Open Innovation [Master]

Gravity Shift 2

Sam Hague and 2 OthersSam Hague
Andrew Perticone

Gravity Shift

By Andrew and Sam

Sam: Gravity Shift is a first-person shooter without any conventional weapons. Modern big-budget games have gotten stale and repetitive, with games like Call of Duty releasing the same game year after year with minor updates, with a full $60 price tag. While some indie games have innovated on the formula, the vast majority of games add nothing. We are making a game with no conventional weapons, or even magic. The only way to take out enemies is by using the tools in your environment, making each room a puzzle with various solutions utilizing all the tools in your toolkit. You have several options for both movement and puzzles, such as a conductive grappling hook to grapple objects together and use electricity to solve puzzles, as well as letting the player swing. There's a gravity orb to either push enemies, objects, and the player away or to pull them in. There are various other movement mechanics to make the game feel fluid, such as a wallrunning ability and a ground slam. This was a continuation of a previous open innovation, in which we got the very beginning parts of the game hammered out. For this project, we focused on refining mechanics, adding enemies, and adding polish in the form of particle effects and sound effects. Our goal for this project was to get the game to an alpha state, which we almost completed, but we didn't make as much progress as planned on a full level for testing.

Commuter Communication

Heide Solbrig and 5 OthersBenny Armstrong
Beckett Munson
Jade Vincent
Bridget Kraemer
Patrick Tibbetts

OFF-THE-GRID: What's in a Grid?

Commuter Communication is a decentralized social media network made to free communication from big corporations whose interests tend to be driven by profit. We made a communication network that allows the users to have far more control over how they receive information and who is giving it to them. Commuter Communication is an open source project where the user owns the LoRa radio based hardware and software, freeing them from the influence of for profit companies. The spread of this information is done through files that are uploaded to a "Mother Ship" who will then send them to nearby "Saucers". These "Saucers" can be brought home the files can be extracted as well as transmitted to other "Saucers".

Keynote Presentation

Jade Vincent

Persephone VR

By Jade Vincent

E.L.I

Nico Bellucci and Gabe Murray

E.L.I

By: Nico Bellucci and

Gabriel Murray

Exoskeleton for limb independence

Binary Calculator Highlight Round

Sam Hague and 2 OthersPatrick Tibbetts
Bryson Guthrie

Binary Calculator

By: Bryson Guthrie, Sam Hague, and Patrick Tibbetts

Patrick:

In this studio, we worked on building a calculator using bare-bones components, including transistors, resistors, and wires. We started off using physical components, but after some time, we realized there was going to be a bottleneck in how quickly we could work physically. So, we shifted to working in a digital environment called Logic.ly, which allowed us to progress more efficiently. By the end of the studio, we successfully created a 6-bit multiplier.

Sam:

Binary Calculator is a calculator made out of transistors and wires, so that we could learn more about computing and so that we could teach people about computing at its basic levels. In the scope of the project, we were able to build a 2-bit full adder physically and a 6-bit multiplier digitally. We built the full adder using two XOR gates, two AND gates, and an OR gate. The multiplier was built with mostly AND gates as well as a full adder.

Melty brains and combat robotics

Lloyd Graves and Lloyd Graves

Melty brains and combat robotics

A melty brain combat robot is an archetype of combat robot that utilizes its drive to spin the robot and adjusts the speed of the drive at certain intervals allowing it to translate across the field. In combat robotics you are provided a weight limit and this allows you to. put all of your weight into the weapon making it one of the most complex types of robots and the theoretically most powerful.

Pres2

Jasmine Horowitz and Gabe Murray

Pres two

Final Presentation

Dhruv Mohan

Pasta Recovery

By Lloyd, Ben & Dhruv

Concus-Sense

Gabe Murray and 3 OthersBradley Stone
Ike Baumal-Bardy
Nico Bellucci

The Concussion Sensing Helmet

Concus-Sense

Nico Bellucci, Ike Baumal-Bardy, Bradley Stone, Gabe Murray

Nico

Gabe:

Concus-Sense is a mesh designed to detect and provide data on concussions, built specifically for younger children (ages 6-12) to improve safety in youth sports. The device consists of four main components: the inner mesh, location plates, an accelerometer, and the output system.


The inner mesh is designed to fit the average child's head, with four foam pads mounted on top for added safety. Resting on these pads are the location plates, plastic panels equipped with multiple buttons to detect the area of impact. When an impact occurs, the accelerometer measures the speed and orientation of the head, feeding this data into the output system, which determines the likelihood of a concussion. The system also records data from the previous 15 seconds, providing valuable insight for both research and diagnosis, helping to speed up evaluation and response.


Nico:

Concus-sense is a helmet that can help a doctor and patient diagnose a concussion quickly and accurately by collecting real-time data from when the impact occurred. This helmet utilizes accelerometers that measure speed and rotational velocity to determine the amounts and types of whiplash you encounter during the injury. It then uses impact-sensing button pads to detect when the impact occurred and then calculates the likelihood of having a concussion based on that data. This is especially useful for youth sports where patient-reported symptoms aren't always reliable. If we were to continue this project, we would create a mobile app for the data to be displayed.


Bradley:

Concus-Sense is a mesh designed to detect the likelihood of a concussion upon an impact. It is built for younger children who want to enter sports (around ages 6-12) to improve their safety while playing. The device is comprised of four main components;

The Inner Mesh:

Tailored to fit the average child's head, featuring four foam pads on top for enhanced protection.  

The Force Sensors:

Plastic panels positioned above the mesh pads and embedded with multiple buttons to detect and spread the impact area.

The Accelerometer:

Captures the head's speed and orientation upon impact, transmitting the data of the last and next 15 seconds to the Processor. In total it captures 30 seconds of data.

The Processor:

Uses that data from the Accelerometer and puts it though an equation we derived from a research paper. The equation takes the fastest linear and rotational speed during the 30 seconds of recorded data, and determines one's likelihood of a concussion. The equation outputs a value between 0 and 1. The closer to 1, the higher likelihood of a concussion. The logs of the data can offer valuable insights for research and diagnosis. This will ultimately aid in a faster evaluation and response to concussions in the future.


Ike:

Our project Concus-Sense aimed to help parents more accurately diagnose their children with concussions. Concussion symptoms are difficult to recognize, vary from person to person, and can occur hours after receiving a concussion. We designed Concus-Sense to provide real-time data to help doctors and parents detect concussions in kids. It tracks impact force, speed, and location to estimate severity. This data helps determine how and where a concussion occurred. With it, concussions can be identified quickly and accurately.


To construct Concus-Sence we split it up into 4 different parts: the inner lining, the force sensors, the accelerometers, and the processing. The inner lining was made from fabric and padding sewn together to fit around one's head and simulate the feel of an actual helmet. The force sensors were laser-cut cardboard and wood with buttons and accelerometers inside; when any force would hit these sensors it would trigger the button and relay information to the accelerometer. We coded all of this information with processors.


Our final product was a helmet-shaped device that could track forces on the head inferring concussions. Although it does what it was intended to do, it is still a prototype. Different ways to take this project into the future would be: selling it as an attachable inside mech that parents could attach to their children's helmets; or selling it as a helmet itself. Those are two of the countless possible ways to take this project. Finally, the current way to view the information relayed by Concus-sense is on a website, we decided moving the info to an app would be superior. 

Career Map

Patrick Tibbetts and 2 OthersGabe Murray
Bryson Guthrie

Career Map

Patrick, Gabe, & Bryson

Patrick:

This studio was a continuation of Career Map, a project from the last OI where we created a website to match people to jobs they were qualified for. In this OI, we took what had been made prior and added an AI to help personalize the results further. Now, after you have submitted your qualifications, it asks for a short description of yourself. The AI then uses that description to produce character traits that are matched with the jobs you already had the qualifications for, which it then outputs.

Gabe:

This studio was a continuation of Career Map from last Winter OI. It is a website where people can enter courses and what they enjoy to get back a list of possible jobs that they are capable of. Many high-schoolers don’t understand the expectations, courses, and mindset needed for certain jobs. Additionally, people who have taken courses don’t always know what jobs they can do. We want to create a website where people enter what they enjoy or what courses they have taken to get a list of jobs. Each of these jobs will have a grouping of statistics that focus on what areas give best money, How much they get per year, how many people are hired, and the biggest companies. This will help students figure out which are close by, which jobs they enjoy, and which pay well.