soguero /atlas/ en ŷڱƵ Boulder Engineering alumni take second place at “olympics of hackathons” /atlas/2021/09/28/cu-boulder-engineering-alumni-take-second-place-olympics-hackathons ŷڱƵ Boulder Engineering alumni take second place at “olympics of hackathons” Anonymous (not verified) Tue, 09/28/2021 - 11:55 Categories: News Tags: bsctd feature moran soguero

A team of three May 2021 ŷڱƵ Boulder College of Engineering graduates took second place at Pinnacle hackathon in Dallas, which ran September 17-19. Known as "The Olympics of Hackathons," the 36-hour, invitation-only competition pits the top-place finishers from 50 of the world’s largest collegiate hackathons against each other.

All three team members graduated in May 2021: Mason C. Moran (center) and Colin Soguero (left), both earned degrees in creative technology and design from the ATLAS Institute, while Colin's brother, Luke (right) earned a bachelor's in computer science. Along with the prestige of ranking second in one of the country's most competitive hackathons, the team brought home $2,000.

Their project, ARmory, is an augmented reality (AR) game that incorporates a wireless, alternative 3D-printed controller* designed by the team. Players defend themselves against assailants that can approach from all sides. Depending on how it is held, the controller switches between three modes—a sword for hand-to-hand combat, a crossbow and a shield. Sensors in the controller linked to the Arduino connect to the AR headset via a wireless network. As players change their grip, the corresponding weapon is displayed in their field of vision. 

Moran, who returned to the ATLAS Institute this fall to begin work on a master's degree, said the team was delighted by how well they placed. “We all believed in our project, but it never registered that it was second-place quality work,” Moran said. “When second place was announced, it was like living in a haze.” 

The three previously participated in a series of hackathons. In March they won the university’s annual 24-hour invention marathon, HackŷڱƵ, with their project, ChessLens, an augmented reality application that helps chess players improve their game. The ChessLens team, which beat 23 other groups, won Nintendo Switch Lites and an all-expenses-paid trip to Pinnacle.

Moran said the team chose the ARmory project because it drew on their respective strengths: Moran's 3D design, fabrication and hardware skills; Colin Soguero's familiarity with programming for augmented reality; and Luke's networking and data processing prowess. Reflecting on his own undergraduate experience, Moran said “The CTD program's blend of tech and creative skills, including AR/VR opportunities, provides ideal skills for hackathons, creative problem solving and design challenges.” 

Now an AR developer with the Future of Work Collaboratory, Colin Soguero was a member of the ATLAS Institute's ACME Lab as an undergraduate, serving as a research assistant in the AR Drum Circle project. Partly in recognition of these contributions, he was named one of ATLAS’ 2021 Distinguished Undergraduates. Luke Soguero is now a software developer with Oracle.

The three have no plans to continue working together on the project as they go in different directions, although Moran admits “anything is possible.”  

“It was a wild ride,” said Moran. “Winning HackŷڱƵ was a huge achievement for us, and our placement in Pinnacle further highlights our potential together.”  

*The team's controller incorporates an Arduino Nano 33 IoT and a Magic Leap AR Headset. Additional technical details of the project may be viewed on .

[video:https://vimeo.com/612238704] 

A team of three recent ŷڱƵ Boulder College of Engineering graduates recently took second place at Pinnacle, coined "The Olympics of Hackathons."

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Tue, 28 Sep 2021 17:55:41 +0000 Anonymous 4045 at /atlas
Spring 2021 ATLAS Student Awards /atlas/2021/05/04/spring-2021-atlas-student-awards Spring 2021 ATLAS Student Awards Anonymous (not verified) Tue, 05/04/2021 - 13:29 Tags: CTD bsctd chauhan creativeindustries feature ireland kvietok lynton marton ms student msctd newman news socialimpact soguero yang Graduating in May 2021 with degrees in Creative Technology and Design, the graduate and undergraduate students listed below are recognized for exceptional accomplishments, having demonstrated initiative in their academic and extracurricular activities, completing outstanding research or creative projects, or contributing significantly to the ATLAS community.

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Tue, 04 May 2021 19:29:06 +0000 Anonymous 3655 at /atlas
Spring 2021 Capstone Projects /atlas/2021/05/03/spring-2021-capstone-projects Spring 2021 Capstone Projects Anonymous (not verified) Mon, 05/03/2021 - 16:40 Categories: News Tags: CTD Sheikh bsctd feature hein ireland leon news pierce soguero turner CTD Capstone (previously TAM Capstone) is a rigorous, two-semester course sequence required for all Creative Technology & Design majors. Normally taken during the senior year, it involves the completion of a culminating project that goes through multiple rounds of faculty review and iteration. This small collection of project presentations gives a sense of the kind of work students complete in the CTD program.

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Mon, 03 May 2021 22:40:00 +0000 Anonymous 3669 at /atlas
HackŷڱƵ win for CTD undergrads /atlas/2021/03/24/hackcu-win-ctd-undergrads HackŷڱƵ win for CTD undergrads Anonymous (not verified) Wed, 03/24/2021 - 10:59 Categories: News Tags: ACME feature moran news soguero

A three-member team that included Creative Technology and Design undergraduate students Mason Moran and Colin Soguero, took first prize at HackŷڱƵ for their project, ChessLens, an augmented reality application that helps chess players improve their game. The winning team also included Luke Soguero, a computer science major and Colin’s brother.  

Colin Soguero

ChessLens helps chess players improve their games using a smart chess board that communicates with an AR application, demonstrating to players their best next chess move as well as evaluating the players' previous moves. 

“I'm so proud that our project was worthy of a win, especially after spending 24 hours nonstop working on it,” said Soguero, who is also a member of the ATLAS Institute’sACME Lab.

Held virtually this year, HackŷڱƵ is a ŷڱƵ Boulder annual invention marathon where participants build and share their creations in just 24 hours. The ChessLens team, which beat 23 other groups that submitted projects, won Nintendo Switch Lites and an all-expenses paid trip to the next Pinnacle Hackathon, an invitation-only competition featuring four winners from each of the world’s largest collegiate hackathons.

“My team always stays up the entire time during hackathons,” said Colin Soguero, a veteran hackathon participant. “It’s brutal, but rewarding in the end, and lets us get more done. We have fun getting our computers out, setting up shop, getting out the Red Bull and just going for the full 24 hours non stop.” 

Mason Moran

Colin says the project was a great fit for each team member’s strengths and interests. His academic focus is augmented and virtual reality development, Moran's interest is physical computing and Luke Soguero’s major is computer science. He added that the popular Netflix miniseries “The Queen’s Gambit,” as well as video streams that allow others to watch grandmasters play chess, has popularized the game among the younger generations, himself included.

The team constructed the chess board during the hackathon from paper and sheet metal. An Arduino calculates the location of each chess piece on the board and sends the information to a chess engine which determines the player's next best move and evaluates past moves. The information is then sent to Unity, which is run on a HoloLens head-mounted AR display. Participants wearing the HoloLens see chess pieces holographically displayed on the board, along with suggestions for next moves. 

The three continue to tweak the application, but Colin doesn’t foresee continuing to work on it much longer.

“It’s just a nice portfolio piece,” he said.

[video: https://vimeo.com/528426179]

 

A three-member team, including Creative Technology and Design undergraduate students Colin Soguero and Mason Moran, took first prize at HackŷڱƵ for their project, ChessLens, an augmented reality application that helps chess players improve their game.  

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Wed, 24 Mar 2021 16:59:35 +0000 Anonymous 3629 at /atlas
AR Drum Circle research envisions enjoyable remote jamming experiences despite latency /atlas/2021/01/13/ar-drum-circle-research-envisions-enjoyable-remote-jamming-experiences-despite-latency AR Drum Circle research envisions enjoyable remote jamming experiences despite latency Anonymous (not verified) Wed, 01/13/2021 - 15:33 Categories: News Tags: ACME ardrum banic do feature gross gyory hedayati hopkins news research sholes soguero szafir

Long before the pandemic sent people scrambling into isolation, musicians have longed to jam virtually with others across the globe. Now researchers from ŷڱƵ Boulder’s ATLAS Institute’sACME Lab and Ericsson Research are developing ways for musicians to play together remotely through the AR Drum Circle project.

The difficulty with online jamming has always been latency, the tiny delay that occurs when data is transmitted from one point to the next, says Torin Hopkins, an ATLAS PhD student who leads the ATLAS team. Video conferencing participants don’t detect the delay because they generally take turns when speaking, but any lag greater than 20 milliseconds makes synchronous singing or performing unworkable, he says.

“There’s no room for delay in musical collaborations,” says Hopkins, adding that the virtual choir videos popular during the pandemic were mixed in post production.  “Yet real-time music-making with zero lag and a consistent video stream currently doesn’t exist.”

In the AR Drum Circle project, ATLAS researchers and Ericsson project collaborators are exploring ways in which remote drumming experiences can be made more enjoyable despite the latency, says Colin Soguero, the project’s app developer and an undergraduate student studying Creative Technology & Design.

“Latency is one of the biggest issues with remote collaboration, and it can be very frustrating for musicians who rely so heavily on precise coordination,” he says. 

Jamming with Avatars
Some of AR Drum Circle’s research focuses on avatars, computer-generated figures that in this case replicate the actions of real drummers participating remotely in drum circles. The avatars appear in another musician’s surroundings using augmented reality (AR), a technology that superimposes a computer-generated image on a user's view of the real world.

Using the AR Drum Circle application, Musician A prints a QR code and places it to position Musician B’s avatar in the augmented reality view. Musician A’s Android cell phone runs the application, and displays B’s avatar where the coded picture was placed. Musician B does the same. When either musician strikes a drum pad connected to their computers, the computers send that information through the internet, the corresponding avatar drummer then strikes its drum, and a drum beat is heard in both locations. The technology employs  a Musical Instrument Digital Interface (MIDI) controller, which, when one drummer strikes their drum pad, sends information to their computer, which then sends the data over the internet to the other drummers’ locations.

While live video of the drumming partners might be best, using avatars mediates the perception of the latency and—potentially—provides visual and audio information for a more satisfying musical exchange, Hopkins says. It takes just small bits of data to trigger an avatar's hand to move, whereas rendering videos requires large amounts of data to transmit every pixel of the moving images.

Adding to this, the core idea of this project is not merely collaboration, but how to minimize or leverage the effects of the inevitable latency and jitter (the deviation from true periodicity of a presumably periodic signal) in order to make collaborations that are highly sensitive to timing more successful or fun, says Mark Gross, professor of computer science, ATLAS director and a member of the project’s advisory team.

“Latency cannot be avoided, but its effects can be mitigated by being clever in portraying avatars and by anticipating future actions,” Gross says.

Sending the drum pad information over the internet to a receiving computer is “incredibly complex,” Hopkins adds. The data travels a long journey and encounters many checkpoints along the way, and small packets of information travel much faster across the network than video with sound.  Because the avatar's motion needs to be realistic, complex information is kept on the receiving device and only “start animation” messages are sent over the internet. 

Enjoying the experience
Just watching and hearing an avatar strike a drum doesn’t provide adequate information for remote drummers to synchronize, says Ellen Do, professor of computer science with ATLAS, who also participates in several drum circles. Drummers often use gestures, such as head motions and eye contact, to indicate part changes, turn taking and solos, she says. They also use striking force to control volume and hand position to control the timbre; they need to recognize the patterns of the rhythms (e.g., focusing on the down beats, space in-between the beats, the speed, embellishments, harmony, etc.) to play with others, she says.

A large part of the team’s research focuses on determining which of those gestures and expressive features might help remote drummers feel immersed in the collaborative musical experience and experience the enjoyment of feeling connected with each other, she says.

Hopkins, who plays guitar, piano, ukulele, bass, and drums, as well as sings, has missed jamming with other musicians during the pandemic.

“Meeting new people, sharing new ideas and the audiences– those are the things that I really, really miss,” Hopkins says. “Part of the project is figuring out how to incorporate that. Every time I hit the drum, is that enough to make you feel like I’m listening to you? That you feel connected, and that we feel in-sync with each other?”

Connecting in an isolated world


Over time the researchers plan to expand the study to include different types of musical jams, such as including more drummers, musicians playing different instruments, and even dancers that would interact with drummers, as might happen in a physically co-located drum circle, says Do. 

Soguero adds that the researchers are also exploring looping, which allows a player to record a drum beat and play it back later, as well as pseudo-haptics, visual effects created in a virtual environment that trick the brain to believe that it’s receiving information about touch and feel.

Regardless of the pandemic, connecting with people who are geographically distant allows for rich, connected, experiences with others who have a variety of talents, come from different cultures and have different perspectives, Hopkins says. 

Lessons learned from the AR Drum Circle study about human-human communication, or human-agent communication (with an avatar, agent or robot) could also possibly inform other computer-supported collaborative work scenarios, such as remotely collaborating in medical procedures or auto-repairs, Do says.  

“Our research raises the question, ‘Why collaborative musical experiences?’ ” says Hopkins. “Are we doing it to enjoy the company of others or because we enjoy music? How much can you strip away from either experience before you realize they are so intimately connected that designing for collaboration or musical expression alone feels disingenuous?

“Therefore, when designing the AR Drum Circle application, we focus on player-centered design strategies. Maximizing play, given the constraints of the mediating technology (augmented reality) and activity (drum circles), enables the players to feel a sense of contribution in a musical collective, giving us a much needed sense of connection in an isolated world.” 

 

 

 

AR Drum Circle's ATLAS Team: Torin Hopkins, ATLAS PhD student, is the project manager; Darren Sholes, ATLAS PhD student, is the technical lead/network engineer; Peter Gyory, ATLAS PhD student, was the former technical lead; Hooman Hedayati, PhD student in computer science, is the project's network engineer and advisor for human-robot (avatar) interaction; and Colin Soguero, an undergraduate student studying Creative Technology & Design, is the app developer. The advisory team consists of Mark D. Gross, ATLAS director and professor of computer science; Ellen Do, ATLAS and computer science professor; Amy Banic, associate professor of computer science at the University of Wyoming and visiting ATLAS professor; and Dan Szafir, ATLAS and computer science assistant professor.

Ericsson Research Project Collaborators: Amir Gomroki, head for 5G, North America; Héctor Caltenco, senior researcher; Per-Erik Brodin, research engineer;  Ali El Essaili, senior research engineer; Chris Phillips, master researcher; Alvin Jude Hari Haran, senior researcher; Per Karlsson, director, media technology research at Ericsson and head of Ericsson Research in Silicon Valley; Gunilla Berndtsson, senior researcher at Ericsson Research, Media Technologies.

 

[video:https://www.youtube.com/watch?v=e7PhJRmLt1w&feature=youtu.be]

ATLAS researchers and Ericsson Research project collaborators are exploring ways in which remote drumming experiences can be made more enjoyable despite the latency, including drumming with avatars.

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