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I led a team called AllClear on a client-sponsored project from the Human-Computer Interaction Department of Carnegie Mellon University. I was the producer/tech-lead on the team working on a multiplayer game where two players needed to work together to clear landmine fields with remotely controlled robots in the game world.
My clients want to pitch the idea of E-Demining as an alternative solution to clear landmine fields. Current demining solutions involve personnel who are exposed to the landmines directly. E-Demining uses remotely controlled robots to reduce the causality rates. My team is responsible for creating a game that shows E-Demining as a future demining solution to replace the conventional methods and raises the audience's awareness of the real world's landmine issues. Check out the video below.
The Thomas and Lydia Moran Assistant Professor of Learning Science, jointly appointed in the HCI Institute and the Entertainment Technology Center at Carnegie Mellon University.
A Principal Scientist in the Sleep and Respiratory Care group, Philips HealthTech. Pete joined Respironics and developed the first non-invasive critical ventilator and also invented two modes of ventilation .
I was responsible for planning the team's work schedule based on priorities and coordinating the clients' needs. Since I had previous development experience with Unreal Engine 4, I led two engineers in my team and set up the code structures for them to work on.
My main engineering work was to config the network systems that regulated the communications among clients. For a multiplayer game using a dedicated server, I created the logic module to maintain the correct server status when I deployed the server onto the Amazon Web Service.
I also worked on the game UI and its responsiveness. I made a couple of optimizations on the network pipeline to increase the run-time efficiency so that the updated states from the server could be reflected among all clients' interfaces in real-time.
This was one of the game features I developed to remind the players that they were close to the boundaries of the playable area. The visualizers would gradually become visible when the players were close enough—a simple trick of calculating the distance between the player and the pixels.
The detector robot used this radar to scan the nonmetallic landmines in the field. I came up with a math model that mapped the coordinates in 3D space onto the 2D texture of the radar chart. On the radar chart, players could see the distances of the landmines relative to the robot so that they could act accordingly.