Supervised and Co-supervised Undergraduate Students

 

 

2018

  • Prototyping immersive interactions with artificial avatars in virtual reality. (Summer Research - NSERC)

  • Development of USEIT – A new epidural simulator. (Summer Research)

  • A BCI framework for virtual Reality applications. (Capstone Project -NSERC)

  • Development of an eye examination mixed reality tool for training. (ELAP Scholarship)

  • Augmented Reality Tabletop Game (Capstone Project)

  • Development of method for comparing positive and negative non-verbal communication cues on medical-patient simulated interactions. (MITACS Globalink scholarship)

  • Biomechanical human gait motion capture employing a smartwatch. (ELAP Scholarship)

  • Development of a lower limb interactive VR scene employing motion data from a smartwatch. (ELAP Scholarship

  • Development of VR usability framework. (Research Assistant - NSERC)

2019

  • Extending user interactions in virtual, augmented and mixed reality. MITACS Globalink.

  • Prototyping of a virtual reality walking user interface. (Summer Research - NSERDevelopment of a Model for Attenuating Radiation in VR for Nuclear Safety Awareness 2.0.

  • Development of a Model of Radioactive Plume Path Program for Accident Scenario Response Readiness. 

  • Development of a Model for Attenuating Radiation in VR for Nuclear Safety Awareness.

  • Development of a lower limb interactive VR scene employing motion data from a smartwatch. (ELAP Scholarship)

  • Biomechanical human gait motion capture employing a smartwatch (ELAP Scholarship)

2015

2016

2013

2014

 
Development of an eye examination VR tool for training

Mastering the eye fundus examination skills require extensive training. Currently, simulators are being employed to help medical students develop and fine-tune the examination skills. In this project, a mixed reality mobile application is developed as a complementary tool that allows a trainee to use a smartphone and a 3D printed ophthalmoscope to examine a virtual eye.

Student: David Acosta, 2018

Emerging Leaders from the Americas Scholarship - University of Ontario Institute of Technology

 

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Development of cardiac auscultation game

Cardiac auscultation with the stethoscope is an important skill to master when diagnosing the heart. Current approaches employ simulation manikins and virtual reality as tool to complement the training. In this project, a  cardiac auscultation game for mobile devices was developed.

Student: Sergio Prada, 2017

Emerging Leaders from the Americas Scholarship - University of Ontario Institute of Technology

 

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Multimodal interactions (audio + haptic) and the effects of audio + haptic cues in serious games

The use of consumer-level virtual reality devices presents numerous opportunities for the development of engaging scenarios. This work presents the development of a multimodal immersive VR scenario for eye fundus examination.

Student: Minh Nguyen, 2016

 

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Development of a hand tracking exergame

The Continued use of the information technologies increases the number of people suffering from musculoskeletal disorders. This document describes the development of a prototype of virtual reality based on motion capture for the exercise of the hand in occupational health and to help prevent these diseases by practicing immersive exercises during active breaks.

Student: Saskia Ortiz, 2017

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Development of an informative geocaching augmented reality game

The Continued use of the information technologies increases the number of people suffering from musculoskeletal disorders. This document describes the development of a prototype of virtual reality based on motion capture for the exercise of the hand in occupational health and to help prevent these diseases by practicing immersive exercises during active breaks.

Student: Juan Garay, 2017

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Development of an eye exergame using eye-tracking
 

Ocular diseases are present in a larger percentage of the global population according to the World Health Organization, and most of them live in developing countries. This work presents the development of a serious game that provides an entertainment scenario to exercise the eye's muscle while obtaining feedback through eye tracking and relevant information about the eye, its anatomy, healthcare and exercises. The system is composed of a standard computer with an eye-tracking device using infrared sensors. The game was validated with the help of users that are spending most of the time in front of a computer and the help of the Occupational Health division of the Militar Nueva Granada University.

Student: Mauricio Navia, February 2015

 

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Development of motion capture device for lower limb exercising

Lower limb exercises play an important role for having a healthy locomotor system as we depend on it to move daily. In this project, a cost-effective system was prototyped employing 3D printing and open electronics to monitor the lower limb flextion and extension into suitable game inputs to have players engaged in physical activity.

Student: Estefania Ramos, 2015

 

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Development of an augmented reality children's book

Reading is one of the most important skills to acquire knowledge, enhance thinking and memory. Current technologic advances provide enriched reading experiences through transmedia interactive content. Traditionally, book immersion was accomplished using figures and the reader’s imagination, and their interactivity was based on popups with movable 3D objects. In this project, an augmented reality book that allows a young reader to navigate the story and shape it through choices represented by augmented virtual animation over a booklet containing fragments of the story was developed.

Student: Engie Ruge, 2013

 

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Development of an interactive augmented reality multimedia as a complimentary tool of mechanical physics lab

 

Mechanics physics laboratory practices are a primordial activity for undergraduate engineering students. However, students face some challenges that can be overcome with the help of Augmented Reality (AR). Some of the challenges are found in poor understanding of theoretical concepts, resources and equipment availability, available open practices or fear of damaging the equipment, these difficulties can be addressed using as a complementary tool. In this project, three physics phenomena were implemented with AR, free fall, friction and pendulum.

Student: Eliana Prada Domínguez, 2013

 

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Lower limb exergame design


In this project, a lower limb exergame was designed based on the characteristics of common physical therapies. The goal of this project was to design a game that encourages the user into engaging in physical activity within an interactive environment with scores and motion tracking.

Student: Sergio Valdivia Trujillo, 2013

Co-supervisor: Byron Pérez

 

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Characterization and implementation of a driving simulator using common UIs and 3D immersive tools


Driving poses training challenges that can be complimentarily overcome with simulators., However, there are several alternatives. In this work, a study of several tools was performed and as a result, Torcs was chosen for the development of driving simulator highlighting its implementation challenges. 

Student: Eduardo Camelo, 2013

Co-supervisor: Byron Pérez

 

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Interactive eye pathology multimedia


The study of the human eye and its pathologies is often done using books, photographs, illustration and live patients, however, more recently medical images and virtual reality are gaining momentum as complementary tools. In this project, a haptic 3D deformable model was developed to represent glaucoma and cataract diseases with an informative multimedia application.

Student: David Velandia, 2013

Co-supervisor: Byron Pérez

 

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Reflex measurement using a car simulator


This project's goal was to develop a parking and obstacle track simulator for improving driving knowledge. The tracks were developed with Unity and allow the user to drive a car from a first-person perspective and get traffic law information as it drives along the track. The game gets user information in terms of measuring reflexes at stop traffic sign or street lights.

Student: David Ballesteros, 2013

Co-supervisor: Byron Pérez

 

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Development of a game for upper limb active pauses


Bad work habits involving repetitive tasks, bad postures, and lack of proper exercise that may result in musculoskeletal disorders leading to work absence and a decrease in quality of life as stated by the World Health Organization.  In this project, two games focused on upper limb exercises were developed to provide information about the movements, scores for correct execution, and a report on how the movement was performed so a healthcare specialist can assess the user's progression.

Student: Camilo Rincón, 2013

Co-supervisor: Byron Pérez

 

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Computer and Graphics laboratory functional design
 

In this project, a Computer and Graphics laboratory was designed by identifying the current state and needs to set up the requirements. The physical space was configured accordingly to the equipment and services to the academic community of UMNG. Functional charts and costs were estimated and an interactive virtual tour was developed for preview the design.

Student: Juan Camilo Vallejo, 2013

Co-supervisor: Óscar González

 

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Development of a mobile app for free fall, uniform and non-uniform atmosphere practices in Physics


This project will present three essential cases during the course of mechanical physics combined with multimedia development and virtual reality. The developed software offers an enjoyable experience to the users, as it integrates theory, practices, tests and quantifiable results, along with badges and social media sharing options. The use of game mechanics provides stimuli not found in traditional study tools as books or laboratory guides. The app was developed using the IOS SDK, where the three considered phenomena were successfully implemented offering its visualization through simulation algorithms, execution in 3D and results to keep track of the user's practices.

Students: Diego Vidal and Camila Ballesteros, 2014

 

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Development of a hack and slash minigame


Games provide skill development scenarios, in this game, the hack and slash genre is taken to develop an environment where quick time events and strategies for defeating the enemies are recorded to check how the player improves his/her reflexes.

Student: Santiago Torres - in development

 

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Development of multimedia for learning the neonatal central venous access procedure


The central venous access procedure is mostly practiced on adult mannequins and with patients when certifiable knowledge is acquired. However, these skills are difficult to transfer when it comes to neonates. In this project, a tablet application for learning the procedure and practice it within a 3D virtual world was developed as a complementary tool to traditional means of study.

Students: Natalie Higuera and Nichole Dzeka - 2014

Co-supervisor: Byron Pérez, Dr. Norman Jaimes

 

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Development of an architecture augmented reality mockup


Augmented reality is a tool currently used because it allows the user to experience augmented interactions with multimedia content in areas such as medicine, geography, architecture, physics, literature, entertainment and more. The popularization of this resource has resulted in a large increase in the development of applications that allow offering products digital assessment based on real scenarios augmented by computer-generated graphics. This project proposes the development of a prototype application for navigating and exploring and architectonic environment based on a virtual mockup for previewing an apartment prior buying it. The goal of the tool is to allow decision making regarding furniture, textures and placement of some objects.

Student: John Moreno - 2014

 

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Development of an RPG card-based game using augmented reality


In this project an augmented reality RPG card game was developed, the goal was to provide more immersion into the game with 3D computer graphics while maintaining the core elements of the game such as the board and the cards with each of the characters' information. 

Students: Santiago Bedoya and Cristian Gómez - 2014

Co-supervisor: Christian Quintero

 

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Development of a virtual ear anatomy study tool


The development of new technologies has pushed the development of complementary learning methods based on common devices such as smartphones, tablets and mobile computing devices. The application developed in this project aims to provide a complementary learning tool for the human ear, easing the process by providing virtual models that overcome the difficulties present when studying from pictures, illustrations, mockups and even corpses due to accuracy and microscopic size. Virtual Reality provides a suitable tool for the development of this application, as provides an environment where the user can zoom, rotate and pan accordingly to the constraints and collisions of the model. 

Student: María Camila Melo- 2014

 

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Development of an interactive virtual tour using 360 photographs


The goal of this project is to develop an immersive and interactive 360 scenario of the Universidad Militar Nueva Granada for information purposes to freshmen and visitors.

Student: Jonathan Rincón- February 2015

 

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Virtual informative tour of the Universidad Militar Nueva Granada


 In terms of exploring physical locations that can be enriched through interactive and informative data, VR has been explored as a tool for providing such scenarios and making them available across the web. These applications have proven useful as their use provide a spatial context regarding a location that people are unfamiliar with. This project focuses on developing a virtual tour of the Universidad Militar Nueva Granada and providing information about common interest places for students while showing them how to get to them. The result is a virtual model that can be used on a computer and when possible with a Head Mounted Display

Student: Pedro Fuentes- 2014

 

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Development of an interactive surgery room


Currently, the training of future medical doctors requires of various devices and equipment that allow simulating real-life scenarios that are not possible in real patients. Most of the learning material focuses on the tools rather than the environment, which also plays an important role during medical procedures. In this project, a 3D interactive surgery room is developed, constrained to the central venous access procedure.

Student: Cristian Fraile - 2014

Co-supervisor: Byron Pérez, Dr. Norman Jaimes

 

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Development of an interactive mannequin with basic functions


In Medicine, the use of technology as a tool for learning and training is complementing the traditional means for developing skills as immersive and interactive virtual environments provide suitable scenarios otherwise difficult to recreate in real life. These applications allow assessing, monitor and feedback both the student and the teacher so both of them can take corrective actions accordingly to their performance. a virtual human body was developed for interacting through events with the user within an operation room, the interactions occur mainly on the head and thorax were the user can see internal organ for practicing 

Student: Juan Camilo Castro- 2014

Co-supervisor: Byron Pérez, Dr. Norman Jaimes

 

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Development of an eye pathology haptics-based virtual tool


The identification of organs and pathologies within the eye human system requires special infrastructure and risks to those who practice them. Traditionally the study of the human eye uses figures, videos, mockups, eyes from animals, and more recently Virtual Reality. During the ocular fundus examination, the student must correctly identify textures and internal characteristics. This scenario presents challenges due to the two-dimensional representations of the images. In this project a haptics-based tool for navigating inside the human eye and visualize three different pathologies, such as the papilledema, retinal haemorrhage and vascular hypertension. The Development consists of a design, development and testing of a virtual environment using 3D engines and haptics user interfaces.

Student: Armed Díaz - 2014

Co-supervisor: Byron Pérez, Dr. Norman Jaimes

 

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Development of an upper limb exergame for shoulder and elbow
 

The use of gaming in non-entertainment scenarios has proven to be a topic of interest applied in other contexts such as learning, therapy, exercising and training among many others. In terms of occupational health care, the feedback from the exercises is achieved through surveys and medical examination to determine the people's condition. This assessment provides subjective feedback based on what the person understood from sessions, graphics and the multimedia material available. This work presents the development of a shoulder and elbow prototype of a serious game for the exercising, the using body motion capture as a complementary tool to traditional means of occupational healthcare and exercise.

Student: Wlson Nava and César Ramos - March 2015

 

 

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