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Description
The world of a hearing impaired person is much different than that of somebody capable of discerning different frequencies and magnitudes of sound waves via their ears. This is especially true when hearing impaired people play video games. In most video games, surround sound is fed through some sort of

The world of a hearing impaired person is much different than that of somebody capable of discerning different frequencies and magnitudes of sound waves via their ears. This is especially true when hearing impaired people play video games. In most video games, surround sound is fed through some sort of digital output to headphones or speakers. Based on this information, the gamer can discern where a particular stimulus is coming from and whether or not that is a threat to their wellbeing within the virtual world. People with reliable hearing have a distinct advantage over hearing impaired people in the fact that they can gather information not just from what is in front of them, but from every angle relative to the way they're facing. The purpose of this project was to find a way to even the playing field, so that a person hard of hearing could also receive the sensory feedback that any other person would get while playing video games To do this, visual surround sound was created. This is a system that takes a surround sound input, and illuminates LEDs around the periphery of glasses based on the direction, frequency and amplitude of the audio wave. This provides the user with crucial information on the whereabouts of different elements within the game. In this paper, the research and development of Visual Surround Sound is discussed along with its viability in regards to a deaf person's ability to learn the technology, and decipher the visual cues.
ContributorsKadi, Danyal (Co-author) / Burrell, Nathaneal (Co-author) / Butler, Kristi (Co-author) / Wright, Gavin (Co-author) / Kosut, Oliver (Thesis director) / Bliss, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2015-05
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Description
With the progression of different industries moving away from employing secretaries for business professionals and professors, there exists a void in the area of personal assistance. This problem has existing solutions readily available to replace this service, i.e. secretary or personal assistant, tend to range from expensive and useful to

With the progression of different industries moving away from employing secretaries for business professionals and professors, there exists a void in the area of personal assistance. This problem has existing solutions readily available to replace this service, i.e. secretary or personal assistant, tend to range from expensive and useful to inexpensive and not efficient. This leaves a low cost niche into the market of a virtual office assistant or manager to display messages and to help direct people in obtaining contact information. The development of a low cost solution revolves around the software needed to solve the various problems an accessible and user friendly Virtual Interface in which the owner of the Virtual Office Manager/Assistant can communicate to colleagues who are at standby outside of the owner's office and vice versa. This interface will be allowing the owner to describe the status pertaining to their absence or any other message sent to the interface. For example, the status of the owner's work commute can be described with a simple "Running Late" phrase or a message like "Busy come back in 10 minutes". In addition, any individual with an interest to these entries will have the opportunity to respond back because the device will provide contact information. When idle, the device will show supplemental information such as the owner's calendar and name. The scope of this will be the development and testing of solutions to achieve these goals.
ContributorsOffenberger, Spencer Eliot (Author) / Kozicki, Michael (Thesis director) / Goryll, Michael (Committee member) / Electrical Engineering Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Electrospun nanofibers can be prepared from various kinds of inorganic substances by electro-spinning techniques. They have great potential in many applications including super capacitors, lithium ion batteries, filtration, catalyst and enzyme carriers, and sensors [1]. The traditional way to produce electrospun nanofibers is needle based electro-spinning [1]. However, electrospun nanofibers

Electrospun nanofibers can be prepared from various kinds of inorganic substances by electro-spinning techniques. They have great potential in many applications including super capacitors, lithium ion batteries, filtration, catalyst and enzyme carriers, and sensors [1]. The traditional way to produce electrospun nanofibers is needle based electro-spinning [1]. However, electrospun nanofibers have not been widely used in practice because of low nanofiber production rates. One way to largely increase the electro-spinning productivity is needleless electro-spinning. In 2005, Jirsak et al. patented a rotating roller fiber generator for the mass production of nanofibers [2]. Elmarco Corporation commercialized this technique to manufacture nanofiber equipment for the production of all sorts of organic and inorganic nanofibers, and named it "NanospiderTM". For this project, my goal is to build a needleless electro-spinner to produce nanofibers as the separator of lithium ion batteries. The model of this project is based on the design of rotating roller fiber generator, and is adapted from a project at North Dakota State University in 2011 [3].
ContributorsQiao, Guanhao (Author) / Yu, Hongyu (Thesis director) / Jiang, Hanqing (Committee member) / Goryll, Michael (Committee member) / Barrett, The Honors College (Contributor) / Ira A. Fulton School of Engineering (Contributor)
Created2012-12
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Description
The apparent phenomenon of the human eye retaining images for fractions of a second after the light source has gone is known as Persistence of Vision. While its causes are not fully understood, it can be taken advantage of in order to create illusions which trick the mind into perceiving

The apparent phenomenon of the human eye retaining images for fractions of a second after the light source has gone is known as Persistence of Vision. While its causes are not fully understood, it can be taken advantage of in order to create illusions which trick the mind into perceiving something which, in actuality, is very different from what the mind portrays. It has motivated many creative engineering technologies in the past and is the core for how we perceive motion in movies and animations. This project applies the persistence of vision concept to a lesser explored medium; the wheel of a moving bicycle. The motion of the wheel, along with intelligent control of discrete LEDs, create vibrant illusions of solid lines and shapes. These shapes make up the image to be displayed on the bike wheel. The rotation of the bike wheel can be compensated for in order to produce a standing image (or images) of the user's choosing. This thesis details how the mechanism for conducting the individual LEDs was created in order to produce a device which is capable of delivering colorful, standing images of the user's choosing.
ContributorsSaltwick, Ian Mark (Author) / Goryll, Michael (Thesis director) / Kozicki, Michael (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
While SPICE circuit simulation software gives researchers and industry accurate information regarding the behavior and characteristics of circuits, the auditory effect of SPICE circuit simulation on audio circuits is not well documented. This project takes a thoroughly analyzed and popular audio effect circuit called the Ibanez Tubescreamer and simulates its

While SPICE circuit simulation software gives researchers and industry accurate information regarding the behavior and characteristics of circuits, the auditory effect of SPICE circuit simulation on audio circuits is not well documented. This project takes a thoroughly analyzed and popular audio effect circuit called the Ibanez Tubescreamer and simulates its distortion effect on a .wav file in order to hear the effect of SPICE simulation. Specifically, the TS-808 schematic is drawn in the SPICE program LTSPICE and simulated using generated sinusoids and recorded .wav files. Specific components are imported using .MODEL and .SUBCKT to accurately represent the diodes, bipolar transistors, op amps, and other components in order to hear how each component affects the response. Various transient responses are extracted as .wav files and assembled as figures in order to characterize the result of the circuit on the input. Once the actual circuit is built and debugged, all of the same transient analysis is applied and then compared to the SPICE simulation figures gathered in the digital simulation. These results are then compared along with a subjective hearing test of the digital simulation and analog circuit in order to test the validity of the SPICE simulations. The digital simulations reveal that the distortion follows the signature characteristics of Ibanez Tubescreamer which shows that SPICE simulation will give insight into the real effects of audio circuits modeled in SPICE programs. Diodes--such as Silicon, Germanium, Zener, Red LEDs and Blue LEDs--can dramatically change the waveforms and sound of the inputs within the circuit where as the Op-amps--such as the JRC4558, TL072, and NE5532--have little to no effect on the waveforms and subjective effects on the output .wav files. After building the circuit and hearing the difference between the analog circuit and digital simulation, the differences between the two are apparent but very similar in nature--proving that the SPICE simulation can give meaningful insight into the sound of the actual analog circuit. Some of the differences can be explained by the variance of equipment and environment used in recording and playback. Since this project did not use high fidelity audio recording equipment and consistency in the equipment used for playback, it is uncertain if the simulation and actual circuit could be classified as completely accurate. Any further work on the project would be recording and playing back in a constant environment and looking into a wider range of specific components instead of looking into one permutation.
ContributorsMacias, Cole Thomas (Author) / Goryll, Michael (Thesis director) / Yu, Shimeng (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description

Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which

Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which is used in most audio and video, reduces transmission time and results in much smaller file sizes. However, this compression can affect quality if it goes too far. The more compression there is on a waveform, the more degradation there is, and once a file is lossy compressed, this process is not reversible. This project will observe the degradation of an audio signal after the application of Singular Value Decomposition compression, a lossy compression that eliminates singular values from a signal’s matrix.

ContributorsHirte, Amanda (Author) / Kosut, Oliver (Thesis director) / Bliss, Daniel (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This creative project is a part of the work being done as a Senior Design Project in which an autonomous solar charge controller is being developed. The goal of this project is to design and build a prototype of an autonomous solar charge controller that can work independently of the

This creative project is a part of the work being done as a Senior Design Project in which an autonomous solar charge controller is being developed. The goal of this project is to design and build a prototype of an autonomous solar charge controller that can work independently of the power grid. This solar charge controller is being built for a community in Monument Valley, Arizona who live off grid. The controller is designed to step down power supplied by an array of solar panels to charge a 48V battery and supply power to an inverter. The charge controller can implement MPPT (Maximum Power Point Tracking) to charge the battery and power the inverter, it also is capable of disconnecting from the battery when the battery is fully charged and reconnecting when it detects that the battery has discharged. The charge controller can also switch from supplying power to the inverter from the panel to supplying power from the battery at low sun or night. These capabilities are not found in solar charge controllers that are on the market. This project aims to achieve all these capabilities and provide a solution for the problems being faced by the current solar charge controller

ContributorsSingh, Khushi (Author) / Goryll, Michael (Thesis director) / Kitchen, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2021-12
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Description
There is a demonstrable issue in how new medical technologies are developed. The consumer market is always overflowing with the newest possible technologies; however, this is often not the case in the medical field. The consumer market refers to a product that any individual can buy in a retail store,

There is a demonstrable issue in how new medical technologies are developed. The consumer market is always overflowing with the newest possible technologies; however, this is often not the case in the medical field. The consumer market refers to a product that any individual can buy in a retail store, whereas a product for the medical field is prescribed by a clinician for use by a patient. The development of devices usually targets the consumer market rather than the medical field. This trend leads to the development of devices that may have consumer and clinical benefits not receiving consideration in the clinical market because they are not designed with a strictly medical purpose in mind. This is an issue that needs rectification, as injured patients deserve the best possible care with the best technologies available. The development of these technologies should not be limited by a lack of communication between clinicians and engineers. This thesis will explore why product development in the medical field lags behind that of the consumer market. It will also offer practical solutions, as well as having an engineering team develop a device specifically for use in the medical field. The development of this product will show that the lack of communication between clinicians and engineers is possible to overcome. From this development process, recommendations will be made to offer specific solutions to overcome the communication barrier and aid future product development.
ContributorsMagnotto, Samuel Andrew (Author) / Kozicki, Michael (Thesis director) / Goryll, Michael (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05