Title: Animal Collision Prevention
Author: Sara Webber
Abstract:
The animal-crossing warning signs that are currently posted along major roadways are incapable of alerting drivers with real-time tracking data of animal activity, rendering them static and minimally effective. Animal Collision Prevention will attempt to reduce the number of fatal accidents that drivers and large wildlife undergo every year in Maine. There needs to a proactive system that will prevent these situations before they happen. Using infrared technology to detect animals near the roadway, drivers can be warned of the potential danger ahead and protect themselves from injury and financial crisis.
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Title: Virtual Fitting Room
Author: Joshua Couturier
Abstract:
This capstone research project started in September 2014. The goal was to create an experience using an Xbox One Kinect that could record measurements in inches across the human body. The point of this experience is to demonstrate that input devices such as the Xbox One can compete with hand taken measurements by tailors in-store, and can assist Kinect owners shopping from online at home. Current studies over the past two years are saying that retail is changing from in store to online purchases more and more frequently. They also state that the future of online retail, like augmented fitting room experiences, and visual try on capabilities are what companies should be aiming for now. The most successful businesses will have incorporated these strategies over the next five years, to sell more product and to assist consumer experience in buying more effectively. Come check out the advancements being made in the new age of retail!
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Title: Fall Detection Device or F.D.D.
Author: Heather Anderson and Ben Herold-Porter
Abstract
Fall Detection Device or F.D.D. is exactly as the title claims. This is a wearable device that will detect a fall and automatically contact a preset phone number. This device was originally created in mind to replace systems such as LifeAlert. LifeAlert requires a button to be pressed, this device will do the work for you, especially if you fall and are unresponsive. Our device will be deployed at Maine free skate.
Deployment dates
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Titlee: Alphabet Reveal
Author: Elise Galgano
Abstract:
Technology is changing the way children learn. We live in a world where children can easily engage in technology before they can create full sentences. This capstone explores the idea of using technology to educate, without requiring the child physically touch any of the technology. This is explored through a game for children aged three to four, that helps teach the alphabet. This game consists of a plush dog (that’s equipped with a webcam), a computer screen, and “magic” alphabet wands for the children to wave. As children show the toy dog their wand, an image will pop up on the screen. The image contains hidden objects that start with the letter on the wand. As the child waves their wand around, they will see that they are now controlling that letter on the screen. They can then find the hidden objects by waving their wand over it. Through this game children can practice letter recognition, begin linking letters with words, and practice their fine motor skills.
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Title: Connecting the Past, Present, and Future
Author: Bethany Warnock

Abstract:
Mankind has always been fascinated by the mysteries of the past. We strive to know more about our own ancestors and the world as it was when they lived. Outside of our own curiosity, our culture can benefit from learning about those that came before us. Whether our reasoning is spiritual, cultural or academic, we all need to look back in order to look forward.
This desire to reflect on the past is the sole purpose of the establishments we call historical societies. These organizations make it their duty to collect the written and oral histories of a region, and make it openly available to the public. The Mount Desert Island Historical Society has performed this duty since 1931, and it is time that they take a look to the future, and embrace modern technology.
This capstone is about bringing a modern look and functionality to the technology that the historical society already has. Their website has been migrated to WordPress, and given a custom theme. The goal of their new website is to improve ease of use by inquirers, begin a more efficient exchange of information with other societies, and expand on their accumulated knowledge.
Deployment
This capstone is live at www.mdihistory.org. To participate and give feedback please visit the website and also take the survey at the following link: https://umaine.qualtrics.com/jfe/form/SV_a4vX4pkEoDkCEap
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Title: The Photo Truth Booth
Authors: Joan Oparowski & Pip Komar
Abstract:
Big data is a term used for the collection of mass amounts of information about the general public that can be analyzed and potentially used by researchers and organizations to observe trends that could mitigate health risks and raise the efficiency of business models. Although the premise behind big data intends to work toward a human-optimized world, this kind of detailed, structured information about everyone in the world could be easily abused in ways many do not realize. We often consent to the collection and use of our information when using online retailers and social networks and are unaware of who uses that information and for what purpose. In an age of increasingly accessible information, it is important to take control of our own privacy and demand to know how it is used. This capstone creates an isolated scenario intended to raise peopleís awareness of privacy issues and strives to understand people’s current beliefs and understanding of their privacy rights.
The Photo Truth Booth capstone can be found on display Monday 3/23 through Wednesday 3/25 from 8 am to 4 pm on the first floor of the Memorial Union across from the UCU.
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Title: Virtually Fearless
Authors: Jacy Quint, Kelsey Philbrick, Kyle Fowlie
Abstract:
The Virtually Fearless research project aims to explore the benefits that may arise when using virtual reality systems in conjunction with – or in place of – exposure therapy (a technique in behavior therapy intended to treat anxiety disorders). It is not a project dedicated to simulating or re-inventing the exposure therapy process, but is purposed to determine if virtual experiences could potentially be used in place of their physical counterparts. For example, if a person is terribly afraid of spiders, traditional exposure therapy may have them gradually work towards a different mind-set by physically exposing them to their fear. The Virtually Fearless project aims to determine if a virtual spider within a virtual world could be used instead.
The participants of this study have the possibility of being exposed to spiders, heights, or enclosed spaces. Their stress levels will be monitored during the entire process with a heart rate monitor attached to their finger. A relaxing environment will serve as a control and gauge participants resting hear-rate. This value will be compared to the other situations. If virtual reality is cabable of aiding the exposure therapy process, their must be a noticable different between the heart monitor data sets. This is how the researchers will determine if virtual reality is capable of creating a stress-inducing environment and possibly aiding the exposure therapy process.
Virtual reality could be beneficial in many ways. It costs less than traditional exposure processes, eliminates any physical risk, offers total control over any experience and allows patients to be treated in the comfort of a therapist’s office. Of course if the patient is ever over-stimulated they can remove the headset or the virtual world can be stopped/adjusted by the therapist. Virtual reality could also allow for the treatment of more specific fears and phobias as the environments could be tailor-made for individuals.
Deployment Times:
Monday, 23: IMRC 10:00-3:30
Tuesday, 24: IMRC 4:00-7:00
Wednesday, 25: IMRC 11:00-4:00
Thursday, 26: IMRC 10:30-1:00
Friday, 27: IMRC 12:00-4:00
Monday, 30: IMRC 10:00-3:30
Tuesday, 31: IMRC 4:00-7:00
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Title: GBC Connect
Author: Katherine Bartos
Abstract:
A place for members of the Greene Baptist Church to share prayer requests and stay connected throughout the week. The website is targeted specifically to the church and is a place for that community to interact. To make it a private and safe place to share members register for an account to access the site. For deployment the site is advertised on the church’s Facebook pages and being announced on Sundays at the services.
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Title: Responsive Furniture
Author: Ryan Wahle

AbstractL
Conventional furniture often fails to incorporate portability, versatility and interactivity into a single design. This project designs a piece of furniture that is defined by these three qualities through the use of 3D printers, small motors, sensors and design concepts presented by origami and robotics. These tools were used to build a piece of furniture that lays flat on the floor as a two dimentional hexagon, and through responsive behavior can be transformed into a chair or table with the press of a button. This design provides a portable, versatile and interactive solution for the constraints of common furniture and is significant because it can be applied to settings ranging from a studio apartment where space is limited to remote locations where compactness and portability are top priorities.
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Title: Nomophobia

Authors: Kelly Rowan and Abigail Bailey
Abstract:
Nomophobia actively demonstrates the recent surge in mobile phone attachment through biofeedback devices. When the body is under stress, it reacts through a spike in one’s heart rate and perspiration level increase. Using a heart rate monitor and a Galvanic Skin Response sensor, users will be exposed to a situation where cell phone attachment will be evaluated. Through live interpretation of the data, attachment can be determined by physical changes in one’s body as the result of being under stress.

