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University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This project explores how modern mobile technology can be used to provide support for domestic violence victims. The goal of the project is to create a proof-of-concept iOS mobile application that maintains a discreet safety front and provides domestic violence victims with resources and safety planning. The design and implementation

This project explores how modern mobile technology can be used to provide support for domestic violence victims. The goal of the project is to create a proof-of-concept iOS mobile application that maintains a discreet safety front and provides domestic violence victims with resources and safety planning. The design and implementation are disguised as a hair salon app to maintain a low profile on the user’s phone. The HairHelp app features quick exit navigation, a secure database to store a user’s private and personal documents in case of emergency, and a checklist of safety planning measures. The steps taken in this project serve as the foundation for a larger project in the long term.

ContributorsShovkovy, Sophia (Author) / Balasooriya, Janaka (Thesis director) / Wilkey, Douglas (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
When planning a road trip today, there are solutions that let the user know what comes along their route, but the user is often presented with too much information, which can overwhelm the user. They are provided suggestions all along the route, not just at those times when they would

When planning a road trip today, there are solutions that let the user know what comes along their route, but the user is often presented with too much information, which can overwhelm the user. They are provided suggestions all along the route, not just at those times when they would be needed. RoutePlanner simply takes all that information and only presents that data to the user, that they would need at a particular time. Gas station suggestions would show when the gas tank range is going to be hit soon, and restaurant suggestions would only be shown around lunch time. The iOS app takes in the users origin and destination and provides the user the route as given by GoogleMaps, and then various stop suggestions at their given time. Each route that is obtained, is broken down into a number of steps, which are basically a connection of coordinate points. These coordinate point collections are used to point to a location at a certain distance or duration away from the origin. Given a coordinate, we query the APIs for places of interest and move to the next stop, until the end of the route.
ContributorsDamania, Harsh Abhay (Author) / Balasooriya, Janaka (Thesis director) / Faucon, Christophe (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-12
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Description
As technology's influence pushes every industry to change, healthcare professionals must move to a more connected model. The nearly ubiquitous presence of smartphones presents a unique opportunity for physicians to collect and process data from their patients more frequently. The Mayo Clinic, in partnership with the Barrett Honors College, has

As technology's influence pushes every industry to change, healthcare professionals must move to a more connected model. The nearly ubiquitous presence of smartphones presents a unique opportunity for physicians to collect and process data from their patients more frequently. The Mayo Clinic, in partnership with the Barrett Honors College, has designed and developed a prototype smartphone application targeting palliative care patients. The application collects symptom data from the patients and presents it to the doctors. This development project serves as a proof-of-concept for the application, and shows how such an application might look and function. Additionally, the project has revealed significant possibilities for the future of the application.
ContributorsGaney, David Howard (Author) / Balasooriya, Janaka (Thesis director) / Lipinski, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect

Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect of the project. The players interact on a turn-by-turn basis by speaking commands into the computer's microphone. When the computer recognizes a command, it will respond accordingly by having the player's unit perform an action on screen.
ContributorsNguyen, Jordan Ngoc (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There

The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There are different sprites for the player's army units and icons within the game. The game also has a grid for easy unit placement.
ContributorsHsia, Allen (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
The face of computing is constantly changing. Wearable computers in the form of glasses or watches are becoming more and more common. These devices have very small screens (measured in millimeters), and users often interact with them through voice input and audio feedback. Weather is one of the most regularly

The face of computing is constantly changing. Wearable computers in the form of glasses or watches are becoming more and more common. These devices have very small screens (measured in millimeters), and users often interact with them through voice input and audio feedback. Weather is one of the most regularly checked app category on smart devices, but weather results on these devices are often limited to raw data, canned responses, or sentence templates with numbers plugged in. The goal for this project was to build a system that could generate weather forecast text, which could then be read to a user through text-to-speech. By using methods in language generation, the system can generate weather forecast text in millions of different ways. This is all computed locally, and it covers every possible weather case. In order to generate natural weather forecast texts, the system retrieved raw weather data from a weather API and created the text through six methods: content determination, document structuring, sentence aggregation, lexical choice, referring expression generation, and text realization. Content determination is the process of deciding on what information to include in a computer generated text. The document structuring phase deals with the order and structure of the information. Sentence aggregation is the merging of similar sentences to improve readability and to reduce redundancy. Lexical choice is the process of putting words to concepts. Referring expression generation is the process of identifying objects, regions, time periods, and locations within a text. Finally text realization involves creating sentences with proper syntax, morphology, and orthography. Through these six stages, a system was developed that could generate unique weather forecast text from raw data accurately and efficiently. It was built for iOS devices with Apple's new programming language, Swift, and it will be ported to the Apple Watch when the API is fully opened to developers.
ContributorsJorgensen, Jacob Paul (Author) / Baral, Chitta (Thesis director) / Faucon, Christophe (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Intelli-Trail is a game where the player plays as a small blue man with the simple goal of reaching the purple door. The player will primarily interact with the game through combat. The game itself will react to the patterns in the players behavior to progressively become harder

Intelli-Trail is a game where the player plays as a small blue man with the simple goal of reaching the purple door. The player will primarily interact with the game through combat. The game itself will react to the patterns in the players behavior to progressively become harder for the player to win.
ContributorsCurtin, Ethan (Author) / Gonzalez Sanchez, Javier (Thesis director) / Baron, Tyler (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05