The CMDC Program is very excited to announce that three works by undergraduates will be exhibited at WSU's 2012 Showcase held in Pullman, Wa. This event showcases research projects from all WSU campuses. Few undergraduates are generally involved, so we are especially pleased that our students' mobile app, sensor-based drum interface, and augmented reality environment were chosen.
1. Mobile Tech Research Initiative
by Hunter Crawford, Natalya Gruntkovskiy, Michael Langlois, Kerri Lingo, Anaya Martella, Chad McClure, Brian McGovern, Artem Popov, Kathleen Schultheis, Margarete Strawn
The Mobile Tech Research Initiative (MTRI) focused on the conceptualization and production of smartphone app technology, spanning both front-end design to back-end development. The question the research team sought to answer was, “How do you create a mobile app that delivers the cutting-edge capabilities of app technology as well as traditional concepts like usability, interactive design and aesthetics?”
The culmination of the MTRI program was a smartphone app, called “Dick Hannah Customer Care,” developed for Dick Hannah Dealerships. The app allows customers of Dick Hannah Dealerships to schedule maintenance for their cars, call for roadside help, and easily contact the dealership. It also provides a convenient way for vehicle owners to keep track of vehicle-related information and an interactive way for users to schedule service appointments quickly for their cars.
The underlying research and development undertaken by the team yielded innovations to mobile app production, such as:
Implementing the camera function, building local storage for the image, and anticipating the possibility of a default image if the user does not choose to use it
§ Scripting dynamic storage functions to provide multiple car profiles
§ Researching ideograms to best represent the myriad service options that are available
§ Executing multiple functions that work in concert while testing to insure functionality between elements
§ Unifying language and design principles across the project sections
In addition, the team also developed a local body of expertise in the emerging technology field of mobile application design and development and contributed to undergraduate research, an important mission of WSUV.
by Geoff Wallace
IMPACT/backlash is an interactive multimedia project that utilizes Arduino sensor-based technology to turn a traditional drum kit into a digital interface for performances and installations.The research question I sought to answer was “What happens when drums become the interface for multimedia performance, instantiating sound as visual and sonic behavior in a way not necessarily associated with the drum sound?”
Pulling inspiration from the work of John Cage, multimedia rock concerts, and sensor-based virtual environments such as “Media Scare,” IMPACT/backlash explores the relationship between analogue objects and digital media as they come together in sensor-based environments to produce a new medium of creative output.
IMPACT/backlash is envisioned as an interactive multimedia performance piece and centers around the applications of sensor-based technology to analogue mediums—in this case the drum set. Different sensors attached to various drums detects stimuli, rendering this data into MIDI form, and eliciting a response from the sound and video software (Ableton Live and Resolume Avenue, respectively). Behaviors differ depending on which drum is struck in real-time; thus allowing the performance to be controlled by the performer.
Preliminary findings suggest that the project evokes a synaesthetic experience as actions to create reaction and transforms understanding of sound as a visual, as well as a sonic form.
3. Oregon Museum of Science and Industry’s Augmented Reality Car
by Brian McGovern, Chad McClure, Hunter Crawford, Jake Hochhalter, Jason Clarke, Jason Cook, Madi Kozacek, Margarete Strawn, Michael Langlois, Natalya Gruntkovskiy
The Augmented Reality Car (ARC) is a modified car environment that allows visitors to the Oregon Museum of Science and Industry (OMSI) to use movable touchscreen tablets running “Layar,” an augmented reality platform, to experience the inner workings of a car.
The car consists of a fiberglass model skinned in vinyl. Two tablets attached to flexible mechanical arms slide across the body of the car revealing interactive 3D CAD models of the mechanical and electrical components. These models can be manipulated by touch, and information such text, video, and animation linked from the web appears, providing the history and evolution of automotive innovations in regards to safety, engine, and energy use. Additionally, six large screens positioned above the car display live feeds of the two touchpad interfaces in use as well as a looped selection of tutorial animations and video, adding another level of participation and attraction to bystanders.
Visitors’ individual interests drive the experience as they select the area and system of the car most interesting to them. Choices consist of various media that demonstrate the origins of different aspects of automotive technology and key innovations in its chronological development. For instance, exploring the engine evokes a short video about the first internal combustion engines, an interactive CAD model demonstrating fuel injection, and an animated demonstration of a gas-electric hybrid.