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Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure

Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure floating in the atmosphere of Saturn. Players take on the role of HUE, an artificial intelligence trapped in the body of a maintenance robot, as he explores this strange world and uncovers its secrets. Using acrobatic movement abilities, players will solve puzzles, evade enemies, and explore the world from top to bottom. The world, known as the Strobilus Megastructure, is conical in shape, with living quarters and environmental system in the upper sections and factories and resource mining in the lower sections. The game world is split up into 10 major areas and countless minor and connecting areas. Special movement abilities like wall running and anti-gravity allow players to progress further down in the world. These abilities also allow players to solve more complicated puzzles, and to find more difficult to reach items. The story revolves around six artificial intelligences that were created to maintain the station. Many centuries ago, these AI helped humankind maintain their day-to-day lives and helped researchers working on new scientific breakthroughs. This led to the discovery of faster-than-light travel, and humanity left the station and our solar system to explore the cosmos. HUE, the AI in charge of human relations, fell into depression and shut down. Awakening several hundred years in the future, HUE sets out to find the other AI. Along the way he helps them reconnect and discovers the history and secrets of the station. Distant is intended for players looking for three things: A fantastic world full of discovery, a rich, character driven narrative, and challenging acrobatic gameplay. Players of any age or background are recommended to give it a try, but it will require investment and a willingness to improve. Distant is intended to change players, to force them to confront difficulty and different perspectives. Most games involve upgrading a character; Distant is a game that upgrades the player.
ContributorsGarttmeier, Colin Reiser (Author) / Collins, Daniel (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.
ContributorsCarney, Nicholas (Co-author) / West, Andrew (Co-author) / Dobkins, Jacob (Co-author) / Amresh, Ashish (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been crossed and true virtual reality is now possible, as evidenced

This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been crossed and true virtual reality is now possible, as evidenced by the current wave of virtual reality catalyzed by the Oculus Rift. The Rift will be used as a case study for examining specific aspects of the virtual reality threshold.
ContributorsLittle, Rebecca Ann (Author) / Amresh, Ashish (Thesis director) / Ghazarian, Arbi (Committee member) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
For the past decade, mobile health applications are seeing greater acceptance due to their potential to remotely monitor and increase patient engagement, particularly for chronic disease. Sickle Cell Disease is an inherited chronic disorder of red blood cells requiring careful pain management. A significant number of mHealth applications have been

For the past decade, mobile health applications are seeing greater acceptance due to their potential to remotely monitor and increase patient engagement, particularly for chronic disease. Sickle Cell Disease is an inherited chronic disorder of red blood cells requiring careful pain management. A significant number of mHealth applications have been developed in the market to help clinicians collect and monitor information of SCD patients. Surveys are the most common way to self-report patient conditions. These are non-engaging and suffer from poor compliance. The quality of data gathered from survey instruments while using technology can be questioned as patients may be motivated to complete a task but not motivated to do it well. A compromise in quality and quantity of the collected patient data hinders the clinicians' effort to be able to monitor patient's health on a regular basis and derive effective treatment measures. This research study has two goals. The first is to monitor user compliance and data quality in mHealth apps with long and repetitive surveys delivered. The second is to identify possible motivational interventions to help improve compliance and data quality. As a form of intervention, will introduce intrinsic and extrinsic motivational factors within the application and test it on a small target population. I will validate the impact of these motivational factors by performing a comparative analysis on the test results to determine improvements in user performance. This study is relevant, as it will help analyze user behavior in long and repetitive self-reporting tasks and derive measures to improve user performance. The results will assist software engineers working with doctors in designing and developing improved self-reporting mHealth applications for collecting better quality data and enhance user compliance.
ContributorsRallabhandi, Pooja (Author) / Gary, Kevin A (Thesis advisor) / Gaffar, Ashraf (Committee member) / Bansal, Srividya (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2017
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Description
With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that

With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that does not mean it is simple. Developing a game requires a substantial amount of work, even before a design is considered worth making into a complete game. Over the course of this thesis, I created eight designs with accompanying prototypes. Only one was made into a fully functional release. I sought to make a game with a great design while increasing my understanding of game development and the code needed to finish a game. I came out realizing that I was in over my head. With the amount of work involved in creating an entire game, iteration is key to finding an idea that is capable of becoming a game that feels complete and enjoyable. A game's design must be fleshed out before technical work can truly begin, yet the design can take nearly as much time and effort as the code. In this thesis, each design is detailed and associated with why it seemed great and why it was replaced, with extra focus on the final design and how players felt about it. These designs are followed by what I learned about game development over the course of the thesis, including both the technical and emotional sides of developing a video game.
ContributorsCharnell, Zachary Andrew (Author) / Olson, Loren (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
Description

The purpose of this project was to evaluate the State Bar of New Mexico's (SBNM) new podcast series, SBNM is Hear. The podcast was initially developed as a member outreach tool and a new platform for professional development and survey questions were developed to gauge the podcast’s effectiveness in these

The purpose of this project was to evaluate the State Bar of New Mexico's (SBNM) new podcast series, SBNM is Hear. The podcast was initially developed as a member outreach tool and a new platform for professional development and survey questions were developed to gauge the podcast’s effectiveness in these two areas. An electronic survey was deployed to active members of the SBNM through email. Respondents were asked questions regarding their demographics, whether they had listened to the series, and what content they would like to hear in the future. The survey resulted in 103 responses, of which 60% indicated that they had not listened to the podcast. The results showed that listenership was evenly divided between generations and that more females listened to at least one episode. The open-ended responses indicated that the two cohorts of respondents (listeners and non- listeners) viewed the podcast a potential connection to the New Mexico judiciary. Future recommendations include conducting an annual survey to continue to understand the effectiveness of the podcast and solicit feedback for continued growth and improvement

ContributorsPettit, Morgan (Author) / Lauer, Claire (Degree committee member) / Mara, Andrew (Degree committee member) / Carradini, Stephen (Degree committee member)
Created2020-12-10