Projects

2010

Super Mario Bros on an 8×8 LED matrix | S10-05833 Gadgets, Sensors, and Activity Recognition in HCI | Taught by: Scott Hudson

Super Mario Bros on 8x8 LED matrix

This is a game project for S10-05833 – Gadgets, Sensors, and Activity Recognition in HCI taught by Scott Hudson at Carnegie Mellon University. I created a simple version of Super Mario Bros using an 8×8 LED matrix (one color), an Arduino Nano, two buttons for the input (forward and jump), and a piezo sensor hooked to a separate Arduino for the theme song.

Credits: Scrolling code: Oomlout 8×8 Scrolling Message | Level maps: Super Pixel Bros (transcribed by hand into bytes — solid areas are 1′s and empty areas are 0′s) | Sheet music: Overworld/Main Theme (transcribed notes are used with piezo tutorial code)

2008

Wiimote integration in multimedia applications | Wellesley College Science Center Summer Research Program
Advisors: Panagiotis Metaxas, Orit Shaer

2008-wiimote

During the summer, I researched Wiimote features and capabilities, applications in current technology, and functionality in Macromedia Director MX and Flash CS3. This project features demos using the Wiimote in games, gesture recognition, and a sketch art application. The technological accomplishments are a precursor to my undergraduate thesis project, in which I created WiiPaint, a collaborative art application using Wiimotes.

ARTS255 Dynamic Interface Design | Taught by: David Olsen

A Walk in the Forest

Wellesley Annual Giving Mystery Game Red Riding Hood(Flash animations will open in new window.)

Programming in ActionScript 3.0 | MAS250 Independent Study | Advisor: Panagiotis Metaxas

2008-progI designed a new course based on CS215 Multimedia Design and Programming, which teaches Macromedia Director. The new course migrates existing course materials and projects into Adobe Flash and ActionScript 3.0. This project was done in parallel with taking ARTS255 Dynamic Interface Design, which teaches Flash animation and basic ActionScript programming.

2007

Investigating MMORPG networks | CS242 Computer Networks | Advisor: Daniel Bilar

MapleStoryThe recent increase in the popularity of massively multiplayer online role-playing games (MMORPGs) have led to research in traffic issues and network limitations to help game companies evaluate network performance and increase playability while decreasing latency. With thousands of players interacting with a few game servers and millions of packets being transferred every second, this kind of research crucial to the survival of MMORPGs. To be able to make any progress in this field, it is important to have a basic understanding of MMORPG network protocols. This project focuses on the fundamentals of MMORPG traffic analysis by analyzing packet traces from MapleStory and Flyff, using Wireshark to capture packets and Emacs to parse out relevant information regarding size and frequency of source and destination TCP packets. Current research on traffic issues and network limitations are also examined.

Color associations in game environments | Virginia Tech REU in HCI | Advisor: Steve Harrison

MarioAs video games become increasingly prominent and advanced in today’s society, more research is being done on game design that analyzes the effectiveness of the different factors involved in game design, from interface design to human-computer interaction to visual attention, particularly in 3D game environments. This paper will focus on color associations in game environments from an art and psychology perspective, one that will offer insight into the mutability of human emotions through the use of different colors in video games. A pilot study confirmed many common associations to certain colors and color pairs. By using these common cultural associations of colors to interpret color in art, the role and potential of color in game environments can be clarified, which can lead to more effective game design.

College Life | CS215 Multimedia Design and Programming | Taught by: Panagiotis Metaxas

College LifeThis was the first full game that I created from scratch in Macromedia Director MX 2004. All graphics were created by me in Adobe Illustrator. Music adapted from a Neopets game. The goal of the game is to dodge flying items for 5 levels and a bonus level. Click on the icon on the left to play (requires Shockwave, opens in new window).

2006

Piano by the Beach | CS307 Computer Graphics | Taught by: Scott Anderson

PianoUsing OpenGL and C++, I created a piano room by the beach. Scene code. Piano code.

Lucky Keep | CS230 Data Structures | Taught by: Brian Tjaden and Stella Kakavouli

die5Lucky Keep is a dice game based on Neopets Bilge Dice, and is programmed is Java. The graphics for the dice were created in Photoshop. Click on the icon to download the source code. Run LuckyKeep.java to play. The goal of the game is to beat your opponents by collecting the required 1 and 4 dice to qualify, and keeping four dice that have higher values than your opponents. You must keep at least one die per round.