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Research Projects

Blingo: Audio-Visual AccessibilityComputational Sperm DynamicsAI in College Education

Blingo: ML for Humanity

Ideation

Future Directions

Development

Quality of life is determined by older adults' ability to stay independent for as long as possible, with socialization being a key factor. Many elders engage in casual game nights playing bingo with those in their communities. Adults over 60 suffer the most hearing and vision loss. How can these individuals join bingo games if they can't hear or see the calls?

Development

Future Directions

Development

We develop Blingo: a handy tool designed to support humanity. By simply uploading a photo of your card, Blingo helps you stay in the game. Real-time probability shows your odds of winning based on how many others are playing with you. No matter the winning pattern, Blingo has you covered.

Future Directions

Future Directions

Future Directions

We hope to bring Blingo to other games, including blackjack, poker, and more. Gaming should be a fun experience for all.


Blingo is really good at edge detection for polygon-like plots. This has potential applications for precision agriculture and across biological sciences.

Sperm Diffusive Search

This publication was completed under the guidance of Dr. Cameron Schmidt in the Dept. of Biology at East Carolina University. As a mathematics undergraduate, I built core NetLogo code for our agent-based models of sperm population dynamics.

Read on PubMed

AR and VR in Electrical Systems Engineering

About the Project

When AI is associated with education, it often is a source of fear for academic integrity. This project explores the good that technology can bring to the classroom. We hope to continue evaluating new methods to bring further socioeconomic opportunity to rural communities. 


I analyzed data for our survey on perceptions of AI in the classroom, identifying key trends and insights to inform educational practices. Additionally, our team developed and coded a VR training simulation model, creating an immersive experience to enhance learning and skill-building in virtual environments.

Our project, titled “Evaluating the Effectiveness of Virtual Reality and Augmented Reality on Electrical Construction Curriculum in Community Colleges,” will be out for review in Spring 2025. This project was generously funded by the ECU department of computer science and the ECU Student and Engagement Outreach Scholars Academy.

Community Partners

I’d like to extend a huge thank you to community partners at Pamlico Community College for participating in this study under the guidance of mentor Dr. Yilei Huang.

Thank you as well to the Brinkley-Lane Scholars Program and my teammates Kailee Grubbs, Dhwani Hada, Aliah Spencer, and Jamie Gerdts for making this project enjoyable and impactful.
 

ECU SEOSA PROGRAM

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