Projects

Project 1.2.7 - Understanding Digital Design: Random Number Generator

January 2022, Honors Digital Electronics

In Project 1.2.7, our goal was to use the Circuit Design Software, Multisim, to model and test the Random Number Generator Design. The Random Number Generator circuit would simulate the dots seen on a die face, producing the face values of a single game die, with numbers one through six. This project was our first exposure to a fully developed circuit design that includes an analog section, a digital combinational logic section, and a digital sequential logic section. It allowed me to learn and practice combinational logic and sequential logic, the basic building blocks for all of digital electronics.

An image of the completed circuit I made is shown on the right, and to access the full Multisim file, click here.

Project 1.2.6 - Understanding Analog Design: Random Number Generator

January 2022, Honors Digital Electronics

In Project 1.2.6, our goal was to use the Circuit Design Software, Multisim, to build and test the complete analog section of the Random Number Generator design. This project allowed me to learn and practice analog electronics, using an oscilloscope to measure and calculate frequencies from the wave signals in the circuit.

The circuit I modeled is shown on the right, and to interact with them, download the first and second files.

PLTW 3.7.7 Part 4 - Data Lab

May 2021, AP Computer Science Applications

In our PLTW 3.7.7 Data Lab, my partner and I used a .csv data set file from Kaggle, listing different audio features of the Top Spotify Tracks of 2018. From these audio features, we decided to code a program that would be able to answer the question, "which top song of 2018 has the highest danceability rating?", along with giving the average danceability rating value of all top tracks.

By placing all the values in the "Danceability" column of the data set into an array list, we were able to determine the highest value to be 0.964, making Yes Indeed by Lil Baby the most danceable song of 2018. On average, the top tracks of 2018 had higher danceability ratings, centering around a value 0.762. To view our code in detail, take a look at our presentation slides provided on the right!

PLTW 3.7.7 Part 4

PLTW 2.4.6 Activity 5 - "The Future of AI" Chatbot

March 2021, AP Computer Science Applications

The goal of the Activity 5 Chatbot Project was to program a chatbot that specializes in speaking on a certain topic, while also being able to hold a casual conversation with the user. For this project, I worked with a partner to program a chatbot that could answer questions about the future of artificial intelligence in our world. We found this slightly ironic and fun because our chatbot essentially is a result of current artificial intelligence. The conversation begins with the chatbot saying "Hello, talk to me" and ends when the user says "Bye". This is the presentation we gave to our class further explaining the methods we used in our code, and the overall design process of this project, and if you would like to watch a short demo of our chatbot, I've linked a video on the right!

Feel free to check out our project's repl.it if you're interested in seeing more of our code in detail, or would just like to try having a conversation with our chatbot!

Replit - PLTW2.4.6Chatbot - Google Chrome 2021-03-23 22-20-45.mp4

Educational Game Project - "Rocket Launch"

December 2020, AP Computer Science Applications

In our Educational Game Project, our goal was to program and create a game that would interact with the user and help them learn about a topic of our choice. Using Greenfoot, our team coded a Java program that would begin by displaying a target in a randomized area, along with the target's distance from a rocket. Based on the target's distance, the user would input their desired launch angle and velocity in order to try and get the rocket to reach the target. The closer the rocket is to the target each round, the less points the user earns, meaning the goal is for the user to gain as less points as possible. At the end of each round, to help the user, the game displays the actual distance their rocket reached, and the amount of time it took to launch there.

Using physics equations to program the rocket's movement, our team was able to learn and experiment with physics and programming equations in our coding process. By allowing the user to simulate different angles and velocities for the rocket to travel at, our game helps users interact with physics concepts in a fun and engaging way. To see the full code and explanation behind this game, check out our presentation and Github repository!

Aerodynamic Design - "K.O.R.S. SOARS"

January 2020, Honors Principles of Engineering

In the Aerodynamic Design project, we were tasked with making two rocket designs out of construction paper and tape. As seen on the right, my first and second rocket prototypes only slightly varied in size and shape. Based on the initial velocity and angle at which the rocket was to be launched, we calculated the theoretical distance each would travel, along with the amount of time it would take to land. My second rocket prototype travelled the furthest at a 40 degree angle launch, going 351 feet, although the theoretical distance was 478.59 feet. To read more on the design process and the data generated from our theoretical calculations, check out this project's documentation.

Compound Machine Design - "Breakfast Bot"

August 2019, Honors Principles of Engineering

In the Compound Machine Design project, we were tasked with designing and building a prototype machine that could help people in their everyday lives. The machine could only be made using VEX and/or Fishertek parts, while including at least four different mechanisms we learned about in class. I worked with my group to create the Breakfast Bot, a machine using a first-class lever, pulley, simple gear train, and inclined plane to help people effortlessly pour their milk and cereal into a bowl for their breakfast.

During the making of the Breakfast Bot, one of the major challenges we faced was figuring out how to knock over the cup of milk that would be placed on the second level of the machine, making sure only the milk, and not the cup, would fall down the inclined plane into the bowl. I contributed the idea of using horizontal standoffs as a sort of barrier to keep the cup from falling, and using a specific VEX part as a turning flag to knock over the cup of milk. I worked alongside my group members as an active builder of the machine, along with writing in the documentation. I wrote a few design modifications, labeled all the pictures, and set up the different views for the "Final Product" page. This documentation will include a more detailed explanation of our design process, along with the different efficiencies of each part.

Recycle Racer Car - "Holy Cow"

January 2019, Introduction to Engineering Design

In our Recycle Racer project, we were required to work in a group of four people to design, build, and model a small car powered by a mouse trap, using only recyclable or reusable materials. Our car was named the Holy Cow, due to the pattern we decided to paint on its paperboard exterior. Using CDs, chopsticks, bottle caps, foam, and binder clips, our car was able to travel approximately nine meters, second highest in our class!

My contributions to this were included in all aspects of the project. One of our major difficulties faced was the vehicle constantly steered to the side, decreasing its traveled distance. I later figured the issue was uneven weight distribution.

With the binder clips I suggested adding, the vehicle was then able to travel in a straight line, keeping the increased and original distance traveled. Besides also helping to build the overall vehicle, I modeled the cardboard box and foam in Autodesk Inventor, created the sell page and BOM, and two of the technical drawings for the parts in our drawing packet.

More detailed explanations on this project and the car's assembly are provided in the Holy Cow magazine spread our team made.

Miniature Train - "Santa's Sled"

November 2018, Introduction to Engineering Design

For this miniature train project, I worked with three other people to design a 3D model of a toy train in Autodesk Inventor. We decided to go with the theme of Christmas, naming our product "Santa's Sled". Santa's Sled's goal was to be an inexpensive, fun, and appealing toy towards children. We each designed one of the four carts displayed on the right, and assembled them all together on a train track to present the final product.

I specifically designed and modeled the train's head cart, made to represent the reindeer that steer Santa's sled. These reindeer features are displayed through golden antlers and a red nose mated onto the cart's exterior. This cart was made for the train conductor, so you'll see there's a chair and steering wheel in the front of the cart for the conductor to steer the train. Alongside assembling this cart, I also created the exploded view and BOM for this cart, then made the full train assembly's sell page, and all the technical drawings for the special features of our train, such as the antlers and nose, in the drawing packet.