The 7th
Annual
NC
Undergraduate
Summer Research Symposium
Design Tech abstracts
Abstracts are listed in
alphabetical order by the last name of the corresponding author.
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Student
Author(s): |
Allen, Phillip L. Andrassy, Josh E. Smith, Lauren A. Mallette Harold A. |
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Home Institution: |
NCSU |
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Program: |
Design Tech |
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College: |
Design |
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Department(s): |
Art
and Design |
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Research |
Patrick
Fitzgerald/Art and Design |
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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.
|
Benson, Jordan Riley Crist, David Lafleur, Phillip |
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Home Institution: |
NCSU |
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Program: |
Design Tech |
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College: |
Engineering and Technology |
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Department(s): |
Computer Science |
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Research |
Benjamin
Watson/Computer Science |
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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.
|
Downey, Luke T. |
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Home Institution: |
Chapman University |
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Program: |
Design Tech |
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College: |
Engineering and Technology |
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Department(s): |
Computer Science |
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Research |
R. Michael Young/Computer
Science |
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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 iPhone’s 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.
|
Bowling,
Wray L. Joyner, Brittany L. |
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Home Institution: |
Winston Salem State
University |
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Program: |
Design Tech |
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College: |
Engineering and Technology |
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Department(s): |
Computer Science |
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Research |
Chris G. Healey/Computer
Science |
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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!
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Schwartz, Mathew |
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Home Institution: |
University Of Michigan |
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Program: |
Design Tech |
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College: |
Engineering and Technology |
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Department(s): |
Computer Science |
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Research |
Benjamin Watson/Computer
Science |
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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.
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Tramposh, Adam R. |
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Home Institution: |
Kansas City Art Institute |
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Program: |
Design Tech |
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College: |
Engineering and Technology |
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Department(s): |
Computer Science |
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Research |
Michael R. Young/Computer Science-Digital
Games Research Center |
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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.
[ Participant Listing
| Abstracts ]
Last modified June 2008 by Sharon E. Hunt