X264 Video Encoding Frontend,
2015
California Polytechnic State University San Luis Obispo
X264 Video Encoding Frontend, Alvin Lam
Computer Science and Software Engineering
x264 is a free video codec for encoding video streams into the H.264/MPEG-4 AVC format. It has become the new standard for video encoding, providing higher quality with a higher compression than that of XviD. x264 provides a command line interface as well as an API and is used in popular applications such as HandBrake and FFmpeg. Advanced Audio Coding (AAC) is a very popular audio coding standard for lossy digital audio compression. AAC provides a higher sound quality than MP3 at similar bitrates. This senior project describes the design and implementation of a x264 video encoding frontend that uses …
The Lecturescribe Platform,
2015
California Polytechnic State University - San Luis Obispo
The Lecturescribe Platform, Kevin Backers, Kevin Feutz, Erik Owen
Computer Science and Software Engineering
The LectureScribe platform is a free classroom transcription service that is deployed as a website. The platform allows professors to talk into a microphone, and deaf or hard of hearing students have the ability to see what the professor is saying in real time on their personal device. LectureScribe was created by three Cal Poly Software Engineering students. This document details the platform itself, as well as the developers’ process of creating this software system over the span of two academic quarters.
G Boots: A Real-Time 3d Puzzle Video Game Graphics Senior Project,
2015
California Polytechnic State University - San Luis Obispo
G Boots: A Real-Time 3d Puzzle Video Game Graphics Senior Project, Zachary Glazer
Computer Science and Software Engineering
G Boots is a real-time 3D puzzle video game. It uses OpenGL, using GLSL for shaders, in order to implement cross platform support of advanced rendering and shading techniques. A level editing system was implemented so that anyone can make or edit levels that can then be played in the game. At the end of two quarters of development by a single developer, one polished proof of concept level was created using the level editing system in order to show the feasibility of the project.
'Fo Fighter: 2d Real-Time Game,
2015
California Polytechnic State University - San Luis Obispo
'Fo Fighter: 2d Real-Time Game, Cary Dobeck
Computer Engineering
‘FO Fighter is a 2D real-time game for Android and iOS mobile devices. The game utilizes the motion sensors and touch screens built within these devices to give the player a great amount of control over their character’s position and firing direction. This control allows for a reactive environment set in outer space, where gravity is determined by the device’s orientation, while the player must dodge, fight and destroy multiple enemy fighters on each planet in the solar system. ‘FO Fighter has been tested throughout its development cycle on numerous devices on both the Android and iOS platforms, with testers …
Seizure Tracker,
2015
California Polytechnic State University - San Luis Obispo
Seizure Tracker, Zachary Reardon
Computer Engineering
The goal of this project is to make a Module that enables anyone watching a person with disabilities to record any seizure that this person has under their care. Then when the Doctor/parent receives their patient/kid they are able to download all the seizures that their patient/kid had while they were away. The Doctor/parent then has the exact time, the duration of the seizure, and the type of seizure for all the seizures that have occurred while they were away from their patient/kid. From this data it is possible that the Doctor may see some sort of patterns that enables …
Wau: Location-Based Photo-Sharing And Friend-Finding Android Application,
2015
California Polytechnic State University - San Luis Obispo
Wau: Location-Based Photo-Sharing And Friend-Finding Android Application, Tam P. Nguyen
Computer Engineering
Wau (Where are u?) is a location-based photo-sharing and friend-finding Android application. The basic concept of my app is to help people avoid the hassle of having to call/text their friends in order to know where they are. The ability to simply tap on a name and visually see their location in reference to your own would be a huge convenience. Another neat feature is that it allows users to take and upload pictures wherever they are, and the only way for anyone to see the picture is to be within the same vicinity that it was taken. I imagine …
Toward The Systematization Of Active Authentication Research,
2015
California Polytechnic State University, San Luis Obispo
Toward The Systematization Of Active Authentication Research, Daniel Fleming Gerrity
Master's Theses
Authentication is the vital link between your real self and your digital self. As our digital selves become ever more powerful, the price of failing authentication grows. The most common authentication protocols are static data and employed only once at login. This allows for authentication to be spoofed just once to gain access to an entire user session. Behaviometric protocols continuously consume a user’s behavior as a token of authentication and can be applied throughout a session, thereby eliminating a fixed token to spoof. Research into these protocols as viable forms of authentication is relatively recent and is being conducted …
Visualizing Population Density Based On Wifi Router Location And Network Usage,
2015
California Polytechnic State University - San Luis Obispo
Visualizing Population Density Based On Wifi Router Location And Network Usage, Tyler Deitz
Liberal Arts and Engineering Studies
This research paper introduces a prototype of a feature for Robert E. Kennedy’s maps web application. The feature visualizes population density based off wifi router location and network usage within the building. The significance of the feature is noted by documenting the library’s transition into a hub for student life and campus culture, which increases the space’s occupancy and visitor retention for a longer time. The feature is based off a Voronoi diagram map distribution which strongly affects its technical and visual implementation. The end product is user tested by Cal Poly students and received a 93.5% satisfaction rate.
Project Llama: Making A Cappella Arranging Easier,
2015
California Polytechnic State University - San Luis Obispo
Project Llama: Making A Cappella Arranging Easier, Jason Lu
Liberal Arts and Engineering Studies
This project was intended to improve the current state of a cappella arranging. It explains the problems with current tools and explores other options.
Automated Solar-Powered Chicken Coop Door,
2015
California Polytechnic State University - San Luis Obispo
Automated Solar-Powered Chicken Coop Door, Brenna Yagade
Computer Engineering
The purpose of this project was to plan, design, and build an automated, low power system to open and close a chicken-coop door, which is powered through a solar panel.
Nutty Adventures,
2015
California Polytechnic State University - San Luis Obispo
Nutty Adventures, Tony Hsu, Mandy Chan
Computer Engineering
Nutty Adventures is an Android game. The goal is to gather acorns for day-to-day survival, upgrades, and hoarding. Ultimately, the player must have enough acorns by the time Winter comes to fulfill the squirrel’s quest: providing enough acorns for his squirrel kingdom during the barren Winter season. Throughout the days, the player has to keep track of time and monsters, which might influence player decisions.
Using Mobile Cameras To Measure Dye Concentration In Bio-Chemistry Experiments,
2015
California Polytechnic State University - San Luis Obispo
Using Mobile Cameras To Measure Dye Concentration In Bio-Chemistry Experiments, Jackie Fong, Andrew Lau, Anna Katrina Velasquez
Computer Engineering
Many cutting edge chemistry experiments for high throughput assays require measuring colored outputs from specially prepared samples. Absorbance from these samples is usually measured with a specialized piece of equipment that adds to the expense, time, and complexity of obtaining experimental results. To make these experiments more accessible, we looked at developing software to allow cell phones or consumer grade USB cameras to measure these experiments and quantify the intensity of the output.
What we have compiled thus far is research regarding several different color spaces and attempted analysis on the many channels of color spaces such as RGB, HSV, …
Slaps Music Sharing App,
2015
California Polytechnic State University - San Luis Obispo
Slaps Music Sharing App, Maximillian L. Parelius
Computer Engineering
Slaps is a fun way to share new songs with friends. Users can simply select songs from their personal library of music, select a short sample of the song to share, and then select which friends to share it with. If a user loves a song that he/she receives, they can link directly to iTunes through the app to download the full song.
Ascendance: A Platformer For Computers,
2015
California Polytechnic State University - San Luis Obispo
Ascendance: A Platformer For Computers, Philip Scott Beauchamp, Joseph Grant Plaster
Computer Science and Software Engineering
Ascendance is a 2.5D platformer adventure game for computers, developed in the Unity development environment over two quarters to apply computer graphics and software engineering principles to the programming and iterative development of a game. Players encounter enemies which they must defeat or avoid while they explore the level for the required objects that lead them to victory. Testing of Ascendance required several iterations of play testing and surveys by various testers with and without gaming backgrounds, and was followed by rapid refinement of game mechanics and aesthetics. The result is a fully functional demo that features a sophisticated start …
Configuration-Driven Table Library,
2015
California Polytechnic State University - San Luis Obispo
Configuration-Driven Table Library, Torrin Smith
Computer Science and Software Engineering
No abstract provided.
The Ground Is Lava!,
2015
California Polytechnic State University - San Luis Obispo
The Ground Is Lava!, Aaron Jacobs
Computer Science and Software Engineering
The Ground Is Lava! is a three dimensional video game written in C++ that uses OpenGL as its graphics API. The game is competitive, with two to four players controlling characters from a first-person perspective. The project implements multiple graphics technologies in order to achieve a consistent, pleasing visual style, including shadow mapping, sky rendering, and procedural animation. The engine built to power the game was developed in a flexible manner, allowing the code to be reused for future projects.
Antics: A Cross-Platform Mobile Game,
2015
California State University - San Bernardino
Antics: A Cross-Platform Mobile Game, Gerren D. Willis
Electronic Theses, Projects, and Dissertations
Recent technologies have made it increasingly easier for independent developers to build and deploy gaming applications for mobile devices. The focus of this master's project is to investigate one such set of technologies, which include Adobe AIR, Starling and Feathers, that allow games to be written in ActionScript and run on both Android and iOS devices. For this purpose, I chose to use these technologies to design and implement the game ANTics proposed by Whim Independent Studios, a start up game studio in San Bernardino. ANTics is written in ActionScript and runs on Adobe AIR. It can be deployed on …
Image Segmentation Using Fuzzy-Spatial Taxon Cut,
2015
U.C. Berkeley
Image Segmentation Using Fuzzy-Spatial Taxon Cut, Lauren Barghout
MODVIS Workshop
Images convey multiple meanings that depend on the context in which the viewer perceptually organizes the scene. This presents a problem for automated image segmentation, because it adds uncertainty to the process of selecting which objects to include or not include within a segment. I’ll discuss the implementation of a fuzzy-logic-natural-vision-processing engine that solves this problem by assuming the scene architecture prior to processing. The scene architecture, a standardized natural-scene-perception-taxonomy comprised of a hierarchy of nested spatial-taxons. Spatial-taxons are regions (pixel-sets) that are figure-like, in that they are perceived as having a contour, are either `thing-like', or a `group of …
A Balanced Secondary Structure Predictor,
2015
University of New Orleans
A Balanced Secondary Structure Predictor, Md Nasrul Islam
LSU New Orleans Theses and Dissertations
Secondary structure (SS) refers to the local spatial organization of the polypeptide backbone atoms of a protein. Accurate prediction of SS is a vital clue to resolve the 3D structure of protein. SS has three different components- helix (H), beta (E) and coil (C). Most SS predictors are imbalanced as their accuracy in predicting helix and coil are high, however significantly low in the beta. The objective of this thesis is to develop a balanced SS predictor which achieves good accuracies in all three SS components. We proposed a novel approach to solve this problem by combining a genetic algorithm …
Two Correspondence Problems Easier Than One,
2015
Purdue University
Two Correspondence Problems Easier Than One, Aaron Michaux, Zygmunt Pizlo
MODVIS Workshop
Computer vision research rarely makes use of symmetry in stereo reconstruction despite its established importance in perceptual psychology. Such stereo reconstructions produce visually satisfying figures with precisely located points and lines, even when input images have low or moderate resolution. However, because few invariants exist, there are no known general approaches to solving symmetry correspondence on real images. The problem is significantly easier when combined with the binocular correspondence problem, because each correspondence problem provides strong non-overlapping constraints on the solution space. We demonstrate a system that leverages these constraints to produce accurate stereo models from pairs of binocular images …
