CSC Interactive Kiosk

WEB DESIGN FOR INTERACTIVE DISPLAY

In 2017, my team at CSC acquired a large interactive touchscreen kiosk. Originally planned for another project that fell through, the kiosk sat idle in my office for some time. Some time later, during a meeting with CSC's recruitment team about how to make their booths more engaging, I came up with the idea to use the kiosk as an interactive "about CSC" application. Using HTML, CSS, and Javascript, I developed a web application that could be loaded onto a web browser on the kiosk. This application has photos and videos of CSC institutions and ceremonies, interactive infographics about some of CSC's important initiatives, frequently asked questions, as well as an interactive map that displays information about each institution. Since the original development of the kiosk, several other sectors have reached out to me asking if they can use it at their events. Since 2017, the application has been updated both visually and with new information. Recently, I modified the application to fit onto smaller Android tablets, making the application much more accessible and mobile for events across the country.




CSC Medals Application

ANDROID APP DESIGN FOR INTERACTIVE DISPLAY

In 2019, CSC's museum curator came to me asking if there was any sort of application I could create to make the information about the medals CSC is associated with to visitors. After receiving almost 20 tablets for the kiosk application, we settled on developing an application on the extra tablets. While a web application could have worked, we deemed it was too easy for users to exit out of the application and end up on the tablets homescreen. To avoid this, I developed the application using Android Studio so we could lock the application down when being used. This application shows all of the medals CSC is associated with, a picture of the medal, a short description, as well as any notable citations given to CSC employees.




Chinese Lantern Game

VIRTUAL REALITY WITH MOBILE INTERACTION

The objective of this assignment was to create a virtual reality application that involved some sort of interaction with a mobile device. Using A-Frame, a web VR framework, this game was developed by a group of 4. Personally, I was responsible for creating and rendering the environment, designing and developing the controller interaction, and UI design. To summarize, the VR user can look around the environment. On the mobile application, another user can create and customize a lantern using various options like shape, design, and colour. Once they're done creating their lantern, they submit it, which spawns that exact lantern in the VR world. The VR user can then see the lantern, as well as grab and throw the lantern.




Big Red

GAME DESIGN WITH SENSORS

In Big Red, the objective of the game is to fly a plane and destroy as many enemy tanks and missiles as you can. However, flying Big Red is a unique and interesting experience. Rather than using traditional input controllers like keyboards or game controllers, Big Red is controlled by two sensors attached to a plastic wheel. The first is a distance sensor, which determines whether Big Red is travelling up or down. When the wheel is close to the monitor (pushed forward), Big Red begins descending. When the wheel is further from the monitor (pulled back), Big Red ascends. Also attached to the wheel is a force sensor, which when pressed, fires a projectile from the plane. By flying low, Big Red can drop bombs on enemy tanks, while flying high will allow Big Red to shoot bullets at incoming projectiles. Big Red was created using an Arduino and OpenFrameworks.




Azure: A Story-driven Platformer

GAME DESIGN

Azure is a story-driven 2D platformer game developed in a group of 4 within a period of about 3.5 months. Throughout production of Azure, we held scrum meetings, created goals and sprint boards, created and maintained product backlogs and applied agile software development concepts. The game was developed in Unity using C#, and all of the UI and art assets were created manually. In this specific project, I was largely involved in project and team management, UI/UX, level design and cutscene animation.




Coin Run

GAME DESIGN

The guidelines for this assignment were very broad, and we were essentially allowed to do anything we can code in C++ using Allegro5. The character is running forward at all times, in a constant animation. There are coins placed around the level to collect, which add to your score each time you pick one up. The goal is to get through the whole level without hitting a spike, and also to get all 27 coins. This project was done with one partner, and all of the code was collaboratively worked on. The source file can be found here.