Simulated Locomotion with VIPLE and Unity Game Engine

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Description
The instruction of students in computer science concepts can be enhanced by creating programmable simulations and games. ASU VIPLE, which is a framework used to control simulations, robots, and for IoT applications, can be used as an educational tool. Further,

The instruction of students in computer science concepts can be enhanced by creating programmable simulations and games. ASU VIPLE, which is a framework used to control simulations, robots, and for IoT applications, can be used as an educational tool. Further, the Unity engine allows the creation of 2D and 3D games. The development of basic minigames in Unity can provide simulations for students to program. One can run the Unity minigame and their corresponding VIPLE script to control them over a network connection as well as locally. The minigames conform to the robot output and robot input interfaces supported by VIPLE. With this goal in mind, a snake game, a space shooter game, and a runner game have been created as Unity simulations, which can be controlled by scripts made using VIPLE. These games represent simulated environments that, with movement output and sensor input, students can program simply and externally from VIPLE to help learn robotics and computer science principles.
Date Created
2019-05
Agent

Safe Fire-resistant Electrolytes for Lithium-ion Batteries

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Description
Lithium-ion batteries that employ an electrolyte consisting of LiFSI and TMP are shown to have better cycle performance than conventional carbonate electrolyte batteries at elevated temperatures. Additionally, an inorganic alumina or silica separator also improves cycling performance at high temperatures.

Lithium-ion batteries that employ an electrolyte consisting of LiFSI and TMP are shown to have better cycle performance than conventional carbonate electrolyte batteries at elevated temperatures. Additionally, an inorganic alumina or silica separator also improves cycling performance at high temperatures. Half-cells of Li metal and Li2TiO3 were constructed with LiFSI/TMP electrolyte and inorganic separators and cycled at increasing temperatures. Their cycle performance was compared to batteries with the same anode and cathode material that were prepared with conventional components. Half-cells using either the novel electrolyte or inorganic separators were able to continue cycling at temperatures up to 80 ℃, long after the conventionally prepared batteries had failed. A cell with a combination of the LiFSI/TMP electrolyte and silica separator still showed 75% capacity retention after 10 cycles at 85 ℃ as well.
Date Created
2019-05
Agent

Procedural Scene Generation from Natural Language

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Description
While there are many existing systems which take natural language descriptions and use them to generate images or text, few systems exist to generate 3d renderings or environments based on natural language. Most of those systems are very limited in

While there are many existing systems which take natural language descriptions and use them to generate images or text, few systems exist to generate 3d renderings or environments based on natural language. Most of those systems are very limited in scope and require precise, predefined language to work, or large well tagged datasets for their models. In this project I attempt to apply concepts in NLP and procedural generation to a system which can generate a rough scene estimation of a natural language description in a 3d environment from a free use database of models. The primary objective of this system, rather than a completely accurate representation, is to generate a useful or interesting result. The use of such a system comes in assisting designers who utilize 3d scenes or environments for their work.
Date Created
2019-05
Agent

LeapMax: Gestural Interaction System

Description
The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this

The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for designing dynamic and compelling digital gestural interfaces. At the core of this work is a Max external object which uses a custom API to extract data from the Leap Motion service and retrieve it in Max. From this data, a library of Max objects for determining more complex gesture and posture information was generated and refined. These objects can be are highly flexible and modular and can be used to create complex control schemes for a variety of systems. To demonstrate the use of this system in a performance context, an experimental musical instrument was designed in which the Leap is combined with an absolute orientation sensor and mounted on the head of a performer. This setup leverages the head mounted Leap Motion paradigm used in VR systems to construct an interactive sonic environment within the context of the user's environment. The user's gestures are mapped to the controls of a synthesis engine which utilizes several forms of synthesis including granular synthesis, frequency modulation, and delay modulation.
Date Created
2018-12
Agent

Instructional Design with Natural Language Processing in a Virtual Reality Environment

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Description
Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In

Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API for Natural Language Processing was incorporated into our game system. User experience elements like gestures, UI color change, and images were used to help guide users in memorizing and building structures. The process to create these elements were streamlined through the VRTK library in Unity. The game has two segments. The first segment is a tutorial level where the user learns to perform motions and in-game actions. The second segment is a game where the user must correctly create a structure by utilizing vocal commands and spatial recognition. A standardized usability test, System Usability Scale, was used to evaluate the effectiveness of the game. A survey was also created in order to evaluate a more descriptive user opinion. Overall, users gave a positive score on the System Usability Scale and slightly positive reviews in the custom survey.
Date Created
2018-05
Agent

Behavior Trees + Finite State Machines: A Hybrid Game AI Framework

Description
One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation

One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to implement a series of states or decisions instead to give the illusion of intelligence. Despite this limitation, games can still generate a wide range of experiences for the player. The Hybrid Game AI Framework is an AI system that combines the benefits of two commonly used approaches to developing game AI: Behavior Trees and Finite State Machines. Developed in the Unity Game Engine and the C# programming language, this AI Framework represents the research that went into studying modern approaches to game AI and my own attempt at implementing the techniques learned. Object-oriented programming concepts such as inheritance, abstraction, and low coupling are utilized with the intent to create game AI that's easy to implement and expand upon. The final goal was to create a flexible yet structured AI data structure while also minimizing drawbacks by combining Behavior Trees and Finite State Machines.
Date Created
2018-05
Agent

Supplemental Tool For Hebrew Courses

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Description
This project serves as an extra learning tool for students enrolled in HEB 101 (Hebrew) at Arizona State University. This tool was developed using Axure Prototyping Software and can be used by anyone. The tool follows the HEB 101 course

This project serves as an extra learning tool for students enrolled in HEB 101 (Hebrew) at Arizona State University. This tool was developed using Axure Prototyping Software and can be used by anyone. The tool follows the HEB 101 course curriculum which also works alongside the textbook for the class (Hebrew From Scratch part 1). The tool fully covers the seven units that students learn in HEB 101. Each unit follows a standard structure. There is a unit title page which lays out the major concepts covered in the unit (i.e. personal pronouns, question words, prepositions, etc.) and links to different pages within the unit. Each unit has seven to ten lesson pages which introduce Hebrew concepts and provide exercises and examples to help the students practice the material they learned both in class and in the tool. Each unit also has links to Quizlet pages that have the units' vocab set up in a flashcard format so that they can study for upcoming quizzes and exams in the class. The Quizlet page for each unit also provides a randomly generated vocab quiz for the students. There is also a unit quiz for every unit which tests the students on the major concepts of the unit. There are also unit vocab pages that provide all the vocab covered in the unit. This tool provides students with numerous ways of practicing and mastering the material covered in the lectures. The main benefit of this tool for students is that it provides audio files for each vocabulary word learned in HEB 101 which will allow them to have quick access to the pronunciation of the words they are learning. This tool will be used in future HEB 101 classes.
Date Created
2018-05
Agent

Virtual Reality Drum Training System

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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
Date Created
2017-12
Agent

Distant - An Original Game

Description
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 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.
Date Created
2016-05
Agent

Last Hymn

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Description
Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.
Date Created
2016-12
Agent