The 7th Annual

NC State University

Undergraduate Summer Research Symposium

 

Design Tech abstracts


Abstracts are listed in alphabetical order by the last name of the corresponding author.

 


 

 

Student Author(s): 

Allen, Phillip L.

Andrassy, Josh E.

Smith, Lauren A.

Mallette Harold A.

Home Institution:

NCSU

Program:

Design Tech

College:

Design

Department(s):

Art and Design

Research Mentor(s)

Patrick Fitzgerald/Art and Design

Title of Presentation:

GoMap 2.0 & FLIPIX

 


GoMap 2.0: This interactive system displays dynamic maps that are manipulated by hand gestures. The screen is projected onto a table like surface and is horizontal in its orientation. Because this system is multi-touch in nature, multiple people will be able to interact with the map simultaneously. A system like this might be used in a museum setting or visualization center and is also developed through the popular Adobe Flash 3.0 development application. Web-delivered media such as RSS feeds (flicker, google) will be available. FLIPIX: FLIPIX is a new media format and iPhone application prototype, allowing iPhone users to combine images and text in a messaging format that is read” in a temporal sequence (and not in the traditional spatial format). Text (coupled with associated  background image) is displayed in an "RSVP" speed reading type format.  A powerful innovation in this system is the ability to add image to text so that the final product is a hybrid fast-paced slideshow/text message composition and delivery system.  Also unique are the visual tools that allow composer to edit and revise compositions on the fly.

 

 


 

 

Student Author(s): 

Benson, Jordan Riley

Crist, David

Lafleur, Phillip

Home Institution:

NCSU

Program:

Design Tech

College:

Engineering and Technology

Department(s):

Computer Science

Research Mentor(s)

Benjamin Watson/Computer Science

Title of Presentation:

Agent-based Visualization of Streaming Text

 

 

We present a visualization infrastructure that maps data elements to agents, which have behaviors parameterized by those elements. Dynamic visualizations emerge as the agents change position, alter appearance and respond to one other. Agents move to minimize the difference between displayed agent-to-agent distances, and an input matrix of ideal distances. Our current application is visualization of streaming text. Each agent represents a significant word, visualizing it by displaying the word itself, centered in a circle sized by the frequency of word occurrence. We derive the ideal distance matrix from word co-occurrence, mapping higher co-occurrence to lower distance. To depict co-occurrence in its textual context, the ratio of intersection to circle area approximates the ratio of word co-occurrence to frequency. A networked backend process gathers articles from news feeds, blogs, Digg or Twitter, exploiting online search APIs to focus on user-chosen topics. Resulting visuals reveal the primary topics in text streams as clusters, with agent-based layout moving without instability as data streams change dynamically.

 

 


 

 

Student Author(s): 

Downey, Luke T.

Home Institution:

Chapman University

Program:

Design Tech

College:

Engineering and Technology

Department(s):

Computer Science

Research Mentor(s)

R. Michael Young/Computer Science

Title of Presentation:

Multimedia Content Delivery on Mobile Devices

 

 

In this submission, I demonstrate the feasibility of dynamically generated multimedia content delivery in mobile applications. Using the newly available iPhone SDK, I have developed a client application that is location aware and persistently connected to a content delivery server. Through the Unreal engine, the server renders a map of the NCSU campus and exports video, which is then streamed to the client for playback. The system developed for this research will translate easily into a multitude of applications; it would not be difficult to develop, for example, an interactive tour guide in a museum or national park utilizing these techniques. Thanks to the pioneering efforts at Apple, mobile devices such as the iPhone will in the future offer a great deal of programmability and user interaction, and applications such as this will reside at the forefront of the wireless revolution. Not only is research such as this highly relevant from a technical standpoint, but its ramifications on communication and social interaction promise to be deep and profound. The possibility of reaching thousands of users instantly and wirelessly with content that is generated from a central location will empower organizations to provide information and services as was never before possible. Finally, I will also demonstrate the foundations for enabling interaction between the iPhone and workstation-based applications as a wireless multi-axis control device. The iPhones unique motion sensitivity technology, made possible through the inclusion of an onboard hardware accelerometer, coupled with wireless communication form the means for directing motion within 3D environments through movements and multi-touch gestures. Educators and developers will thus be able to create desktop software that incorporates wireless devices such as the iPhone as a part of the user experience.

 

 


 

 

Student Author(s): 

Bowling, Wray L.

Joyner, Brittany L.

Home Institution:

Winston Salem State University

Program:

Design Tech

College:

Engineering and Technology

Department(s):

Computer Science

Research Mentor(s)

Chris G. Healey/Computer Science

Title of Presentation:

Literal Visualization of Friends on Facebook


 

Totem Pole creates multiple visualizations showing how you compare to your friends on Facebook.com.  This visualization involved working with Processing (based on Java), MySQL, PHP, Photoshop, and web 2.0.  We wanted to create an application that showed different categories of visualizations like how many male and female friends you have compared to where they live.  We also wanted to do this in a way that would be easy for everyone to see without having to look for a legend or explanation.  The visualization is accessible on the web at this address: http://sequoia.csc.ncsu.edu/~wlbowlin/facebook/ Our poster explains some of the inner technical workings of the project, and we will have a laptop so you can try it out!

 

 


 

 

Student Author(s): 

Schwartz, Mathew

Home Institution:

University Of Michigan

Program:

Design Tech

College:

Engineering and Technology

Department(s):

Computer Science

Research Mentor(s)

Benjamin Watson/Computer Science

Title of Presentation:

Meaningful Evaluation of Adaptive Computer Graphics Rendering Techniques



Computer graphics rendering creates the imagery widely used in computer games such as Halo and films such as Finding Nemo. Such imagery can be quite expensive to compute, especially when they must be computed in real time for computer games. Adaptive rendering seeks to expend this computational effort only where it is truly needed. There are a number of adaptive techniques today. Deciding which is best is still difficult. Our project seeks both to develop new adaptive renderers, and new techniques for evaluating adaptive renderers. At the DesignTech REU Site, we are creating several short computer animations we will use for adaptive rendering comparison. A "gold standard" animation will form the ideal case, the bar against which we will compare various adaptive renderers. We are  also generating several other animations using existing adaptive renders. We will use our new evaluation methods to compare these adaptively rendered animations to an animation created with our new adaptive renderer. All of these animations depict the same scene, in which a car races through an alley. This scene includes dynamic and reflective elements that will stress the various adaptive rendering techniques we examine. Results should enable us to perform more meaningful rendering comparisons, and create more effective adaptive renderings, ultimately resulting in better and more convincing imagery in both film and games.

 

 


 

 

Student Author(s): 

Tramposh, Adam R.

Home Institution:

Kansas City Art Institute

Program:

Design Tech

College:

Engineering and Technology

Department(s):

Computer Science

Research Mentor(s)

Michael R. Young/Computer Science-Digital Games Research Center

Title of Presentation:

Non-Linear Narrative Models in Virtual Environments

 


In the age of ubiquitous computing, educators are constantly engaged in adapting new media to augment their teaching capacities. The immersive virtual environment offers unique opportunities for facilitating independent problem solving. Our objective is to develop a domain to evaluate the effectiveness of a variety of research problems related to task-based learning.  Our method utilizes an adaptive narrative framework that eschews the conventional linear narrative progression and presents underlying tasks that supplement the more evident tasks pertaining to a particular event. These underlying "contingent tasks" afford the player the opportunity to re-evaluate their initial assumptions, stimulating independent reasoning and problem-solving abilities. Tasks are fulfilled by specific actions or conditions that must occur in order for the player to progress. These conditions are interpreted by the game's AI to determine the amount of capable guidance offered and intervene if the player neglects essential actions. For the purposes of this project we have selected the domain of networked computing security. This domain will lend itself to nuanced learning, as many attacks involve multiple stages, which in planning terms will mean causally linked operators. A common security strategy is to have multiple layers of defense, which, likewise will mean chains of causally-linked operators. It is our contention that this non-linear narrative structure provides a dynamic learning experience, utilizing engaging media in a way that caters to individual learning curves.

 

 


 

 

 

 


 

 

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