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This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a generator to attempt to satisfy the discriminator. The network design is described in further detail below; however there are several potential issues that arise including the averaging of a color for certain images such that small details in an image are not assigned unique colors leading to a neutral blend. We attempt to mitigate this issue as much as possible.

ContributorsKoleber, Keith M. (Co-author) / Lobo, Ian (Co-author) / Markabawi, Jah (Co-author) / Masud, Abdullah (Co-author) / Yang, Yingzhen (Thesis director) / Wang, Yancheng (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

ContributorsGriffieth, Alan P (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Computing and Informatics Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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
Description

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and influence on the technology industry.

ContributorsRaka, Khyati Pravin (Co-author) / Babbepalli Venkata, Sai Sandilya (Co-author) / Finn, Edward (Thesis director) / Banerjee, Ayan (Thesis director) / Fortunato, Joseph (Committee member) / Computer Science and Engineering Program (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology<br/>We decided to focus on India due to its large economic stature, cultural influence, and influence

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology<br/>We decided to focus on India due to its large economic stature, cultural influence, and influence on the technology industry.

ContributorsBabbepalli Venkata, Sai Sandilya (Co-author) / Raka, Khyati (Co-author) / Banerjee, Ayan (Thesis director) / Finn, Edward (Thesis director) / Fortunato, Joseph (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
This project aspires to develop an AI capable of playing on a variety of maps in a Risk-like board game. While AI has been successfully applied to many other board games, such as Chess and Go, most research is confined to a single board and is inflexible to topological changes.

This project aspires to develop an AI capable of playing on a variety of maps in a Risk-like board game. While AI has been successfully applied to many other board games, such as Chess and Go, most research is confined to a single board and is inflexible to topological changes. Further, almost all of these games are played on a rectangular grid. Contrarily, this project develops an AI player, referred to as GG-net, to play the online strategy game Warzone, which is based on the classic board game Risk. Warzone is played on a wide variety of irregularly shaped maps. Prior research has struggled to create an effective AI for Risk-like games due to the immense branching factor. The most successful attempts tended to rely on manually restricting the set of actions the AI considered while also engineering useful features for the AI to consider. GG-net uses no human knowledge, but rather a genetic algorithm combined with a graph neural network. Together, these methods allow GG-net to perform competitively across a multitude of maps. GG-net outperformed the built-in rule-based AI by 413 Elo (representing an 80.7% chance of winning) and an approach based on AlphaZero using graph neural networks by 304 Elo (representing a 74.2% chance of winning). This same advantage holds across both seen and unseen maps. GG-net appears to be a strong opponent on both small and medium maps, however, on large maps with hundreds of territories, inefficiencies in GG-net become more significant and GG-net struggles against the rule-based approach. Overall, GG-net was able to successfully learn the game and generalize across maps of a similar size, albeit further work is required for GG-net to become more successful on large maps.
ContributorsBauer, Andrew (Author) / Yang, Yezhou (Thesis director) / Harrison, Blake (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2022-05
Description
There are numerous possibilities for virtual reality (VR) to improve upon the dissemination of information in several professional fields. Virtual reality has the capacity to be a useful tool in the judicial system related to its use in the presentation of evidence to juries and other persons. Crime scenes are

There are numerous possibilities for virtual reality (VR) to improve upon the dissemination of information in several professional fields. Virtual reality has the capacity to be a useful tool in the judicial system related to its use in the presentation of evidence to juries and other persons. Crime scenes are a crucial part of an investigation but are difficult to present to a jury. This experiment proposes an investigation to study the difference in the emotional impact of showing jurors an immersive virtual reality representation of a crime scene compared to traditional crime scene photos and the subsequent impact that the VR crime scene tour has on juror decision making. Participants will be randomly assigned to either a 3D VR recreation of a crime scene or be presented with crime scene photos. User responses will then be collected. The following study proposes a prototype for the recreation of a crime scene in VR using the real-world children of Darlie Routier murder case study.
ContributorsLott, Tracey (Author) / Johnson-Glenberg, Mina (Thesis director) / Salerno, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2022-05
Description
The scientific manuscript review stage is a key part of the modern scientific process. It involves rigorous evaluation of new papers by peers to assess the significance of contributions in a particular area of study and ensure that papers meet high standards. This process helps maintain the quality and credibility

The scientific manuscript review stage is a key part of the modern scientific process. It involves rigorous evaluation of new papers by peers to assess the significance of contributions in a particular area of study and ensure that papers meet high standards. This process helps maintain the quality and credibility of research. However, some reviews can be toxic or overly discouraging, leading to unintentional psychological damage (such as anxiety or depression) to paper authors and detracting from the constructive tone of the review space. This Thesis/Creative Project was completed alongside a capstone project. Our capstone project aims to address this issue. The goal is to fine tune a Large Language Model (LLM) that can first accurately identify toxic sentences within a paper review. Then, the LLM will revise any toxic sentences in a way that maintains the criticism but delivers it in a more friendly or encouraging tone. To effectively use this LLM, it requires a Graphical User Interface (GUI) so that end-users (such as editors, associate editors, reviewers) can easily interact with it. This allows them to update the wording of the review in an effective manner while maintaining scientific integrity. While the GUI provides a user-friendly interface for interacting with the LLM, there are some technical challenges in running a LLM application in a web-based framework. LLMs are computationally expensive to run. They require significant GPU RAM, which can be a limiting factor, especially in a web-based framework with limited resources. One potential solution to this problem is model quantization, which can reduce the memory footprint of the model. However, this introduces the problem of model drift, as the model’s performance may decrease when quantized. This needs to be measured to ensure the model continues to provide accurate results.
ContributorsRamalingame, Hari (Author) / Banerjee, Imon (Thesis director) / Li, Baoxin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05
Description

This research paper explores the effects of data variance on the quality of Artificial Intelligence image generation models and the impact on a viewer's perception of the generated images. The study examines how the quality and accuracy of the images produced by these models are influenced by factors such as

This research paper explores the effects of data variance on the quality of Artificial Intelligence image generation models and the impact on a viewer's perception of the generated images. The study examines how the quality and accuracy of the images produced by these models are influenced by factors such as size, labeling, and format of the training data. The findings suggest that reducing the training dataset size can lead to a decrease in image coherence, indicating that AI models get worse as the training dataset gets smaller. Moreover, the study makes surprising discoveries regarding AI image generation models that are trained on highly varied datasets. In addition, the study involves a survey in which people were asked to rate the subjective realism of the generated images on a scale ranging from 1 to 5 as well as sorting the images into their respective classes. The findings of this study emphasize the importance of considering dataset variance and size as a critical aspect of improving image generation models as well as the implications of using AI technology in the future.

ContributorsPunyamurthula, Rushil (Author) / Carter, Lynn (Thesis director) / Sarmento, Rick (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
This paper covers the research details, motivation for, and process of creating a virtual reality (VR) poverty simulation and conventional paper simulation, and testing both for comparison. This was done for a Spring 2024 Barrett Honors College thesis. The resulting simulation is a VR resource scavenging game for one player

This paper covers the research details, motivation for, and process of creating a virtual reality (VR) poverty simulation and conventional paper simulation, and testing both for comparison. This was done for a Spring 2024 Barrett Honors College thesis. The resulting simulation is a VR resource scavenging game for one player set in the forests of Russian Karelia, rendered in a PSX style, simulating the resource scarcity of a rural hunter. This simulation was compared against a paper-based simulation of a rural Appalachian family to see if it could be found to be comparable in expanding the understanding of poverty for testers.
ContributorsReza, Sameer (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05