupta, Anisha (Co-author) / Walker, Erin (Thesis director) / Hekler, Eric (Committee member) / School of International Letters and Cultures (Contributor) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12