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- Type:
- Student Work
- Descripción/Resumen:
- Through the rise of the COVID-19 pandemic in 2020, we also saw the rise of QR codes and other forms of touchless solutions. These solutions included menus, payments, ads, etc. We noticed that restaurant menus from displayed from these QR codes presented a plethora of issues. They typically displayed PDF versions of the company’s physical menu. The problem with PDF menus is that they’re not easily updated, leaving inaccurate menus. They’re also not made for viewing on a mobile device. Users must pinch to zoom, scroll around, and often open multiple browser tabs. LiveMenu aims to solve these issues. LiveMenu is a software solution for restaurants to display mobile-friendly interfaces to their customers, offering a user-friendly experience. These menus remain accurate thanks to the restaurant-facing mobile app, where management can easily toggle on and off items, as they’re available/offered. If a menu item is no longer available, management simply turns it off and it is no longer viewable on the customer-facing website. The result of this solution is even better than we expected. Both the customers’ and the businesses’ experiences are totally transformed through our service. Customers no longer have trouble navigating restaurant menus and no longer are confused about what is accurate on the menu. Businesses no longer have trouble updating their menus, and no longer must explain menu inaccuracies to their customers. Overall, this provides a better experience for everyone in the restaurant industry, whether their role is customer or staff.
- Creador/Autor:
- Greeley, Luke; St. John, Tristen, and Holland, Hunter
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- Many programs today that encourage emotional intelligence don’t engage young people. This has caused the youth of today to have dysfunctional relationships, unhappiness, and confusion with both themselves and those around them. To teach emotional intelligence and provide a fun, engaging resource to learn such concepts, Mindverse was a game developed to tackle the tough questions of where emotions come from and what is the proper way to deal with them. The tools used to create this game include the Unity Engine and Photoshop. In Unity, C# scripts were wired to the features of the game and the Unity build settings were used to link each game scene together. Through dialogue trigger/manager, the game utilized a choice system where the choices the player makes affect both the game and the characters around them, showing the consequences of choosing certain emotional responses over others that reflect real world scenarios. With this, emotional situations were simulated to walk the player through choices that are in their best interest and can be applied to their relationships and real life.
- Creador/Autor:
- Wallace, Alexi; Kootin-Sanwu, Jeanette; Frew, Cassidy; Kansakar, Puran, and Mickelini, Mason
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- According to Peacock, data collection methods are becoming increasingly invasive. The preservation of information is shifting from a technological problem to a moral dilemma. As a result of this growing problem and concern, we decided to work on a solution addressing this. Our solution’s aim would give back some control to users who wish to still use the internet, without having as much of their data collected. By researching and developing different tools that protect a user’s data and privacy, we were able to develop Curtain. Our application, Curtain, serves to provide a centralized platform for privacy tools. There are several tools that we implemented into our application: blocking web tracking (including data such as user behavior in and outside of a website), blocking ads, bypassing AdBlock detection messages, deleting cookies, and a dashboard for easy access to settings and usage data. Our results and progress on the matter means that it is possible to centralize tools which made it easier for users to have more control over their privacy and data without needing to do additional research.
- Creador/Autor:
- Watterson, Lily; Harris, November; Dragomir, Kai, and Sims, Charlie
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- Often, small development teams and teams of inexperienced developers run into the problem of incorporating inconsistent frontend components into their projects. These points of inconsistency can be jarring or distracting to the user and can make a project appear messy or unprofessional. Stylebin is a web application that aims to resolve this issue by providing the user with an intuitive graphical interface for creating and styling sets of frontend React components. The user will be able to create workspaces for their projects and create ‘bins’ within those workspaces. Bins contain frontend components and a set of styling preferences that are reflected in those components. New components can be selected from a list, defined through a form, and then added to the bin. These components can then be exported and added to your codebase. The exported zip file contains the components along with a stylesheet that reflects the bin’s styling preferences. We created this project utilizing modern web development technologies to keep our product up-to-date and challenge our development team to learn a new tech stack. As it stands, our MVP serves all of our basic functionality from the frontend. Our future plans involve fleshing out the feature set that already exists within Stylebin, including adding more styling options and adding additional component types for users to work with.
- Creador/Autor:
- Hall, Justin; Bintz, Madison; Farmer, Dylan; Zaher, Corey, and Blake, Ruairi
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- With the rise of COVID-19, everything has begun to shift toward being on the internet. Grieving specifically has needed to move toward the internet because of how contagious COVID-19 has been. Before the pandemic families and friends would keep photos of their loved ones on their phones or in a photo album. These memories can be easily lost forever by misplacing the photo album or damaging your phone. Our solution, LifeShare, is a web application that would allow families to share the legacies of those who have passed on. The users can set up Vault pages for their loved ones, and give everyone in the family the option to add on to the album and share memories of their loved ones. LifeShare is a platform that allows users to grieve, reminisce through content and share the legacy that their loved ones created. In this paper we will discuss the web application we decided to build for our senior capstone project, called Lifeshare. Next, we will outline the objectives and project goals, following up with the project timeline and the tech stack. We will then review some diagrams that will better explain how our web application works and finally, we will review the budget for our project, testing plan, and change management plan.
- Creador/Autor:
- Roseman, Justin; Beasley, Chevaux, and Clements, Khron
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- Bolton Printing System is a collection of open-source software that works together to provide a seamless printing experience, allowing users to print directly from their device with just one click. The administrator can easily keep track of all print data. Three fundamental programs, referred to as engines, will be required to make this happen. Common Unix Print System (CUPS), which is the print engine, allowing any computer to operate as a print server, handling print workloads, fault detection, and logging. Our data engine will be constructed by utilizing Zabbix, a data dashboard program that will interact with CUPS using APIs to track and visualize data, such as error and print logs. Finally, we'll create a security engine with pfSense, an open- source firewall and router. It will enable for buffer overflow protection, port management, whitelisting and blacklisting of IP addresses and barring IPs from specified countries from accessing the system.
- Creador/Autor:
- Difrank, Jacob; Scott, James; Ahmed, Nur; Woldyes, Mekdelawit, and Hill, Michael
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- Anxiety Knot’s primary purpose is to address rising levels of anxiety present in each new generation. Our digital journaling application facilitates users to address anxiety issues through Cognitive Behavioral Therapy techniques. This method includes helping users understand their negative thinking patterns, identify inconvenient situations more clearly and respond in an effective manner. This process involves the implementation of notable features such as mood input via icons and ratings, mood history of user and journal entries to assist user reflection on their current and past feelings. Prompted entries are introduced to ask users various questions to assist in reflecting on a current or past event during the entry. If users desire to input a quick entry, without question prompts, freeform journals provide the option to write quickly and freely enter thoughts and feelings into a single text area.
- Creador/Autor:
- Hornung, Jacob; Kokenge, Nicholas; Lu, Oliver, and DiCarlo, Gabriel
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- Exploiting systems using known vulnerabilities has become a concern for companies. To protect their systems, penetration testers are being offered lucrative contracts to find vulnerabilities and exploits on a company’s system. Our team noticed there are many training programs for penetration testers and red teamers to hone their skills. When looking for blue-team training programs, there are much fewer, making it difficult for IT professionals to train on how to defend against such attacks. Our team set out to create labs in which an attack has already occurred, and it is up to the user to diagnose the attack, research the incident, and return the system to a working state. Our goal was to create an environment that simulates real world attacks and give the user tools to take out the attack.
- Creador/Autor:
- David, Johnny; Rolfes, Mitchell, and Schumaker, Lukas
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- This team of web and game developers came together through a common desire to build a product that was both an immersive experience and a tool accessible through a common web browser. The team identified a problem that content creators are now facing due to the closure of art galleries and because many experiences are now becoming virtualized, an opportunity in the market was identified. Furthermore, there was personal motivation for some members of the team to build the product that they themselves wanted to use for their own artistic endeavors. This is how and why the team decided to build ArtSync, a virtual gallery environment which will allow artists to showcase their work and share it across the internet. ArtSync is made up of two main parts: a game built inside Unity and a website which has access to a database. The Unity game contains the 3D realistic environment, the movement controls, the rendering of artwork, and the different actions to view the art. The website takes care of the other elements that a user experiences: authentication, file uploading, gallery management, and permissions. Separately, both parts are interesting enough; but by integrating these two parts together, the team created something unique. To embed the game inside the website, the team used Unity's WebGL exporter which bundles the project into something that a web browser can read. The product sends data back and forth from the Unity export through the use of an open-source JavaScript library called react-unitywebgl and custom javascript events. With these methods, the team fully integrated the Unity game with the website and database into one cohesive product. As a result, the team created a scene build inside Unity with all the controls functional, a basic front-end built out with React, and the basic construction of an API which reads and writes from a local SQLite database. With that, the team also created two use cases, technical diagrams and documentation, and the creation of the front end. The team first created a proof-of-concept product which proved that the idea was absolutely possible and would not require a great amount of resources or extremely high technical proficiency. By this point, the team has worked out all the major issues of the project and moved forward into the enhancement stage where the team turned this app from a proof-ofconcept into an alpha release.
- Creador/Autor:
- Lopez, Lydia; Bhagwat, Rahul; Lance, Christian, and Boylson, Joe
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
-
- Type:
- Student Work
- Descripción/Resumen:
- Throughout the last several decades the way people communicate and connect with one another has radically evolved. Compared to the start of the millennia when communication technology was more text-based, today there are devices capable of full HD video calling. The past two years during the COVID-19 epidemic have only added to the need for continuing to advance communication technology. The time spent indoors, separated from friends and family, left many people feeling alone and lonely. If left untreated, pervasive loneliness can have long-term effects on an individual's physical and mental health (Mushtaq and Shah 2014). Video calling was a great avenue for staying connected, but it can ultimately end up feeling stale and not very engaging. The next communication platform will be more immersive, allowing one to interact with others in a shared virtual environment. The project, HangoutVR (HoVR), aims to make use of game and VR technology to provide individuals with a new way to connect with others by providing a shared environment where they can all interact and play together. As a multiplayer game, HangoutVR uses a client-server architecture. In this model, all players are connected to the internet and Steam. One player then hosts a lobby and acts as the server for all other joining players, or clients. Once players have joined a session, they are free to interact with others using the multitude of features offered in HoVR including things such as voice chat, text chat, object interaction, and more. over voice and text chat. The results provide a preliminary working prototype of HoVR. Future work will focus on creating a more customized player experience (ex. Avatar customization) and streamlining the experience in VR.
- Creador/Autor:
- Myers, Cade; Doan, Chris; Bender, Emily, and Seibert, Maggie
- Peticionario:
- CECH Library Service
- Fecha modificada:
- 09/14/2023
- Fecha modificada:
- 09/14/2023
- Fecha de creacion:
- 2022-04
- Licencia:
- Attribution-NonCommercial-NoDerivs 4.0 International
