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Description
This paper proposes a new framework design for the lightweight transradial prosthesis. This device was designed to be light-weight, easily manufactured, inexpensive, and to have a high interstitial free space volume for electrical components and customization. Press-fit junctions between fins allow for little or no adhesives, allowing for easily replaceable

This paper proposes a new framework design for the lightweight transradial prosthesis. This device was designed to be light-weight, easily manufactured, inexpensive, and to have a high interstitial free space volume for electrical components and customization. Press-fit junctions between fins allow for little or no adhesives, allowing for easily replaceable parts. Designs were constructed out of chipboard and run through an assortment of tests to see if each design iterations met structural design specifications. There were four main design iterations tested: 4, 8, 12 fin designs, and a 4 fin design with additional angled fins for torsional support (4T). Compression, torsion, and 3-point bending tests were all performed on each cylindrical iteration. Basic tensile and material testing was done on chipboard to support results. The force applied to a human arm during a fall is approximately 500 lbf [13]. Compression tests yielded a strength of approximately 300 lbf for the cylindrical designs. ANOVAs and T-tests were performed to find significance in compressive strength between the design iterations with the varied number of fins (p<<0.05). The torsional strength of the human arm, without causing great strain or discomfort has a max value of approximately 15 Nm [14]. This matched the torsional values of the 4T. design [14]. The 4, 8, and 12 designs' torsional strengths were linear with values of approximately 4, 7, and 12 Nm respectively. The 3-point bending test yielded the flexural stress and strain values to find compressive strength in the convex direction as well as the displacement and deformation in each sample. The material chipboard was found to be variable with elastic modulus, Poisson's ratio, and tensile strength. Each experimental procedure was done as a proof of concept for future prosthesis design.
ContributorsMcbryan, Sarah Jane (Author) / LaBelle, Jeffrey (Thesis director) / Lathers, Steven (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through,

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in the project, we concluded that the gameplay was engaging enough to keep most users' interest through the educational puzzles, and the potential for expanding this project to reach an even greater audience is vast.
ContributorsNitescu, George (Co-author) / Medawar, Alexandre (Co-author) / Spano, Mark (Thesis director) / LaBelle, Jeffrey (Committee member) / Guiang, Kristoffer (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
This paper proposes a new socket design to complement Project Fishbone, a design project focused on creating a lightweight transradial prosthetic device. The socket has a simple concept of introducing perforations on the surface of the socket using cost effective, and rapid manufacturing methods such as vacuum thermoforming and drilling.

This paper proposes a new socket design to complement Project Fishbone, a design project focused on creating a lightweight transradial prosthetic device. The socket has a simple concept of introducing perforations on the surface of the socket using cost effective, and rapid manufacturing methods such as vacuum thermoforming and drilling. The perforations on the socket allows for greater air ventilation to the prosthetic user's residual skin thus reducing the temperature within the socket. There were nine primary design iterations that were tested: 0.125, 0,187, 0.25-inch-thick designs, and 3/16, 15/64, 17/64-inch perforation sizes, and 12, 18 and 24 count of perforations. Initial test was done using the sockets of different thickness without any perforations to check for uniformity in design and manufacturing method using a regression test. It was found that an increase in thickness directly related to an increase in temperature cooling time. The temperature cooling test was run using a three-factor DOE method and no clear interaction between the factors was observed, thus the Kruskal-Wallis statistical test along with the post hoc Mann-Whitney test to check for significance among the factors as well as significance of groups within the factors. Statistical significance (p<0.05) was found in the socket thickness and size of perforations. Additionally, significance (p<0.02) was found in the 0.125 and 0.187-inch thickness and the 3/16-inch size perforations. Based on the significance between each group, the best combination for increased cooling time reduction was thus found to be with the 0.125-inch thick HDPE sheet and 3/16-inch sized perforation while the number of perforations did not make much difference. These results proved the concept of this new socket design that could be implemented into existing upper limb prosthetic systems.
ContributorsSebastian, Frederick (Author) / LaBelle, Jeffrey (Thesis director) / Lathers, Steven (Committee member) / Harrington Bioengineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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DescriptionDeath is a common mechanic in video games, but how does it relate to humanity's understanding of death? This thesis project seeks to understand the cultural dynamics of death within video games, as well as how death is approached and depicted within said games.
ContributorsYen, Jay (Author) / Bauer, Danielle (Thesis director) / de la Garza, Amira (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2023-12
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Description
Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying

Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying the competitive social environment that such games offer, creating a rift between casual and competitive players. Learning the rules can sometimes be more difficult than playing the game itself. To truly master these concepts requires personal attention from someone who deeply understands the core mechanics that operate behind the scenes.
Meanwhile, machine learning is growing more advanced by the day. Online retailers like Amazon run complex algorithms to recommend future purchases and monitor price changes. Mobile phones use neural networks to interpret speech. GPS apps track anonymous motion data in smartphones to give real-time traffic estimates. Artificial intelligence is becoming increasingly ubiquitous because of its versatility in analyzing and solving human problems; it follows, then, that a machine could learn how to teach humans skills and techniques. HelperBot is a platform fighting game project that employs this cutting-edge learning technology to close the skill gap between novice and veteran gamers as quickly and seamlessly as possible.
ContributorsPalermo, Seth Daniel (Author) / Olson, Loren (Thesis director) / Marinelli, Donald (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05