Past Projects 2013-2014

# Project Description Students Supervising Faculty /
Stakeholder Info
1 Treatment Tracker

The dynamic nature of a hospital environment results in the need for caregivers to consistently update the healthcare information system (HIS) in regards to any given nursing workflow. As the need for administering the system increases, time available for actually caring for the patient decreases. Treatment Tracker will provide a real time, video camera system that will monitor nursing workflows related to patient care and aid in real time updating of the HIS by working in parallel to the caregiver. Treatment Tracker will use image/facial recognition in conjunction with a live video camera monitoring system to achieve this goal.

Current approaches to the integration of mobile devices and the HIS focus on basic admit, discharge and transfer procedures and not the real time updating of clinical workflows such as dispensing medication and connecting patients to medical devices. Treatment Tracker will dynamically acquire patient care data and display it to a caregiver via a hand-held device along with alerts and notifications. This will be achieved by having a camera recognize and "scan" a optical machine-readable representation of data(i.e. barcode, QR-code, etc) which is affixed to a patient, device or medication and process the scanned data such that the HIS can process said data in conjunction with other recognized events.

Brian Courtney
Daniel Molander 
Dan N Huynh
Michael P. McLaughlin
Sunny Patel

Supervising Faculty:
Sunny Wong

Outside Stakeholder:
Siemens Healthcare/Sunny Wong

2 Home Automation for ALS Patients using a Brain Computer Interface
Hugo ALS

Develop a complete system to allow ALS patients to control their home. This includes building a back end to control lights, thermostat, stereo and a TV. Additional work may be done integrating to social media and email. We are using an off the shelf device called the Emotiv as well as off the shelf home automation equipment. The system will be built using C#. We plan to enter Microsoft's Imagine Cup. We need one developer with C# experience to help build the front end. All other spots in the group have been assigned and work has already begun. If interested, please contact us ASAP.

George Rodier‎ (Leader)
Francisco Francisco Galarza‎ 
Mandong Li

Nick Tsistinas

Supervising Faculty:
Jeff Salvage

Outside Stakeholder:
Drexel University /
Feldman, Sara M



Distributed Automated Knowledge Acquisition


The Distributed Automated Knowledge Acquisition (DAKA) project is a business intelligence tool that will use BigData techniques to extract knowledge from large data sets. DAKA will run data mining algorithms on a variety of large data sets. The Hadoop framework will distribute the computation and MongoDB will distribute the storage across several machines. The scalability of these tools will allow DAKA to handle problems of different sizes. DAKA’s primary use case will be to find insurance sales opportunities by analyzing public data sets. This use case will demonstrate DAKA’s ability to store and process up to one hundred terabytes of data and produce actionable intelligence.

Sergey Matskevich
Ernesto Cejas
Chris Harvey
ByeongGil Jeon
Jirakit Songprasit

Supervising Faculty: Bill Mongan

Jeff Popyack

Outside Stakeholder:
Brian Seidman


The Massively-Multiplayer Online Role-Playing Game (MMORPG) genre is a popular type of game, including titles such as World of Warcraft. Creating and maintaining MMORPGs poses significant challenges such as maintaining a large number of connections, latency issues with data, and implementing efficient and complex AI. The intention of creating an AI system alongside an MMORPG system is to research challenges in maintaining a widely concurrent and evolving network, while simultaneously following a set of rules that, in our example, will be represented by the game.

Part of our solution is to create an efficient networking pipeline that allows for a large amount of players to interact with complex AI. We will additionally implement an AI component that is capable of dynamically changing many entities present in the game world, without causing collisions. Another goal includes developing an AI framework that can be easily extended and adapted to other systems.

Jarrad Battaglia (Leader)
Rob Mruczek
Ryan Lerch
Jared Roberts
Timothy Hahn
Kurt Wheeler
Josh Henry

Supervising Faculty: Santiago Ontañón

Outside Stakeholder: N/A


Purify Analytics


Social media is quickly becoming one of the world's most valuable sources of information regarding public opinion, but combing through this information is too costly and time-consuming for most users. Purify solves this problem with a web application that gives users powerful tools for the collection and analysis of public social media data from Twitter, Facebook, and more. Purify collects and analyzes data in real time, all while displaying the results in a responsive web interface that looks great on all types of devices. Users can produce reports that provide insight into public opinion with a variety of views to analyze and visualize the collected data, ranging from beautiful graphs to concise tables. Best of all, Purify is designed with an extensible architecture in mind--meaning that new social networks and analyses can be integrated into the application to suit rapidly changing user needs in a market that is dominated by social media.

Dang Nguyen
Thach Nguyen
Duc Anh Nguyen
Rob Marini
Mike Henry (leader)
Stan Kolakowski

Supervising Faculty:
Jeff Salvage

Outside Stakeholder:
Seed Philly / Brad Deneberg

7 CalDevCalDev

Disjoint calendar servers do not share information between them. This leads to synchronization issues where individuals and groups can be double booked. Callective is a web-based client allowing users to connect to multiple CalDAV based calendars (Google Calendar, Yahoo Calendar, Drexel CS Department Calendar) simultaneously. By connecting to multiple CalDAV servers, the user views, controls and synchronizes the various iCalendar events on the same page.


Supervising Faculty: Gaylord Holder

Outside Stakeholder: N/A



Sanitization, or the obfuscating of private information, is intended to offer an alternative to redaction that preserves the essence of a document without disclosing sensitive information. Rather than skew web search statistics by utilizing internet searches to identify sensitivity groupings, ObSecure relies on an AI engine to identify sensitive information groupings and recommend solutions. The user is able to score the feedback for AI learning and improving suggestions. The AI also recommends a scaled obscuring of information, where a specific city reference could be replaced with a more general state or country depending on the sensitivity. ObSecure is intended to make recommendations rather than act as an automated tool, so user interaction is required.

Dante Galzarano
Ben Arnold
Mike Fenton
Joel Marcinik
Ryan Hersh

Supervising Faculty: Rachel Greenstadt

Outside Stakeholder: N/A

9 Waved

Climate Central uses interactive demos on their website to present complex climate data in a format the average person can easily understand. For example, a demo could display cities at risk due to projected changes in sea level. Currently, each demo is created from scratch and there is no easy method for reusing common elements. WAVED (Web App for Visualizing Environmental Data) is a webbased development environment that enables users of all technical skill levels to create these demos via a graphical user
interface. Provided with a set of geospatial data, WAVED allows users to decide how to visualize the data on a map. Users can add interactive elements, such as buttons or sliders, to trigger userdefined events that
manipulate how the data is displayed. Once finished, users can export their demos in the form of automatically generated JavaScript code.

Keith Horrocks 
Hannah Pinkos
Steve Nguyen

Kristian Calhoun (Leader)
Sean Bluestein

Supervising Faculty:Kurt Schmidt

Outside Stakeholder: Dan Rizza 
Manager and Research Associate

Program on Sea Level Rise
Climate Central

Lost Cloud
Lost Cloud

Lost Cloud is a 3D linear exploration game being developed in Unity 4. The story is about a girl who crash lands on a planet with nothing but a hoverboard, and has to look for a way to escape. During the day she can search the planet for upgrades and items, but at night she has to avoid a monster that is constantly on the hunt for the girl. We want to focus on Monster AI, collision detection, dynamic weather effects, map randomization, and motion capture for player mechanics. Our DIGM side is working on creating a cartoony style with vivid environments and realistic animations.

Michael Wolfe (Leader)
Evan Doocy
Zach Greer
Kyle Small

Faculty Advisor: Stephan Rank

Outside Stakeholder: N/A


11 Quest Till Done
Quest Til Done

Quest Till Done is an innovative take on task and time management for small team developers. QTD provides visual tools to provide an overview of all pressing tasks amongst your projects, while our time-based approach allows users to track their productivity. Dependency-aware tasks hierarchies highlight blocking tasks, allowing the user to resolve them before the deadline. Finally version control system( Github, Jira, etc) integration allows QTD to provide all these features without adding the burden of managing additional tools. Our unified interface is uniquely suited to the needs of small team developers, students and freelancers who juggle multiple projects on a daily basis, minimizing the resources project management consumes, and allowing them to achieve more with limited resources.

Mark Scheid (Leader)
Kevin Huang
MK Chin

Faculty Advisor: Yuanfang Cai

Rob Di Marco, CTO of

12 Mechination

Mechination is a fast-paced shooter-game where you control a mech, a hulking machine designed for combat. Mechination's high-action top-down combat keeps players engaged with a variety of weapons, mechs, and enemies.

The first version of this game was built by other Drexel students for the 2013 Digital Media senior design class. This game includes one map with one, single-player game type, along with a small variety of weapons and mech styles.

Our group is adding several new features to create a well-rounded, professional game. This upgrade includes cooperative game modes, online play, story-line elements, and developed Mech upgrade systems.

Michael Smith
Akhil Kapoor
Andrew Dougherty
Priyal Seebadri
Faculty Advisor: Michael Wagner (lead)
Bill Mongan (secondary/technical advisor)