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Evolving Soft Robots With Vibration Based Movement, Andrew Danise Jun 2014

Evolving Soft Robots With Vibration Based Movement, Andrew Danise

Honors Theses

Creating effective designs for soft robots is extremely difficult due to the large number of different possibilities for shape, material properties, and movement mechanisms. Due to the lack of methods to design soft robots, previous research has used evolutionary algorithms to tackle this problem of overwhelming options. A popular technique is to use generative encodings to create designs using evolutionary algorithms because of their modularity and ability to induce large scale coordinated change. The main drawback of generative encodings is that it is difficult to know where along the ontogenic trajectory resides the phenotype with the highest fitness. The two …


Evolutionary Fabrication: An Autonomous System Of Invention, Tim Kuehn Jun 2012

Evolutionary Fabrication: An Autonomous System Of Invention, Tim Kuehn

Honors Theses

Evolutionary algorithms have had success in designing complex objects, ranging from antennae used in NASA's Space Technology 5 mission to astronomical telescope lenses. However, evolutionary design is limited by the ability of a simulation to accurately represent the physical world. Addition-ally, evolved designs may be well described, but they carry no set of speci˝c instructions describing how to physically create such a design. Evolutionary Fabrication (EvoFab) recti˝es this: EvoFab is a machine built upon a process that can, in principle, automatically invent and build anything, from soft robots to new toys, by evolving the process, not the product. We have …


Evolution Of Flow In Games, Paul J. Tunison Jun 2011

Evolution Of Flow In Games, Paul J. Tunison

Honors Theses

Every one wants to play a fun game, but ”fun” is a subjective quality. Flow, a psychological theory to define what ”fun” is, states that, for an activity to be considered fun, the chal-lenge it presents must correlate with that participant’s abilities such that the activity is neither too easy or too difficult. One of the biggest problems for game designers is balancing the difficulty of its content in such a way that it appeals to the largest audience possible. In order to broaden audiences, de-velopers need to invest effort into creating numerous, discrete balances that are aligned to varying …