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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

The biological carbon pump acts as part of the global carbon cycle through the photosynthetic fixation of inorganic carbon into dissolved and particulate organic carbon by phytoplankton. Previously, the biological carbon pump was attributed to large aggregates and zooplankton fecal pellets since their size and density results in faster sinking

The biological carbon pump acts as part of the global carbon cycle through the photosynthetic fixation of inorganic carbon into dissolved and particulate organic carbon by phytoplankton. Previously, the biological carbon pump was attributed to large aggregates and zooplankton fecal pellets since their size and density results in faster sinking rates, efficiently exporting organic carbon to deeper depths in the ocean. However, recent studies have indicated that small cells, known as picoplankton, contribute significantly to the formation of sinking particles. The presence of exopolymeric substances (EPS), among them sticky transparent exopolymeric particles (TEP) and proteinaceous coomassie stainable particles (CSP), serve as influential factors of export flux and aggregation. The presence of heterotrophic bacteria can also affect aggregation and sinking velocity, as seen in previous studies, and is likely attributed to their EPS and TEP production. The staining and visualization of TEP and CSP allow for the qualitative determination of these types of EPS from bacteria isolated from sinking particles collected with particle interceptor traps at various depths in the Sargasso Sea. I study the presence of TEP and CSP in particle-associated bacteria. Cultures of picocyanobacteria, consisting of xenic Synechococcus and axenic Prochlorococcus, were used to establish positive and negative controls for stained isolate analysis. Marinobacter adhaerens served as a tertiary control for an axenic culture that stains positive for TEP. I chose six isolates of bacteria isolated from sinking particles to be stained and visualized to test for the secretion of TEP and CSP. Four of the isolates stained positive for both TEP and CSP, including Pseudoalteromonas sp., Erythrobacter sp., and Marinobacter sp., while one isolate, Micrococcus sp., stained positive only for TEP, and the last isolate, another Marinobacter sp., stained positive for only CSP. These results are important in understanding the role of plankton organisms in the formation of sinking particles.

ContributorsLivar, Britni (Author) / Neuer, Susanne (Thesis director) / Cadillo-Quiroz, Hinsby (Committee member) / Cruz, Bianca (Committee member) / School of Life Sciences (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose of this paper is to describe the methodology used in the creation of a new set of curricula for those attempting to learn how to use the Dynamic Traffic Simulation Package with Multi-Resolution Modeling. The current DLSim curriculum currently relates information via high-concept terms and complicated graphics. The information in this paper aims to provide a streamlined set of curricula for new users of DLSim, including lesson plans and improved infographics.

ContributorsMills, Alexander (Author) / Zhou, Xuesong (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for

The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for how students should practice math in general. Testing was done on participants to determine the strategies they used in order to play the game and these strategies were then defined and categorized based on their effectiveness and how well they met the learning principles. Also, the participants were asked a before and after question to determine if the game improved their overall attitude towards math to make sure the game was helping them learn and was not a hindrance. There was an overall increase in the participants’ feelings towards math after playing the game as well as beneficial strategies, so the research and testing method was overall a success.
ContributorsVaillancourt, Tyler (Author) / Kobayashi, Yoshihiro (Thesis director) / Amresh, Ashish (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description

Due to complex requirements and relationships found in terrestrial soil environments, less than 2% of bacteria has been cultured using traditional cultivation methods. The soil substrate membrane system (SSMS) is a method designed to overcome these limitations by incorporating the environmental soil as substrate. This work examines the improvements achievable

Due to complex requirements and relationships found in terrestrial soil environments, less than 2% of bacteria has been cultured using traditional cultivation methods. The soil substrate membrane system (SSMS) is a method designed to overcome these limitations by incorporating the environmental soil as substrate. This work examines the improvements achievable through SSMS in combination with two variables known to affect microbial growth: microaerophilic conditions and vitamin availability, on Peruvian peatland soils of varying nutrient levels; poor (San Jorge), intermediate (Quistococha), and rich (Buena Vista). First, a preliminary study was performed to enhance the knowledge of SSMS applications. Following, soil samples were pre-incubated according to their treatments and inoculated onto membranes for 3 weeks. New membranes were inoculated from the first membrane's enrichment and incubated for 2 weeks. Verified microcolonies were transferred onto dilute media (dR2G 1:5 or RAVAN) through direct streaking and spreading of dilutions (10-3, 10-5, 10-7). Colony appearance was monitored with colonies being isolated and purified. Buena Vista produced the largest, most diverse microcolonies as well as the most isolates. Quistococha produced the fewest microcolonies and isolates and was the only Peatland with increased success rates in the control group. Nearly a 4:1 recovery of isolates was observed for Buena Vista's and San Jorge's treatment groups compared to their control groups. With nearly 300 isolates in isolation and sequencing, it can be concluded that SSMS improves the recovery of terrestrial bacteria, and ongoing work aims to identify the recovered isolates. 

ContributorsSoto, Noemi (Author) / Cadillo-Quiroz, Hinsby (Thesis director) / Vael, Lilly (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description
Immunotherapy uses the body’s immune system to find and terminate cancerous cells, and has revolutionized cancer treatment. However, in certain cancers, such as lung cancer, less than 50% of patients respond to treatment. This is in part due to the immunosuppressive tumor microenvironment, which is composed of factors that promote

Immunotherapy uses the body’s immune system to find and terminate cancerous cells, and has revolutionized cancer treatment. However, in certain cancers, such as lung cancer, less than 50% of patients respond to treatment. This is in part due to the immunosuppressive tumor microenvironment, which is composed of factors that promote tumor growth and proliferation. Tumor cells create a highly immunosuppressive microenvironment by triggering the anti-inflammatory phenotype of myeloid immune cells, which largely consist of tumor-associated macrophages (TAMs). Anti-PD-1 and anti-PD-L1 immune checkpoint blockade therapy helps promote the T cell anti-tumor response by releasing the brakes on cytotoxic T-cells. However, it is unclear how TAMs respond to these immune checkpoint antibodies. Our lab hypothesizes that blockade of the PD-1/PD-L1 signaling pathway drives a pro-inflammatory macrophage phenotype. This hypothesis is supported by data generated in the B16F10 murine melanoma model, but it is unknown whether macrophage response to PD-L1 blockade is generalizable to other tumor contexts. Thus, the goal of the project is to determine the impact of immune checkpoint blockade on murine macrophages in the Lewis Lung Carcinoma (LLC) model. Using Flow Cytometry, macrophage phenotypes will be analyzed to confirm whether a pro- inflammatory or anti-tumor response is generated.
ContributorsKorpe, Sara (Author) / Cadillo-Quiroz, Hinsby (Thesis director) / Lancaster, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / School of Life Sciences (Contributor)
Created2024-05
Description
Machine learning algorithms have a wide variety of applications and use cases. They are robust in the sense that they can continue to learn and improve long after they have been deployed without much programmer supervision. One key area that machine learning has been used for is in

Machine learning algorithms have a wide variety of applications and use cases. They are robust in the sense that they can continue to learn and improve long after they have been deployed without much programmer supervision. One key area that machine learning has been used for is in the detection and classification of objects in images and videos. This so-called computer vision has typically been used by companies to extract user information from the images and videos that they post. Meta (formerly known as Facebook) had been using such algorithms to automatically tag users in pictures that were uploaded to the Facebook website up until November 2021 [1]. Although these algorithms have been used to exploit user’s privacy, they can also be used to help ensure this privacy. For this creative project, I developed a machine learning model that could detect faces in a given picture and identify the area of the picture that these faces took up. Training a model from scratch can take millions of images of data and hundreds of hours on powerful GPUs. Since I didn’t have access to those resources, I began with a pre-trained model known as VGG16 by Karen Simonyan & Andrew Zisserman. From there, I took 90 pictures of myself and annotated where in the image my face was located. Since 90 pictures wouldn’t be enough data for this algorithm, I used an image augmentation algorithm to randomly crop, flip, change brightness, change gamma, and recolor the images to expand the dataset. In total, I used 5400 images to train the algorithm. The machine learning model had a loss value that hovered around 0.1 thanks to the VGG16 model. It was able to accurately detect my face and also adapt whenever I moved my face horizontally and vertically across a camera. However, the model struggled to draw a bounding box whenever I moved my face forward or backward in the camera shot.
ContributorsGutierrez, Ariel (Author) / Osburn, Steven (Thesis director) / Panchoo, Anthony (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05
Description

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains a Tutorial for teaching players the basics of the game

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains a Tutorial for teaching players the basics of the game and a Multiplayer mode that enables remote gameplay for up to four people.

ContributorsPimentel, Dion (Author) / Selgrad, Justin (Thesis director) / Kambhampati, Subbarao (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Methane (CH4) is a prominent greenhouse gas that contributes to the negative impacts of global warming and climate change, whose emissions have more than doubled since the Industrial Revolution primarily due to anthropogenic sources. The main pathways in which methane moves through the environment are methanogenesis and methanotrophy. Methane is

Methane (CH4) is a prominent greenhouse gas that contributes to the negative impacts of global warming and climate change, whose emissions have more than doubled since the Industrial Revolution primarily due to anthropogenic sources. The main pathways in which methane moves through the environment are methanogenesis and methanotrophy. Methane is primarily generated by acetoclastic methanogenesis in wetlands while it can be oxidized both aerobically and anaerobically. Wetlands are important methane emission sources at 177 - 284 Tg CH4 year-1. The Tres Rios Wetland (TRW) is a constructed facility to complete nutrient removal of treated municipal wastewater, and has shown low emissions of methane. Whether such low emissions could be achieved through active anaerobic oxidation of methane (AOM) is not known, and the main objective of this work is to evaluate the rates of AOM in TRW. In this study an isotopic method and a mass balance method were utilized to determine the rate of AOM from top sediments found at Tres Rios at various locations and in two sets of sampling. The results showed that evidence of AOM occurred in the sediments of both sampling events conducted. The first sampling set showed evidence of AOM at all locations along a transect, showing that oxidation of methane is indeed occurring in Tres Rios sediments. Evidence from both methodologies suggested that high methanogenesis rates occurred at the outside location closest to the water. The second sampling set showed that the highest rate of AOM occurred at the outlet location, with the lowest rate occurring in the middle location. DNA extractions and PCR images resulted in a poor DNA yield, and inability to extract DNA. It was determined that the isotopic approach was less accurate than the mass balance approach due to unexpected delta CH4 values. It was determined that dilutions of CH4 ppm lead to less accurate isotopic measurements needed to estimate AOM rates using a 13C pulse technique. Literature review suggests that factors including water presence, temperature, redox potential, and plant presence can be influential in the oxidation of methane. This AOM assay can be beneficial in better understanding how methane cycles at Tres Rios, and can provide opportunities for future research in determining which factors influence the oxidation of methane in different locations throughout wetlands.

ContributorsBlum, Natalie (Author) / Cadillo-Quiroz, Hinsby (Thesis director) / Rittmann, Bruce (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainable Engineering & Built Envirnmt (Contributor) / School of Mathematical and Natural Sciences (Contributor)
Created2023-05
Description

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the inspirations and research done for the game’s design, the game's design journey, and detailed instructions on how to play.

ContributorsDavis, Jordan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05