Capstone instructors

Dave Feil-Seifer
Dave Feil-Seifer
Devrin Lee
Devrin Lee
Sara DavisSara Davis

The 2024 Senior Capstone course in computer science and engineering was taught by Dave Feil-Seifer, Devrin Lee, and Sara Davis. To learn more about the computer science and engineering projects, please email Dave Feil-Seifer, email Devrin Lee, or email Sara Davis .

About the department

Faculty in our department train aspiring computing professionals to use technology to solve important societal problems. Our alumni work at top companies like Apple, Google, Facebook, Amazon, Microsoft. Visit the Department of Computer Science & Engineering

Computer Science and Engineering projects

Explore student projects in computer science and engineering.

  • CSE-1 Fit Pantry

    Students: Chase Rodie, Lexie Reddon, Heather Amistani, Zach Greenhill

    Our project is an AI-powered nutrition and fitness assistant designed to help users achieve their health goals by seamlessly integrating meal planning and workout routines. Unlike traditional fitness apps, our solution generates personalized meal plans based on groceries the user already has, dietary preferences, and fitness objectives. By leveraging the groceries, the app creates a virtual pantry, tracking nutrition data and expiration dates to minimize food waste. The AI-driven recipe generator suggests meals tailored to specific fitness goals, whether it's muscle gain, fat loss, or endurance training. Additionally, the workout planner ensures that meal and exercise plans are aligned for the best results. What sets our app apart is its approach - combining nutrition tracking, grocery management, and fitness planning into a single, intelligent app. It also considers dietary restrictions making health living more accessible and efficient. With a user-friendly interface and AI-driven technology, our app is ideal for health-conscious individuals, fitness enthusiasts, and busy professionals.

  • CSE-2 SeeThru
    Team CSE 2, left to right, is Nikola Tunguz, Diego Borne, Joel Molina and Reni Wu.
    Team CSE 2, left to right, is Nikola Tunguz, Diego Borne, Joel Molina and Reni Wu. 

    Students: Nikola Tunguz, Joel Molina, Reni Wu, Diego Borne

    SeeThru is an advanced thermal security system designed to enhance residential safety by detecting individuals, concealed pistols, and monitoring package activity in real time. Using image processing and deep learning techniques, SeeThru captures both visible and thermal images, providing instant notifications to users and their emergency contacts. The SeeThru system consists of two key components: a physical monitoring device and a web-based interactive platform. The device integrates two cameras running image processing software, focusing on real-time detection. The website facilitates secure user authentication, device management, and emergency contact configuration. Additionally, the website offers live camera feeds with alerts and notifications indicating bounding boxes for people and firearms. SeeThru's intelligent detection system offers a unique and comprehensive solution for proactive home security, notifying users of potential threats before a situation can escalate. With a user-friendly interface and AI powered processing, SeeThru redefines home security, empowering users with greater awareness, control, and safety.

  • CSE-3 Automatic Taxonomy Construction for Neural Networks (ATCNN)

    Students: Thomas Braun, Lukas Lac, Josue Ochoa, Richard White

    As research into deep learning advances, understanding the nuanced similarities between the structures of Artificial Neural Networks (ANN) is becoming increasingly complex. We present a structured ontological approach for evaluating similarities between neural networks enabling dynamic analysis between any set of ANN's. The comparative framework is based on data extracted from academic papers & model code utilizing embeddings to leverage embeddings for Large Language Models (LLMs) & graph neural networks for ontology population. The hierarchical structure for the extracted data is defined by ANNETT-O, a generic methodology for describing the architecture and training strategies of ANNs. Designed to be standalone, an application of our approach serves as an axiom for proving similarity & dissimilarity between models from their weights & biases. This open-source research aims to improve transparency, interpretability, & knowledge discovery in the field of machine learning.

  • CSE-4 The Final Show

    Students: Christalin Dorsey, Sarah Orner, John Glenn, Shangxi Xue

    The Final Show is a multiplayer roguelike inspired by Dress to Impress and Lethal Company, where players traverse through a series of dungeons by gathering experience, known as scripts, from enemies and bosses to unlock the next floor. The core gameplay loop involves players spawning into a preparation room where they will have a limited amount of time to equip various items that grant unique combat statistics and abilities. Once time runs out, players are dropped into a procedurally generated dungeon, where they must race against the clock to reach a target location while also collecting a certain number of scripts in order to advance to the next floor. Items, enemies, and challenges are heavily influenced by random number generation (RNG), resulting in a new, unique experience every playthrough. The game's overarching theme centers around theater, with each dungeon stage representing a new "performance," showcasing different settings and styles inspired by various historical and fantasy worlds.

  • CSE-5 RoleInitiative

    Students: Madeline Veric, Brendan Ingersoll, Jacob Reddicks, Aiden LaPierre

    RoleInitiative is a comprehensive digital platform designed to enhance the Dungeons & Dragons experience by combining the best features of existing tools like D&D Beyond and Roll20 into one cohesive system. The platform offers a character creation manager and a homebrew content management system, all accessible through a user-friendly interface. It aims to streamline gameplay for both new and veteran players by providing step-by-step tutorials, a centralized content library, and the ability to create, share, and integrate custom homebrew content. The platform is browser-based, with a focus on Chromium browsers, and allows users to manage campaigns, share content, and access a marketplace for additional resources. Built using Flask (Python), HTML5, CSS, JavaScript, and PSQL, RoleInitiative targets D&D players, particularly Dungeon Masters, aged 20-40. The project also has potential for future expansion, including support for other tabletop RPGs and campaign-sharing features. Despite challenges like market competition and the team's limited web development experience, RoleInitiative aims to fill a niche by offering a more robust and user-friendly alternative to existing platforms.

  • CSE-6 Skylight OS

    Team CSE 6, left to right, is Garrett Sharp, Quinn Contaldi and Jack Ratermann.

    Students: Quinn Contaldi, Jack Ratermann, Garrett Sharp

    SkylightOS is a 2D puzzle game, with an IT/Cybersecurity theme set inside a fake operating system environment. Players will enter the Skylight company to help remove malware and viruses from the computer of one of Skylight's clients, Dorothy Edith. Through a series of strange and fun minigames, players will fix wifi, update drivers, and fix Dorothy Edith's computer.

  • CSE-7 Spell-Bound

    Students: Fenn Edmonds, Liam Francisco, Lanielle Pavlik, Kat Wayman

    Spell-Bound is a roguelite created in Unity that incorporates a Large Language Model for player to NPC interactions. As the new librarian at Athenaeum Public Library, Ophelia, you are tasked with assisting the patrons that have found themselves within the walls of a place long forgotten. Players ages 13 and up can hold nuanced and dynamic conversations with the non playable characters through the use of Google's Gemini AI and better understand why a once beautiful and beloved library has since fallen to ruin. In addition to cultivating relationships with patrons brave enough to enter the library, Ophelia is tasked with breaking the curses attached to the library through thrilling battle sequences taking place within the worlds these books have created. Befriend patrons young and old in order to boost relationship statuses for additional buffs or mistreat those who want your help for more of a challenge.

  • CSE-8 Syntinel Nyx

    Students: Jasmine Huang, Miguel Muniz, Christian Culanag

    Syntinel Nyx is an IT management suite that streamlines asset, vulnerability, and patch management for medium to large-sized organizations. Nyx's main purpose is to provide a robust yet intuitive interface for IT personnel to quickly update and deploy patches safely across different environments. With an emphasis on safety, Syntinel Nyx intends to ensure any changes made to the environment are clear to the user, cannot cause errors to propagate throughout the network, and are easily reversible. Through an intuitive web interface, IT personnel can effectively create workflows to automate patch deployment and testing.  Agents on company machines collect telemetry data for historical tracking and conduct periodic vulnerability scans.  While paid and free options for asset, vulnerability, and patch management software do exist, there does not exist a free and easy-to-use application that encapsulates these functions into a standalone application. Not only that, but these applications often utilize proprietary scanners rather than allowing the users to customize which scanners to utilize for their individual company's use case. As such, Syntinel Nyx seeks to address this gap in the market and provide IT administrators with an intuitive yet powerful application to rapidly improve an organization's change management process.

  • CSE-9 WaveBrigade

    Students: Haley Marquez, Emanuelle Pelayo, Sebastian Andrade

    WaveBrigade utilizes an EmotiBit to gather and display biometric data when a user reacts to different media. A teacher has the ability to create different experiments such as, Photo, Gallery, or Video Labs where they attach the appropriate media. During live sessions, student's will react to the media while wearing the EmotiBit and they can see their real time data as graphs.

  • CSE-10: Fallen Society

    Students: Carlos Hernandez, Joey Bertrand, Tristan Hughes

    Fallen Society aims to merge the game genres of RPG and Wave Survival to create a brand new gaming experience. A comprehensive inventory, item, and quest system give the game its signature RPG touch, similar to titles such as Elden Ring & Skyrim. Meanwhile, the hack and slash fun of round-based survival titles seen in games like Call of Duty: Zombies keep the player engaged in exciting combat. In this game, you'll play as an abandoned explorer on a remote island whose sole goal is to escape to safety. As rounds progress, you'll have to explore new areas of the island to gather increasingly powerful items while defeating bosses and completing quests. Built with Unreal Engine 5, Fallen Society aims to provide its players with an immersive and entertaining experience.

  • CSE-11 CORE

    Students: Kiana Partovi, Darren Ly, Timothy Ang

    This project is intended to provide undergraduate students with a virtual robotics lab. They will be able to learn about how to code a robot simulation in python, and apply the content they have learned through taking quizzes and coding in a live environment.   The platform includes robotics courses, robotic environments, coding environments, teacher and student interaction, and gamification. The course content will educate undergraduate students about robotics through coding. They will learn about a specific robot and the functions that go along with it. For example, this can include how to move the robot or move objects/assets with python code. The robotic environment is created from Mujoco, an open source physics simulation. The coding environment is in python and the code entered in this environment will affect the robot simulation.   The goal is to provide for all types of students, whether that be because they don't have access to purchase hardware equipment, have access to a lab, or are intimidated by the complexities robotics is known to have. We aspire to make robotics an engaging and accessible experience.

  • CSE-12 Embarkr

    Students: Ali Ba, Colter Niemann, Canon Leahy

    A travel and relocation web application that uses machine learning to give personalized recommendations for hotels, flights, houses, and more.
    Our web application uses machine learning to give personalized recommendations for hotels, flights, houses, and more. It delivers an all-in-one solution where users can effortlessly find the information they need whether it's a broad search or a unique request. On the explore page users can use dropdown menus to get general information on a city such as schools, houses or hotels. Alternatively users can use the chatbot to get answers for questions that are more specific such as nearby gas stations.

  • CSE-13 MEDPASS - Predictive Assessment for Student Success

    Advised by John Westhoff (UNR School of Medicine)

    Students: Domminic Mayer, Rino David, Nolan Visitacion, Jake Herweg

    The MedPass project aims to address the concerning decline in USMLE Step 1 examination performance among UNR medical students. This program serves to be a supplement to current learning resources and classes by utilizing predictive tools and machine learning models to analyze student performance data across multiple sources. By identifying specific knowledge gaps that could be overlooked due to the pass/fail grading system, MedPass creates personalized learning plans that are tailored to each student's unique needs. The platform analytics serve to benefit students but also faculty as well, who gain valuable insights into class/year-wide performance trends enabling targeted curriculum adjustments based on analysis. The MedPass program utilizes industry standard technologies and practices such as NextJS, Tailwind CSS, Pandas and more opening the door for continuous development and improvement. The project will serve as indispensable to a medical student's academic career as failing the USMLE Step 1 can dramatically alter a student**'s** career trajectory and potentially reduce the already limited pool of new upcoming medical professionals.

  • CSE-14 Whispers of the Veil

    Advised by Michael Wilson

    Students: Farzana Tanni, Lucas Davis, Sasha Koroleva, Owen Ingram

    Whispers of the Veil is a 2.5D pixel horror adventure game that combines voice commands with AI-driven mechanics for a uniquely immersive experience. Designed in Unity 2D with an isometric look, the game challenges players to explore eerie environments, solve puzzles, and interact with supernatural entities that respond to their spoken words. Using a speech recognition model based on DeepSpeech2, the game dynamically adapts to player input, making each playthrough unpredictable. By integrating voice-driven mechanics into horror gameplay, Whispers of the Veil aims to create an unsettling experience where players feel truly heard and never alone.

  • CSE-16 VEDB Toolbox

    Students: Brian Wu, Leon Magbanua, Matthew Gaskell, Tyler Dishman

    A web application for processing and visualizing sessions from the Visual Experience Database (VEDB), which consists of world and eye videos alongside head and eye movement data.
    The VEDB Toolbox is a web application designed for viewing and interacting with data from the Visual Experience Database (VEDB), which contains 717 recordings of individuals performing daily tasks. Each session includes two eye videos and one world-view video, all synchronized, along with data on head and eye movements. After logging in and authenticating, users can upload the videos or provide links to them. They can then watch the three videos simultaneously and view corresponding data displayed through three distinct line graphs. This application will be primarily used by the Self-Motion Lab at the University of Nevada, Reno (UNR), and has the potential for broader use within the vision science community.

  • CSE-17 Ihiyo

    Students: Adam Lei, Terrence Akinola, Edwin Sotres

    Ihiyo is a story-driven 2D puzzle game following a cursed boy navigating the mysterious world under the cursed influence. Ihiyo journeys through an immersive narrative by mastering ghost-like possession abilities that allow them to inhabit  objects and NPCs in the game world.  Gameplay revolves around ghost transformations and spirit interactions, challenging players to creatively use these supernatural powers to progress. Each puzzle-ranging from contained single-screen challenges to complex multi-mechanic sequences-unveils more of Ihiyo's tale as he seeks to understand and break the curse that binds him.  This adventure seamlessly blends puzzle-solving with immersive storytelling, creating a distinctive experience where gameplay and narrative complement each other. Think strategically about which objects to possess and when to transform to overcome the curse!

  • CSE-18: UNR Lost and Found

    Students: Mary Cottier, Matthew Guild, Shane Petree, Guilherme Cassiano

    The goal of this project is to provide students at the University of Nevada, Reno with a website that will display the items in the lost and found in buildings across the campus. We will potentially work with UNR to incorporate this with the UNR interactive map that students already have access to and make it simpler for users to access our project. We are working with UNR facilities and potentially UNR Marketing and Communications to help develop the website to make it as informative and useful to students as possible. Anyone will be able to browse and search through items logged on our platform to find their lost item.  Primarily student workers will handle the logging and claiming of items in the system.  Building administrators and UNR administrators will control access to certain site features to prevent the need for moderating content.

  • CSE-19 Image Archive

    Advised by Scotty Strachan

    Students: Patrick Lehr, AJ Di Diana, Wyatt Haley, Nate Michelotti

    The Image Archive project is an innovative web application that aggregates a diverse collection of images from numerous Nevada field research sites. Designed to streamline the work of researchers, the platform leverages advanced machine learning to automate the organization, analysis, and retrieval of high-quality images. By intelligently classifying and tagging visual data, our tool minimizes manual effort and accelerates the pace of discovery, allowing researchers to focus on in-depth analysis and groundbreaking insights. This dynamic integration of technology with field research not only enhances data accuracy and accessibility but also paves the way for future innovations in environmental and geological studies across Nevada.

  • CSE-20 SoulSync
    Team CSE 20 is, left to right, is Joseph Jacobson, Vedant Malhotra and Shayan Hosseini.
    Team CSE 20 is, left to right, is Joseph Jacobson, Vedant Malhotra and Shayan Hosseini.

    Advised by Sean Montgomery (Connected Future Labs)

    Students: Vedant Malhotra, Joseph Jacobson, Shayan Hosseini

    SoulSync brings user wellbeing and health data together into an app that brings users closer to friends and family, while giving them a greater understanding of their own mental health. By tapping into biometric information from devices such as the iPhone, Apple Watch, and EmotiBit, SoulSync can understand trends of a user's daily life. SoulSync also provides insights into all this data by encouraging the user to check in and take part in activities. Tapping into data from apps such as music, calendar, and health, and pairing it with data from hardware devices such as Apple Watch and EmotiBit brings a unique blend of analytics and insights to the user. The social aspect of SoulSync (SoulSync Social) allows users to share their emotions and more to others, fostering deeper connections with friends and family. SoulSync is also designed with privacy in mind, ensuring all health data is processed locally and on-device. Additionally, data inputs into SoulSync are all opt-in. SoulSync's unique blend of data processing and analysis means it's easier than ever to understand your health data while also providing a seamless and effortless way to check in with friends and family.

  • CSE-21 Nexulum

    Advised by Arthur LeVesque

    Students: Aaron Whitaker, Spencer Garcia, Aisling Viets, Stephen West

    Nexulum is a 3D top down installment in the action/adventure video game genre. Nexulum serves to empower the player by allowing a selection of multiple classes, each that come equipped with their own weapons and abilities. During the player's time in the world of Nexulum, they will be exploring the lost ruins of a fabled age that has been forgotten to time in search of a relic dubbed, "The Nexulum". Utilize magical runes and materials found throughout these ruins to further craft and augment your current abilities to become more capable and make it to the peak of the ruins to fulfill your mission objective.

  • CSE-22 CivicNest

    Students: Carmine Potirniche, Timmy Norris, Kaleo Sanchez, Brandon Foy

    With CivicNest, the problem that we decided to address was to make the homebuying process much more insightful for prospective homeowners. We believe that other websites like Zillow don't offer necessary insight into the properties that people want to invest in, so we want to build upon and improve the features that applications such as Zillow possess. We intend to implement a web application that allows users to look up neighborhood statistics that affect property value, such as school ratings, walkability scores, and crime data.

  • CSE-23 Fulcrum

    Advised by Vinh Le (Instructor at University of Nevada, Reno / OIT Administrator/ Ph. D. Student), Levi Scully (Teaching Assistant at University of Nevada, Reno/ Masters Student)

    Students: Heather Zechter, Brandon Rowell, Nicholas Jarvis

    Fulcrum solves a key problem in human-computer interaction (HCI) research - the need to master and coordinate multiple tools throughout the research process. This platform emerged from observing researchers struggle to integrate disparate systems across their studies. The proposed solution combines study design, participant sessions, data collection, and analysis in a single web-based platform. Researchers maintain full control over study customization while establishing consistent processes that improve study quality. A minimal dashboard presents study results through clear visualizations that highlight patterns in learning, task performance, and user behavior. By bringing everything together, research teams spend more time on research and less time managing technology. Built with current web technologies, Fulcrum adapts to different research approaches rather than forcing researchers to change their methods. The system supports both today's needs and tomorrow's analytical possibilities. The booth demonstration shows Fulcrum in action within actual research settings, illustrating how this unified approach makes HCI studies more efficient and effective.

  • CSE-24 Sorcerer's Void

    Students: Mason Haines, Zak Kholmatov, Omar Vega

    Sorcerer's Void is a reimagined souls-like video game made in Unreal Engine, set in a medieval world where the ultimate goal is to escape and return home. This project is important because amongst Dark Souls games in the marketplace, very few attempt to break through the genre and do something new. The game introduces a different take on the genre, offering a nuanced experience with elements from other genres, such as the cinematic execution mechanic and a dynamic environment. Featuring a fluid and fun combat system, the game challenges the player to react and adapt against unique enemies. Additionally, the player will discover weapons, stat gems, armor and weapon styles.

  • CSE-25 Neural Noir

    Students: Christine Angela Barlaan, Evie Nivera, Matthew Osorio

    Neural Noir delivers an immersive video game experience by integrating natural language processing, generative AI, and biometric feedback. Players assume the role of a suspect being interrogated by two detectives, responding to questions through speech input transcribed by Whisper. Meanwhile, their biometric data is monitored using an EmotiBit. GPT-4o mini analyzes both the player's responses and biometric data to generate dynamic replies from the detectives. This fusion of generative AI and biometrics is rarely explored in gaming, making Neural Noir a groundbreaking experience. The game's core components include a biometric system powered by EmotiBit, an AI-driven response generation system, and Whisper-based text-to-speech processing. By combining these technologies, Neural Noir creates an interactive, high-stakes interrogation scenario where the player's physiological state and spoken words shape the investigation's outcome.

  • CSE-26 Vertigo Protocol

    Students: Ethan Partain, Matt Jenkins, Cisco Dacanay, Kieran Cole

    Vertigo Protocol is a boomer shooter FPS that combines the fast-paced, retro-inspired gameplay of classics like DOOM and Quake with modern movement mechanics and vertical level design. Players will use tools like jetpacks, wall running, and grappling hooks to traverse complex, multi-layered environments while fighting off waves of enemies. Our goal is to create a game that appeals to both longtime fans of the boomer shooter genre and new players familiar with modern FPS games, bridging the gap between old-school and contemporary design. Developed in Unreal Engine 4, Vertigo Protocol emphasizes fluid gameplay, responsive controls, and player choice through a customization system that lets players tailor their abilities and weapons. The game is designed with accessibility in mind, including remappable controls, visual scaling options, and colorblind-friendly features, ensuring a broad audience can enjoy the experience. By combining nostalgia with innovation, Vertigo Protocol aims to redefine the boomer shooter genre, offering a fresh, vertical twist on a beloved formula while staying true to the fast-paced, chaotic fun that defines the genre.

  • CSE-27 Nostromo

    Students: Dominic Pham, Stolan Belikove, Nicholas Moore, Robin Singh

    Nostromo is a self-hosted, full stack application for cataloging digital movie and television collection, It simplifies movie management by addressing file hashing to uniquely identify files , ensuring collection integrity and minimizing problems caused by file renaming. Agnostic to file names, it enables seamless bulk renaming through scripting and prevents error and file misidentification. Focused solely on more efficient and reliable solution for organizing and maintaining digital movie collections.

  • CSE-28 The Bird Programming Language

    Students: Cole Carley, Nathan Wright, Aidan Kirk, Nicholas Langley

    Bird is a web-first programming language that enables developers to run code in the browser at near-native speeds. By targeting WebAssembly, the Bird compiler generates code that can be directly integrated into new or existing JavaScript projects. The language includes fundamental control flow constructs, a strong type system, and a garbage collector, so web developers can write both performant and memory safe code. If you want fast code on the web, then Bird is the way to go.

  • CSE-29 NSS: Network Security Suite

    Students: George Kokkinis, Nicholas Katsaros, James Torres-Davila

    The Network Security Suite is an all-in-one cybersecurity solution designed for network protection for businesses, institutions, and home users. NSS integrates essential tools, such as Intrusion Detection/Prevention, Security Information and Event Management, traffic monitoring, and SNMP device monitoring. By combining these tools, NSS simplifies network security management and reduces setup complexity. The NSS features real-time security alerts, interactive dashboards, and role-based access control to ensure that administrators can effectively monitor and defend their networks.

  • CSE-30 Pump Chest
    Team CSE-30 students
    Team CSE-30 students

    Advised by Tashin Karim

    Students: Juno  Suwanduan, Yatin Wahi, Saransh Beniwal, Erick Sanchez

    Pump Chest changes the face of home fitness with a system that uses visual recognition to scan exercise forms as you exercise and offers instant feedback to avoid injury and maximize results, and is recordable and shareable for additional feedback from fitness experts. Members can Bluetooth sync heart rate monitors, track calories burned, and view fitness milestones from their own dashboard. Our complete package includes food intake tracking with breakdowns of protein, carbohydrate, and fat content, personalized exercise programs, and an easy-to-see calendar for tracking consistency. We have integrated posture analysis technology with a streamlined design to be a cost-effective substitute for high-priced trainers and gym memberships. Pump Chest divides common fitness hurdles into providing professional guidance regardless of where you are or what gear you have. Pump Chest democratizes fitness training into the hands of the masses, putting pro-level expertise and real-time analytics into the masses' hands, bringing accurate exercise forms to anyone with a webcam and internet access.

  • CSE-31 Tanks of Ruin

    Advised by Ben Griffith

    Students: Jude Koenig, Tommy Smith

    Tanks of Ruin is a roguelike turn based tactical game, with an emphasis on tactical thinking and item use in order to eliminate enemy units and progress across a randomly generated waypoint map of post-apocalyptic Europe. With a retro, command and conquer style the game doesn't take itself too seriously and rewards the player for trying something interesting and modifying their tanks. The player only has one life and fights until they beat the final level in Moscow or die trying. The player carves their way through groups of enemies and uses unique tactics to prove themselves as the best tank commander in Europe.

  • CSE-32 ABRATools
    Team CSE 32, left to right, is Robert Fleming, Anthony Silva and Austin Parkerson. Not pictured: Brandon Ramirez.
    Team CSE 32, left to right, is Robert Fleming, Anthony Silva and Austin Parkerson. Not pictured: Brandon Ramirez.

    Students: Anthony Silva, Brandon Ramirez, Robert Fleming, Austin Parkerson

    ABRA addresses the crucial need for enhanced security auditing, logging, and management of clustered container-based networks. By integrating a security information and event management (SIEM) system with a management plane, kernel-level security auditing through eBPF, container orchestration, and system observability, ABRA addresses these needs. ABRA allows for secure frontend access, role-based control, and live monitoring of metrics for decentralized container networks, along with platform-neutral orchestration and monitoring on remote nodes. Our goal is to create an extremely flexible monitoring and orchestration service which can scale to fit clustered container networks for hobbyists all the way to those in enterprise-grade computation and research clusters.

  • CSE-33 Sous Chef

    Students: Oliver Zolan, Sutter Reynolds, Bennet Rau, Zac Waiksnoris

    Sous Chef is a cooking companion app that makes kitchen life easy. The problem we are addressing is people with little kitchen knowledge can often get discouraged when cooking. This leads to eating out and spending money. Sous Chef aims to make cooking easy by being your cooking companion. The app integrates features such as a digital pantry to keep track of your ingredients, receipt scanning for easy ingredient addition to your pantry, and a machine learning model that can scan ingredients in your pantry to return recipes that use those ingredients, and more. All of this is aimed to make cooking easier for everyone. So far we have a bare-bones user interface that allows users to interact with the app. A machine learning model has been implemented to scan a few ingredients so far. We have also implemented text recognition for receipt scanning, allowing users to easily add items that they just bought at the store to their pantry.

  • CSE-34 EmotiGame

    Advised by Michael Wilson (UNR CSE), Sean Montgomery (Connected Future Labs)

    Students: Morgan Jensen, Carson Ramocinski, Thomas Nelson

    EmotiGame is a research study exploring how biometric data can reveal patterns in gaming skill levels. Our study brings together 12 participants-6 skilled and 6 unskilled-to compete in 1v1 League of Legends matches against an expert control player.  As participants play, we track heart rate, keyboard activity, and mouse movement to analyze physiological and behavioral differences between skill levels. Using machine learning, we aim to uncover biometric indicators that may distinguish experienced players from beginners.

  • CSE-35 Dev Quest

    Students: Tyler Olson, Matt Stanley, Jason Parmar

    Inspired by platforms like Duolingo, our project incorporates interactive elements such as quizzes, coding challenges, and progress tracking to keep users motivated. It is designed for students, self-learners, and beginners who want to strengthen their understanding of Computer Science in a structured and interactive way. Many learners struggle with traditional, text-heavy materials, and this helps bridge this gap by making concepts more digestible through hands-on challenges and rewards.

  • CSE-36 TasteBuds

    Students: Alicia Chiang, Alyssa Aragon, Hannah Haggerty

    TasteBuds helps busy families, partners, and roommates meal plan asynchronously. It is a platform for collaborative recipe discovery that caters to user cravings and dietary needs.  TasteBuds streamlines decision-making. Users find recipes at their own pace. Helping people discover meals that they will both love.  It features an intuitive card-swiping interface, users swipe right to save a recipe to their favorites and left to discard it. TasteBuds is accessible: users can filter recipes to their or their partner's dietary preferences. Users can view their favorites and their recipe matches to find meals they may enjoy together. The pairing can place their matched meals on a shared calendar to meal plan.

  • CSE-37 Shattered Chains

    Advised by Danny da Costa

    Students: Sachin Bhatnagar, Andy Chiang, Kaylyn Duncan

    Developed in Unreal Engine, Shattered Chains is a first-person action-adventure set in a dystopian future where humanity has been enslaved by an alien species. Players take on the role of a lone escapee, fighting to survive and ultimately lead a rebellion against their oppressors. The game features an innovative realistic injury system, where damage affects movement and perception, making survival more challenging. A wounded leg slows movement, while head injuries distort vision and hearing, forcing players to adapt their strategy. Fluid movement mechanics, including sprinting, sliding, and vaulting, allow players to navigate the environment dynamically, offering both an advantage in combat and an essential tool for evasion. Parkour elements further enhance exploration, giving players multiple ways to approach encounters and traverse obstacles. Players must scavenge for weapons, manage resources, and adjust their tactics to survive in an unpredictable world where enemies react dynamically to their actions. Some areas may require stealth and precision, while others encourage high-risk, fast-paced combat. Movement plays a key role in both offensive and defensive strategies, making decision-making crucial. Developed as a senior project, Shattered Chains showcases technical innovation and gameplay depth, with the potential for further development beyond its academic origins.

  • CSE-38 Autonomous Wildfire-Mapping Quadcopter

    Students: Ashton Westenburg, Robb Northrup, Chris Zinser

    Team 38's research centers around tracking and combating wildfires by utilizing a robust, purpose-built quadcopter. This custom-designed, 3D-printed drone operates using ArduPilot software and a Pixhawk flight controller. On board the drone, thermal imaging, GPS, IMUs, a radio transceiver, among other sensors are utilized to capture, process, and transmit relevant fire statistics to the ground control station for the purposes of the user. This autonomous system maps thermal information and geo-data as a high-resolution, real-time 2D heat map to follow wildfires as they develop to aid local communities. This research provides a simple-to-use webpage tool that will be beneficial to both firefighters, emergency planning departments and residents, particularly in small communities to save lives.

  • CSE-39 Cybersecurity Learning Platform

    Students: Josh Alanguilan, Brandon Beck, Vanessa Quijano, Dmitrii Sukhotin

    Cybersecurity is an essential skill for the future, but most cybersecurity learning tools are geared toward collegiate members and often come as costly packages, leaving younger learners with limited options. Our project addresses this issue by providing an engaging educational Cybersecurity website for high school students aged 14-18 with an interest in cybersecurity. This website features introductory lesson modules, hands-on terminal simulations, colorful interfaces and interactive quizzes. By aligning with K-12 cybersecurity standards, the website ensures age-appropriate learning experiences and efficient learning tools for teachers to join and help students on their cybersecurity journey. 

  • CSE-40 Pass the Aux

    Students: Lucas Black, Chantelle Cabanilla, Jax Hendrickson, Matthew Stenvold

    Pass The Aux, is an online database providing detailed information about music and artists. Users can search for their favorite artists and songs, and post and view user-generated reviews. Accurate information about the details of a song or album will also be available, such as the title, duration, writing credits, label, and country of origin. Users will be able to view album release countdowns, create playlists, and interact with other users through online text-based forums.)

  • CSE-41 Get Together

    Students: Adam Davis, Lalise Gizaw, Thomas Vasile

    Get Together is a user-friendly website designed to help individuals discover and participate in local events. Whether you're looking for social gatherings, professional meetups, or community activities, the platform offers an easy way to explore events in your area. By providing detailed information about upcoming events, including time, location, and event descriptions, Get Together makes it simple for users to find something that matches their interests. The site fosters a sense of community by encouraging people to connect and engage with others, making it an essential tool for anyone looking to stay active and involved in their local scene.)

  • CSE-42 UnHinged Dating App

    Advised by Dr. Deborah Davis

    Students: Harry Sho Aguinaldo, Joshua Ferguson, Benjamin Steinberg, Allison Tang

    The "UnHinged" dating app takes a new gamified approach to online matchmaking by blending nostalgia with modern functionality in a retro 8-bit themed mobile experience. Prioritizing spontaneity and engagement, the app replaces mindless swiping with interactive mini-games and meaningful interactions. Users create an account to personalize their experience, explore potential matches through a dynamic like/dislike system, and initiate conversations via an intuitive messaging feature.