Simulating US Immigration for an Educational Game

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Description
The Migration Framework and Simulator is a combination of C# framework / library and Unity simulation tool used for studying basic migration patterns across the US. Users interact with the
Unity simulation tool by implementing political policies or adjusting values via

The Migration Framework and Simulator is a combination of C# framework / library and Unity simulation tool used for studying basic migration patterns across the US. Users interact with the
Unity simulation tool by implementing political policies or adjusting values via sliders, buttons, etc., which will alter the values in the framework. The user can then use the simulation interface to view different estimated population values for categories of people, such as regional differences, education levels, and more.
Date Created
2020-05
Agent

Evaluating Enjoyment of Idle Game with Currency Rate

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Description
This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates are examined.

This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates are examined. The player can get
money more easily in a lower currency rate. Two groups of players are formed, and there are 5
players in group A and group B respectively. Players in group A are assigned to play the idle
game with a higher currency rate and players in group B are assigned to play the game with a
lower currency rate. The idle game is created by using Unity and C# language. The feedback
from the players is collected by asking them to finish an 11-question survey. The analysis is
based on the game’s currency rate and survey results. It is concluded that a higher currency rate
lowers players’ enjoyment of the idle game.
Date Created
2019-12
Agent

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

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

Technology Transformations: SmartAid - An Intelligent First Aid Kit

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Description
SmartAid aims to target a small, yet relevant issue in a cost effective, easily replicable, and innovative manner. This paper outlines how to replicate the design and building process to create an intelligent first aid kit. SmartAid utilizes Alexa Voice

SmartAid aims to target a small, yet relevant issue in a cost effective, easily replicable, and innovative manner. This paper outlines how to replicate the design and building process to create an intelligent first aid kit. SmartAid utilizes Alexa Voice Service technologies to provide a new and improved way to teach users about the different types of first aid kit items and how to treat minor injuries, step by step. Using Alexa and RaspberryPi, SmartAid was designed as an added attachment to first aid kits. Alexa Services were installed into a RaspberryPi to create a custom Amazon device, and from there, using the Alexa Interaction Model and the Lambda function services, SmartAid was developed. After the designing and coding of the application, a user guide was created to provide users with information on what items are included in the first aid kit, what types of injuries can be treated through first aid, and how to use SmartAid. The
application was tested for its usability and practicality by a small sample of students. Users provided suggestions on how to make the application more versatile and functional, and confirmed that the application made first aid easier and was something that they could see themselves using. While this application is not aimed to replace the current physical guide solution completely, the findings of this project show that SmartAid has potential to stand in as an improved, easy to use, and convenient alternative for first aid guidance.
Date Created
2019-05
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

Jaipur Simulation and AI

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Description
This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are

This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are two major problems that can arise. The first is the difficulty of using a search space to analyze every possible set of future moves. Due to the randomized nature of the deck of cards, the search space rapidly leads to an exponentially growing set of potential game states to analyze when one tries to look more than one turn ahead. The second aspect that poses difficulty is the element of uncertainty that exists from opponent feedback. Certain moves are weak to specific opponent reactions, and these are difficult to predict due to hidden information. To circumvent these problems, the AI uses a greedy approach to decision making, attempting to maximize the value of its plays immediately, and not play for future turns. The agent utilizes conditional statements to evaluate the game state and choose a game action that it deems optimal, a heuristic to place an expected value (EV) of the goods it can choose from, and selects the best one based on this evaluation. Initial implementation of the simulation was done using C++ through a terminal application, and then was translated to a graphical interface using Unity and C#.
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

Game Engine for 2D Fighting Games with Simple DirectMedia Layer

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Description
This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be

This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be in a variety of different states that animate certain features while also responding to the environment based on key statuses. There is a playable test game that is the subject of a user study. The Game Engine's capabilities are shown by the test game and the limitations / missing features are discussed.
Date Created
2018-05
Agent

Assessing Adaptive Learning Styles in Computer Science Through a Virtual World

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Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
Date Created
2017
Agent