◀︎ Back to Main Menu

USCB Research and Scholarship Day

List of Abstracts in the Category of Innovation Application (Total 10)

Abstract ID:66
Abstract Title:Revenge of the Incans
Student:.Diana Arencibia (dianaa@email.sc.edu)
Faculty Mentor:.Brian Canada (bcanada@uscb.edu)
Author List: Diana Arencibia
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
Revenge of the Incans simulates the time period when the Spanish attacked and conquered the Incan’s. The object of the game is for the Incan to defeat the enemies that are in his way to getting to the end of the game, where the user will have to defeat the final boss. The characters for the game were inspired by the 2000 film, The Emperor’s New Groove. The Incan will be portrayed as Kusco, the conquistadors are Kronk, and the final boss, Francisco Pizzaro, is Yzma. The player will move across the screens using the directional keys, up, down, left, and right. The player will fight the enemies by pressing the spacebar to hit the enemy with a short knife. The final boss will also be defeated in the same manner and when Yzma is defeated a screen will show that the threat is gone and the Incan’s are safe.

Abstract ID:46
Abstract Title:Mock Disaster Toolbox: Simulation of a Hospital Evacuation
Student:.Charles Chaney (chaneyc@email.sc.edu)
Faculty Mentor:.Pamela Phillips (pphillip@uscb.edu)
Author List: Charles Chaney & Braden Childers
Program: Nursing and Health Professions
Abstract Category: Innovation Application

Abstract:
A script for a mock disaster has been created for nursing students for education and practice of a hospital evacuation. Situations that can call for a hospital evacuation can vary: severe weather events, earthquakes, fires, flooding, or even terrorism. Since these events are extraordinary, mock disasters can be a useful tool in preparing health care personnel for an evacuation. It has been shown that incorporating disaster preparedness for nursing students in course content is an effective educational tool. In this mock disaster, the simulation hospital unit to be evacuated has five patients that need to be transported. There are limited resources to transfer the patients to a different hospital or other location for care. This is designed to simulate the concept of limited resources and patient prioritization, which is what occurs during an actual disaster. This simulation is intended for senior nursing students, as it incorporates patients from many medical specialties. The targeted educational outcomes from this simulation are critical thinking, utilization of nursing assessments, early recognition of medical conditions, and effective communication. These educational outcomes will all be used in a career in nursing. The pilot mock disaster was well received by the senior nursing students at the University of South Carolina - Beaufort and was perceived as a valuable educational experience, which was reflected in the evaluation forms. This script has all the information needed for any nursing school to organize a disaster evacuation simulation in which their students can participate.

Abstract ID:25
Abstract Title:GymStat
Student:.Benjamin Craven (cravenbr@email.uscb.edu)
Faculty Mentor:.Brian Canada (bcanada@uscb.edu)
Author List: Benjamin Craven, Osias Lozano, Ashton Purvis, Alexis Hargett, Conner Appel, Demetrius Rhodes, Phillip Gardiner, Stephen Vinciguerra, WesleyPatti
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
Our team has developed GymStat, which is a system that will assist students in managing their time efficiently when going to the gym. The major problem we have been presented with is determining what the current occupancy of them gym is at any given time, and what the maximum capacity is. To deal with this problem we are developing a database that gym staff will alter using our admin webpage. The data will be processed, and then displayed through our mobile app for the students to view. The webpage portion of our system will alter the current count of patrons in the gym, as well as act as a check-in system for coaches who want to use the gym at certain hours as a group workout for their athletes. Only users with administrative rights (gym staff & coaches) will be allowed to login to the webpage. The mobile application portion of our system will be a fairly simple set up. It will only receive data, as it is acting solely to provide information to the student. It will pull information from the database and display current occupancy and peak hours throughout the day.

Abstract ID:70
Abstract Title:Santa Elena: Planting the Seeds of the New World
Student:.Robert Currall (rcurrall@email.uscb.edu)
Faculty Mentor:.Brian Canada (bcanada@uscb.edu)
Author List: Robert Currall
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
The topic of this game covers life in Santa Elena, the player will attempt to make the settlement profitable by bringing various craftsman over from Spain to work and live in the settlement. Santa Elena had many hardships that prevented it from flourishing as a colony, this game will immerse the player in the lifestyle of the time, giving them understanding of the struggles settlers faced on a day to day basis. Players should also walk away with a basic knowledge of the history of Santa Elena, and hopefully spark an interest in the history of the Spanish colonies in America. The player has an aerial view of the settlement that the he or she can move around on. The character can interact with different settlers through dialogue, this game is meant to be a real time strategy game, as the player attempts to increase the revenue of the settlement before the Spanish government decides the settlement is not profitable and orders its abandonment. The player will hire craftsmen from Spain to work in the settlement to increase their monthly revenue. If the player acquires 200,000 gold in the treasury before ten year pass in game (approximately twenty-three minutes) the player will win the game. If the player fails to obtain the necessary 200,000 gold before the ten year deadline the game will end with a game over screen, informing the player that the Spanish government did not think the settlement was profitable enough and was to be abandoned and burned to the ground. The objective of the game is similar to the objective of the men settling Santa Elena. The settlement was an investment in the new world and ultimately was not profitable so the Spanish government ordered Santa Elena to be abandoned ten years after it was established.

Abstract ID:52
Abstract Title:CMS-Based Web Design to Support Historical and Cultural Heritage Organizations in South Carolina
Student:.Ashley Fernandez (fernanae@email.uscb.edu)
Faculty Mentor:.Brian Canada (bcanada@uscb.edu)
Author List: Ashley Fernandez, Keila Calderon, and Dr. Brian Canada
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
Established in 1862 as a school for freed African-American slaves until 1948, Penn Center evolved over the years and served as a retreat for Martin Luther King Jr. in the 1960s. It is now a 501(c)(3) nonprofit primarily serving the interests of the Gullah community on St. Helena Island, South Carolina. The organization reached out to the web team from the USCB student chapter of ACM (Association for Computing Machinery) to construct a navigable online presence where contributions could be made effortlessly. ACM members incorporated custom programming code, user-interface design, and historical media while following principles of agile software development, including the identification of user stories as a guide for application design along with the adoption of “Kanban” task boards for project management. The team developed the site navigation and content using Squarespace, a CMS (Content Management System) growing in popularity due to its ease of use and integrated e-commerce capabilities. After development was complete, the new www.penncenter.com website launched in the summer of 2016. Following the release of this website, the Hilton Head Island-based Heritage Library Foundation (HLF) requested assistance from the ACM web team for its own website redesign effort, which is currently in progress as the ACM’s major project for the 2016-17 school year. The HLF provides resources for researchers involving the historical aspects of Hilton Head Island while serving as a library of family history, enabling its visitors to study their own family lineages. As with Penn Center’s refreshed web presence, the ACM web team elected to use the Squarespace CMS for the updated HLF website. While the migration of content from the original HLF website to Squarespace is still in progress, we are able to present a “sneak preview” of the forthcoming HLF website, targeted for completion by late spring 2017. In showcasing both the Penn Center and HLF websites here today, we hope to demonstrate that ACM represents a viable option for historical, cultural heritage, and other non-profit organizations looking to modernize and update their online presence in a cost-effective manner.

Abstract ID:53
Abstract Title:SIMMER Phase II: A Mobile-Friendly Web Application for Mastering Genetics Problems
Student:.Stacey Fernandez (fernansm@email.uscb.edu)
Faculty Mentor:.Brian Canada (bcanada@uscb.edu)
Author List: Michelle Fernandez, Dr. Brian Canada
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
A vast majority of web-based student study tools exhibit a "static" approach, allowing students to learn only the fundamentals of a subject. Due to the lack of diverse question parameters, the static approach often misleads students into believing they have mastered a topic, when they have actually only memorized answers to a limited amount of problems. In an attempt to help students gain an authentic understanding of a topic, SIMMER (Synthetic + Interactive + iMmersive = Mastery through Engagement + Reinforcement) has been created to accompany STEM courses. SIMMER is an "electronic recitation tool" that produces randomized parameters to create infinite problem variations. The ability to solve problems with changing parameters enables students to acquire genuine knowledge of a skill and to be better equipped for real-world applications, where problems may have variations and imperfections. A web-based prototype of SIMMER has been developed previously and has served as a useful study aid for students in the introductory genetics course at USCB (BIOL B303). In an effort to provide students with greater convenience and efficiency when using SIMMER, we have begun development of a mobile-friendly version of SIMMER, using the three-point mapping problem as a case study. Three-point mapping is an important concept in genetics as it accurately establishes the order and distance between three linked genes during the process of meiosis. Like previous iterations of SIMMER, our new prototype generates a virtually unlimited set of three-point mapping problems for students to practice solving, but its new mobile-friendly user interface is designed to enable students with the ability to solve problems “on the go” without the need for a computer, a separate calculator, or even a pencil and paper. These features enable the student to develop critical-thinking and problem-solving skills rather than memorizing how to solve a limited amount of problems.

Abstract ID:54
Abstract Title:Michelle and Pancake Animation: A 2D Computer Graphics Animation using OpenGL
Student:.Michelle Fernandez (fernansm48@gmail.com)
Faculty Mentor:.Xuwei Liang (xliang@uscb.edu)
Author List: Michelle Fernandez, Dr. Xuwei Liang
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
The showcased animation is of my cat, Pancake, and myself. The program was implemented with C++ and OpenGl graphics library. The goal of this project was to practice 2D computer graphics primitives and transformations using OpenGl. The user interactions are implemented with GLUT, which is a free source computer graphics library functions for interactive input and 2D transformations. In the animation, Pancake and I play with a ball of yarn together while her tail waves. The user is able to change the color of my dress, the screen size, or choose to display the title. They can also decide to play or stop the animation by left or right clicking the mouse. Instructions for user interactions are shown in the standard output window.

Abstract ID:19
Abstract Title:USCB Events and Activities Management System
Student:.Benjamin Lipscomb (lipscobm@email.uscb.edu)
Faculty Mentor:.Yiming Ji (yimingji@uscb.edu)
Author List: Benjamin Lipscomb, Brock Pivirotto, Jonathan Dayton, Peter Mize, Stacey Fernandez, Jesus PunLay, Colin Placke, Mitchell Tyner, Ashley Fernandez
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
The USCB Events and Activities Management System is a web based application that keeps track of all of the current events, activities, and clubs that are happening around campus. This management system is the product of the software development process designed by students in the Spring 2017 Software Testing and Verification course. We all know being a college student isn’t easy, it can get busy and it can be easy to forget to take a break from that essay to take advantage and enjoy all the fun and free things to do on your campus. The purpose of this application is to promote campus events, increase attendance, and ease preparation for those hosting them. To accomplish this registered users are able to interact with the application to mark as attending, for those hosting gaining insight as to how many they should prepare for. Students may also sign-up for optional text message reminders, by receiving a text message the day of and not forgetting when and where the event is you wanted to attend. Users will be able to submit and post events to the application for others to see and attend, making it even easier to get the word out about what you have planned. Administrator accounts are created to approve student submitted events. This management system is limited to serving current USCB Students, but may include non-students in future releases of the software.

Abstract ID:50
Abstract Title:"To Settle is to Conquer" - Incorporating Santa Elena's History into Gaming Design as Tangential Learning Facilitator: Application of Java and Greenfoot
Student:.Krzysztof Lipski (klipski@email.uscb.edu)
Faculty Mentor:.Brian Canada (bcanada@uscb.edu)
Author List: Krzysztof Lipski, Brian Canada PhD - final co-author
Program: Mathematics and Computational Science
Abstract Category: Innovation Application

Abstract:
To Settle is to Conquer “To Settle is to Conquer” is an adventurous game that tests your skills of command of a Spanish ship that sets sail from the port of Cadiz, Spain on June 27th, 1565 on the challenging trans-oceanic voyage that will take you to the mouth of the St. John’s River, Florida. The game is based on notable historical events that occurred in 16th century, when France and Spain were in a race to be the first to either secure or destroy the France’s Fort Caroline. France’s top admiral, Jean Ribault, led the French armada on a mission of reinforcing Fort Caroline, while Spain’s top military leader, Pedro Menendez de Aviles was determined to prevent him from doing it. Therefore, both men felt urgency of this race to defend their nation’s interests. The race to Fort Caroline was one of historical significance. It is due to the fact that the winner would determine who controlled La Florida. “To Settle is to Conquer” is a two-dimensional game in which you guide your ship through the dangers of the Atlantic Ocean to arrive safely in the mouth of the St. John’s River near Fort Caroline. The player controls an in-game ship by moving it vertically and horizontally across the screen by using control keys and competes against computer-controlled opponent. The aim of the player is to reach the Fort Caroline’s harbor before the opponent while avoiding obstacles such as storms, hurricanes, and pirates. This game could be considered both educational and entertaining because it enables the learning of contents that the player may ask (historical background of the race), without taking the fun away. In other words, learning of historical context included within a game is not a demand but a spur for a potential player.

Abstract ID:16
Abstract Title:Interdisciplinary Training for USCB Students Using Actor Simulation
Student:.Elizabeth White (eluther@email.uscb.edu)
Faculty Mentor:.Lauren Gellar (lgellar@uscb.edu)
Author List: Elizabeth White, Kirsten Wartko
Program: Nursing and Health Professions
Abstract Category: Innovation Application

Abstract:
Background: This study utilized actor simulation as a pedagogical tool for training Health Promotions students in methods of gathering research. Students are encouraged to move beyond hypothetical engagement and apply the skills acquired in their respective fields during the simulation. Methods: The Theater program collaborated with the Health Promotions program to organize two separate training periods, also referred to as encounters. These qualitative focus groups were facilitated by Health Promotion students with Theatre students and their faculty serving as focus group participants. Each theatre student was asked to develop a character, a personality, a backstory and specific actions derived from their character’s social and cultural norms. The first encounter focused on responses to a hypothetical fitness curriculum initiative being tested in the public school system. This simulation necessitated actors take on two roles. First, the theatre students were told to act as the elementary students participating in the new fitness program and the HP students were to participate as the adults giving the survey. Then, theater students switched gears and were asked to then play the fitness educators required to administer the new curriculum. The second encounter focused more on the andragogy learning method by looking into the lives of a simulated adult members of the lesbian community.  Results: Our results consisted of the information gathered from each of the characters’ answers and their participation in the program. Students in the Health Promotions department were given the opportunity to conduct a focus group while maintaining a safe and controlled environment. Acting students were encouraged to apply the skills learned in class to the simulation as a means of enhancing a collective learning experience. 1   Lessons Learned: Overall, these training sessions were very effective in assisting USCB students learn how to facilitate focus groups and complete Actor Ensemble Simulation. It is highly recommended that other USCB departments consider utilizing actor simulations as a means of training students.