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 ClubHub

    ClubHub Team

    Students: Aween  Ali, Arwen  Antes, Daxton  Johnson, Dominic  Palmieri

    Our project, ClubHub, is a tool that can help and assist club officers on campus with organizational duties and management by addressing the lack of an effective, centralized webpage for officers and leaders of on campus clubs and organizations, aiming to provide success through efficient leadership. 

  • CSE-2 PlagueStead

    PlagueStead Team

    Students: Kimberly Agraan, Jenna Chang, Adrian Delibassis, Anthony Martinez

    PlagueStead is a farming/fighting video game that takes place in the wake of the apocalypse. You, a humble and determined farmer, must survive long enough by planting crops and fighting off the hordes of menacing zombies that have been created by a living bioweapon. A variety of mutated plants can now grow into guns, transforming your farm into a personalized weapon factory. Use your daytime wisely to prepare for the chaotic dangers risen in the dark. Help will be on the way soon...

  • CSE-3 Bound Spirit

    Students: Evita Kanaan, Snow Cai, Ava Chong, Ernest Velasquez

    Bound Spirit is a 2D mystery puzzle RPG where players awaken as a newly departed ghost with no memory of how they died. To uncover the truth, players explore cozy yet eerie environments, interact with characters, and solve puzzles woven directly into the narrative. Each puzzle is inspired by real cybersecurity concepts; such as multi‑factor authentication, password cracking, and data remanence; reimagined as intuitive, story‑driven mechanics that teach through play rather than instruction. As players investigate their past life, they also influence the living characters they encounter, nudging them toward closure, conflict, or unexpected revelations. The game features multiple endings shaped by player choices, emphasizing replayability and narrative depth. Developed in Unity, Bound Spirit demonstrates how abstract cybersecurity principles can be transformed into engaging gameplay experiences that are accessible to a broad audience. The project highlights an innovative approach to cybersecurity education by embedding learning seamlessly within a mystery‑driven adventure.

  • CSE-4 Between Cure and Chaos

    Students: Vincent Luong, Yuhan Tang, Shawn Meng, Sean Masterson

    Between Cure and Chaos is a 2D, turn-based RPG set in a post-apocalyptic world where players play as a scientist named Peter, who is searching for his missing lab partner and a cure that could save humanity. Players explore a large, interconnected open-world map, battling through hordes of enemies with a strategic turn-based card system. Each card offers unique effects: attacks, buffs, healing, and area-of-effect abilities, while weapons can be upgraded to make them more powerful. Players can also craft stronger cards by combining two cards from their collection, and build different decks to tackle the hordes of enemies encountered during the journey. The game emphasizes resource management and story-driven exploration, allowing players to make meaningful choices that influence their journey. With a focus on accessibility, the game provides clear HUD elements and intuitive controls, making it approachable for both casual and strategic players. 

  • CSE-5 Mōri - A Unity Game by Raindrop Studios

    Students: Simeon Dimitrov, Samuel Mouradian, Arvind Pagidi, Aidan Swan
    Advisors: Levi Scully - Master's Graduate & VR Developer at the University of Nevada, Reno's CSE Software Systems Lab

    THE YEAR IS 1578, AND JAPAN IS AT WAR... You are Mōri Katsuko, a samurai who has been called by his daimyo to aid the Ikko Ikki clan at their capital city. Sent with a supply wagon and only a handful of samurai, you must reach your ally's capital with the supplies, lest the Oda clan succeeds in their siege and brings another province under their control.  Mōri is a first-person combat game set within the Sengoku period of Japanese history. This is a title that takes inspiration from a variety of combat games, such as Chivalry: Medieval Warfare, Ghost of Tsushima, Mordhau, Ninja: Gaiden, and Ultrakill.  Mōri will include two game modes. The game will be set within a "Horde" mode, wherein you will attempt to survive an onslaught of enemy forces, which will grow in size and difficulty as time progresses.  Will you be the one prevail against the Oda clan's army, or will you bring shame to your clan and dishonor to your family?

  • CSE-6 All Stars Arena

    Students: Thompson Thai, Michael Pedote, Z He

    All Stars Arena is a fast-paced, 3D platformer, fighting game that is going to be published on Roblox. Players can unlock characters through a gacha summon system that provides different cosmetics and visual effects. Using those characters the player can choose to drop into our free-for-all arena for some quick brawls, they can choose to queue up for matches if they are feeling a bit more competitive, or they can choose to just hang out in the lobby to show rare titles or cosmetics that they have earned. Our goal for this project is to break the stigma that comes with Roblox development, as well as open Roblox up as an option for indie developers choosing to create a multiplayer game.

  • CSE-7 Reinforcement Learning Neural Network to Play a 2D Stick Fighter

    Students: Jared Baze, Alex Zorzella, Alyssa Workman, Chanel Koh
    Advisors: Richie White (CSE), Lucas Lac

    The purpose of this project is to apply reinforcement learning techniques to train AI agents capable of playing a 2D fighting game. The primary goals are to implement reinforcement learning in a fighting game environment, compare the fighting style and performance between multiple models, and evaluate how these AI agents perform against human players. Analyzing AI-human interaction can also help assess which models are best in promoting player growth and satisfaction, a key consideration for game players and developers alike. The intended audience of this project are game studios and developers seeking cost-effective, time-efficient ways to train new characters and update current ones. By focusing on generalization and flexibility, this project aims to produce models that can adapt to new characters and updates with minimal retraining, making the models easier for our audience to use.

  • CSE-8 Echo's Cry

    Students: Andrew  Wittig, Abigail  Barnes, Victor  Dang, Colby Gramelspacher
    Advisors: Chris Forkner (Unity Engineer)

    Echo's Cry merges the fundamental mechanics of rhythm games and horde-based fighting games into one exciting game-play loop. Think of the game Hades, except every attack must be on beat. The player begins the gameplay loop by starting in the town square. This is the central hub to access the Shop Keeper to buy items, and the Blacksmith to upgrade character stats and unlock weapon abilities using currency dropped from different enemies. The player may then enter through a number of gates to begin a level. The player battles waves of enemies through utilizing their given instruments' unique abilities, and performing combinations of light and heavy attacks to deal greater damage. The player may dodge or parry attacks from enemies by dashing away. Both the effectiveness of attacking and dodging are tightly interleaved with the user's success in completing rhythmically timed inputs to the beat of the soundtrack.

  • CSE-9 Promptle

    Students: Richard Nguyen, Jorge Cervacio, Cody Shrive, Cole Gilliam

    Promptle is a web game inspired by Wordle but with AI implemented into it. This project addresses the limitation that traditional Wordle games have, where topics are hard coded and pulled from a fixed database. We solve that by integrating AI through the OpenAI API, allowing puzzles to be dynamically generated based on the user's prompt. Promptle is a webpage with a Wordle-like game as its main feature and core experience. The platform includes a login system with user profiles, "most common" Wordle-style games, AI prompt-generated games, multiplayer functionality, and a variety of additional game modes. The multiplayer mode showcases online compatibility, giving users the ability to compete in real time.

  • CSE-10: Our Final Aphelion

    Students: Joe Wu, Malcolm  Hays, Austin  Fredstrom, William  Leon

    Our project is an online multiplayer first-person extraction shooter. Where you and/or your friends are space mercenaries who take odd jobs from people who have posted to spacelist (space Craigslist). These people abandoned a space station called J.A.W.M for unknown reasons. Clearly they left things behind, or just want something, which is where you and/or your team comes in to take the odd jobs and go to the abandoned space station to retrieve said items, and any items you find that aren't valuable to your client are all yours. Beware however there may be unknown danger lurking, or other mercenaries, so it would be recommended to bring items to defend yourself.

  • CSE-11 BEATDOWN

    Students: Marlo Ongkingco, Nicky Victoriano, Cole Kauffman, Royce Ortega
    Advisors: Gunnar Wumbaugh

    BEATDOWN is a high-octane multiplayer rhythm game where every playthrough is a musical concert come to life. The annual Battle of the Bands competition is calling you, and you're ready to fight to the top! Team up with up to 4 friends in couch co-op, choose from a variety of instrument-inspired fighters, and battle your way through stylish stadiums filled with enemy bands that test your reflexes, rhythm, and team coordination. Land precise hits to trigger powerful buffs, enter a Flow State, and rack up satisfying streaks as your squad stays perfectly in sync. Whether you are competing for top scores or just jamming with friends, BEATDOWN delivers the rush of action combat with the pulse of a live performance. Don't be late!

  • CSE-12 AI-Assisted Medical Triage System for ENT Practices

    Students: Angelo Calingo, Joshua Matni, Ploy Wandeevong, Kyla Trotter
    Advisors: James McDuffie (Amazon Web Services), Dr. Ben Teitelbaum (Carson Tahoe Ear, Nose, & Throat)

    Our team is building an AI-powered triage system designed to streamline patient intake and prioritization for ENT clinics. When patients call the clinic, they interact with a conversational AI agent that collects their symptoms, medical history, and relevant information in a natural, guided exchange. The AI analyzes this data to assess the urgency of each case, automatically flagging critical symptoms and generating a concise patient summary for clinic staff to review. All incoming cases are displayed on a staff-facing dashboard, organized by urgency level  so users can quickly identify who needs immediate attention. Staff retain full oversight throughout: they can review, edit, or override any AI-generated assessment at any time. By automating the initial intake process, the system aims to reduce administrative burden, minimize bottlenecks, and ensure that patients with the most pressing needs receive timely care.

  • CSE-13 Cyber Clinic

    Students: Leslie Becerra, Austin  Finch, Vanessa Medina, Manuel Morales-Marroquin
    Advisors: Bill Doherty, Shamik Sengupta (Cybersecurity Center University of Nevada Reno)

    The Cyber Clinic Web Application is an affordable, easy-to-use alternative to expensive commercial vulnerability scanners that many small organizations cannot afford. Developed to support the student-led Cyber Clinic nonprofit founded at UNLV and now expanding to UNR, this project helps local businesses, tribal agencies, and local governments better understand and reduce cybersecurity risks. These groups are often prime targets for cyberattacks due to limited budgets, staffing, and in-house security expertise.  Since our initial design, the system architecture has significantly evolved. Originally, all scans were processed directly on the web server. However, to better support organizations with internal or segmented networks, we implemented a hybrid scanning model. Users can create an account to scan public-facing websites immediately. For internal networks, they can download a secure client application that connects to the platform. The client verifies its integrity, establishes a secure tunnel, executes scans locally, and sends results back for processing.  Our primary deliverable is a clear, human-readable report that translates technical findings into plain English with actionable recommendations. Each report also provides a direct path to contact the Cyber Clinic for free follow-up support and education.

  • CSE-14 Wonderkin Toybox

    Students: Ivan Ching, Bailey Escritor, Liam Riel, Andrew Shelton

    Wonderkin Toybox is a top down 2D turn-based strategy video game that combines tactical grid-based combat with a deck-building system, all set within the imaginative world of a child's toybox. This project explores strategic decision-making and card mechanics that can create meaningful player choice and replayability. The goal of Wonderkin Toybox is to innovate within the turn-based strategy genre by integrating tactical grid-based combat with a flexible deck-building system that encourages adaptive and creative play. By giving each unit its own deck and allowing players to customize and expand their team over time, Wonderkin Toybox promotes strategic experimentation while maintaining depth across repeated playthroughs. Having this system coupled with a procedurally generated map for each stage, the project aims to create a replayable strategy experience where no two runs will feel the same. 

  • CSE-15 RadSpire

    Students: Dillon Janakus, Pablo Macias, Justin Trinh, Kevin Munson

    RadSpire is a top-down open-world RPG set in a post-apocalyptic modern world where players explore the remnants of a collapsed civilization shaped by technological failure and environmental instability. Developed in Godot using C#, the project emphasizes systems-driven gameplay and modular, component-based architecture to create a scalable and maintainable codebase. Players scavenge resources, craft equipment, manage inventory, and engage with AI-driven threats in a persistent, interactive environment. RadSpire highlights the integration of game design and software engineering principles, demonstrating collaborative development practices, structured documentation, and iterative system refinement to transform an ambitious concept into a polished technical and creative experience.

  • CSE-16 Cycle of the Dead

    Students: Trent Smelich, Luis Garcia, Jia Xing Luo

    The senior project that we have is a 2D Top-Down defensive survival video game with a roguelike aspect video game called Cycle Of The Dead. The game will mainly feature roguelike and defensive elements. The main goal of the game is to survive as long as you can and get the most enemy kills as possible. During the game, the player is able to get the upgrade offer, get more coins, and buy different types of buildings in the shop in order to get stronger as the waves of enemies are increasing. After the player is dead, the player needs to retry the game from the start. Cycle Of The Dead is developed by Unity game engine, C# scripts, and other assets.

  • CSE-17 Mecha War Z

    Students: Warren Truong, Weijun Zheng, Ellison Domingo

    Our game project is a turn-based, combat-oriented Mecha (robot) game. The purpose of this project is to introduce cool mechanics into turn-based gameplay, which typically relies on strategies and precision. The goal is to provide and attract fans of turn-based games, as well as casual players, who want to try something new within a similar game loop. We want to create a fun and interactive experience through simple controls and engaging gameplay mechanics, which include inventory management, navigation/exploration, combat decisions, and natural level progression, to foster a sense of accomplishment. Players can collect equipment by defeating enemies or discovering it through exploration. Equipment can affect players' in-game stats, such as health restoration or Attack damage during combat. Enemies spawn on the map to progress to the next stage; the player must defeat them. The main selling point of the game is our core combat system, an AP (action points) system, which tests the creativity of the player. If correctly unitized, the player can enter Fury/Rage mode, which adds extra turns without the AP restrictions. Combining Fury/Rage mode with the Skill/Level system, players build the ultimate Mecha of their dreams. 

  • CSE-18: Interactive Visualizations of Astronomic Data

    Students: William Chuter-Davies, Ethan Claire, Jacob Xie

    This project is a proof-of-concept for a web-hosted data-visualisation tool proposed to the NSF by Dr. Richard Plotkin and Dr. Sergiu Dascalu et al. It is designed, developed, and published on behalf of the University of Nevada, Reno, Department of Physics and shall be made publicly available for the purposes of academic research and education. Our team is designing and implementing support for two-dimensional data-visualisations, full-feature plots and displays, linear regression, data-mining procedures, dataset importation/exportation, remote storage, user authentication, and user-group management. Our team is also providing opportunities for students to learn about astronomy, data-visualisation, and academic research.

  • CSE-19 Identiflora

    Students: Dylan Seibel, Jackson Loughmiller, Selena Nichols, Mark Mitzen

    Identiflora is a mobile application that allows users to identify plants and compete using their plant identification skills. Powered through an AI plant identification model embedded within the application, Identiflora can identify various plants solely through camera or image upload. The app also offers the ability for users to create an account to compete with other users based on their independent ability to successfully identify plants. Plant enthusiasts can snap a picture of a plant and select their guess of the plant's identity. If correct, they gain points to compete against other users on leaderboards, progress toward leveling up, and earn various in-app rewards through their identifications.

  • CSE-20 RapidENT: AI-Powered ENT Triage Chatbot

    Students: Divisha  Naharas, Wiem  Boubaker, Brendan  Capello
    Advisors: James McDuffie and Dr. Benjamin Teitelbaum

    Our project is an AI-powered ENT Patient Support Chatbot that helps users determine the severity of their ear, nose, or throat symptoms before considering where to get assistance. The chatbot conducts a brief, guided discussion, gathers crucial facts (duration, severity, and whether symptoms are getting worse), and then assigns an urgency level: emergency, semi-urgent, or routine. It is not a diagnostic tool; rather, it is intended to facilitate safer and quicker decision-making. For clinicians, the system will provide a concise case narrative and highlight symptom-matched reference images, making evaluation faster and more consistent. The idea is to decrease unnecessary emergency visits and enable individuals at greater risk to get medical attention sooner, all through a user-friendly web experience.

  • CSE-21 AGROS WHORL-E

    Students: Isaiah McLain, Yovan Hirales, Jairo  Cadena-Mendez, Elena Chau
    Advisor: Assistant Professor Parikshit Maini, University of Nevada, Reno

    AGROS WHORL-E is a fully autonomous drone capable of precisely applying gametocides to Sorghum Whorls. WHORL-E takes a flight mission plan, then automatically detects sorghum whorls it finds in it's flight through computer vision and through controls and visual servoing, positions itself towards the whorl to apply the gametocide before continuing on it's flight mission applying gameotcides to each whorl it passes. Effective gametocide application is critical to induce male sterility by producing hybrid seeds to prevent plants from reproducing with themselves. As a result, this application eliminates manual labor required to apply gametocides when the sorghum is growing, which can be tedious, harmful, and costly.  Accurate gametocide application has an effect on crop yield as well as the survivability of plants by allowing selective breeding to increase resistance to heat, disease, etc.

  • CSE-22 Atlas - Fitness App

    Students: David Riede, Langdon Isaacson, Matthew Patterson
    Advisors: Atlas - Johnathan Berrier, Chad Sherf

    Atlas is an AI-powered personal training platform designed to make fitness guidance more accessible, engaging, and efficient for both clients and trainers. Many beginners struggle with consistency and personalized direction, while trainers often spend excessive time on administrative tasks rather than coaching. Atlas addresses both challenges through intelligent automation and trainer-supported feedback.  The platform features a conversational AI chatbot that provides structured workout guidance, habit reinforcement, and progress insights tailored to individual users. Instead of relying on complex manual tracking, users interact naturally through chat and guided prompts. To enhance motivation, Atlas incorporates a Greek mythology-inspired gamification system where users earn themed avatars, achievements, and milestones that reflect their progress.  Unlike fully automated fitness apps, Atlas keeps trainers in the loop. Clients can upload workout videos directly to their personal trainer, who can review footage, provide visual annotations, and deliver personalized feedback. AI-assisted workout logging further reduces repetitive data entry for trainers, allowing them to focus on meaningful coaching interactions.  By combining AI guidance, human expertise, and engaging design, Atlas creates a balanced, scalable approach to modern personal training.

  • CSE-23 Planetfall Protocol

    Students: Rajat Sharma, Emma Cornia, Bella Picasso-Kennedy, Edgar Lopez

    In this single-player sci-fi adventure, take on the role of Atlas, an interplanetary explorer whose routine survey mission goes disastrously wrong. After a catastrophic crash, you find yourself stranded on a distant alien world: isolated, damaged, and far from any known star routes. As you explore the planet's varied environments, it becomes clear that a mysterious, planet-wide event has wiped out nearly all advanced technology. What little remains of technological knowledge is fragmented and unstable. The surviving colonies have adapted in different ways, each holding pieces of the planet's forgotten history and conflicting ideas about its future. Accompanying you is VERA, your AI companion who serves as a constant guide throughout the journey. VERA assists with environmental analysis and translation of alien languages, helping you make sense of the planet's ruins and surviving colonies. Your ultimate goal is to rebuild your ship, but the path forward is not simple. As you learn more about the planet and its people, you must make meaningful choices that shape the story's outcome. Will you focus solely on escape, leaving the planet behind? Or will you stay to help rebuild what was lost, forging a new future from the ruins of the old?

  • CSE-24 Bloom

    Students: Illya Gavlovskyi, Max Knaefler, Jay Knight

    Bloom is a socially assistive system that helps Speech Language Pathologists and Teachers guide students through a speech therapy lessons. A web application is used to assign and manage lessons, while an interactive robot leads students through lessons using spoken prompts and real time feedback. The system is designed to be simple, reliable, and secure, supporting personalized learning and consistent practice.

  • CSE-25 New Class Search

    Students: Gisselle Cruz-Robinson, John Libed, Derek Ngu, Dominic Valdez
    Advisors: Jordan Hastings

    The New Class Search redesigns the current University's class search system as a modern, user-friendly web application that improves course exploration and academic planning. The existing system can be difficult to navigate, making it challenging for students to efficiently browse classes and organize schedules. Our solution simplifies course searching, provides a digital planning tool, and offers resources for exploring degree programs. The application combines an intuitive interface with structured course data to make searching, comparing, and planning classes more straightforward. Role-based features for students, advisors, instructors, and administrators provide support for different needs. The project prioritizes usability and accessibility to make academic planning simpler and easier to understand for all students.

  • CSE-26 Error of Eden

    Students: Kaitlyn Valdez, Jasmine Kong, Natalie Roberts, Harry Sho Aguinaldo

    Our group developed a cozy horror 2D pixel-style narrative game centered around a girl searching for her missing friend. The story begins with the girl reading the final post from their friend, which describes an unsettling town filled with secrets. Driven by a need for answers, the girl must travel to this town in hopes of finding her friend. As the player explores the town, they will interact with townsfolk, solve a variety of puzzles, and collect items that will uncover darker secrets. Built in Unity using entirely original artwork and music, our goal was to create a rich, story-driven experience as well as puzzle-based gameplay that keeps the player entertained and challenged throughout. Will she be able to save her friend, or will the town get another new resident?

  • CSE-27 Phalanx

    Students: John Althoff, Aiden  Coss, Karam Alkherej

    Phalanx is a web-based security evaluation platform designed to assess the robustness of large language models before deployment. As LLMs become increasingly integrated into products and services, they introduce new risks such as prompt injection, jailbreak attacks, and unsafe output generation. Phalanx allows users to securely connect their model via API and run structured adversarial testing against it. The system executes automated vulnerability probes, analyzes model responses, and generates a detailed report. Our goal is to make LLM security testing accessible, repeatable, and transparent. Rather than relying on informal red-teaming or ad hoc testing, Phalanx provides a standardized framework that produces measurable results and actionable insights. The platform is designed with a secure client-server architecture, emphasizing safe API handling and responsible data processing.

  • CSE-28 AgendaAI

    Students: Biniam Gashaw, Ankush Joshi, James Acacio, Alexander Medal

    AgendaAI is a web-based academic planning application designed to help college students manage assignments, events, and communications across multiple platforms. The system integrates Canvas, Gmail, and Google Calendar using OAuth 2.0 and the Model Context Protocol (MCP) to aggregate data into a unified dashboard. Built with React, FastAPI, PostgreSQL, and AWS Cognito, AgendaAI enables users to create and categorize tasks and events, receive priority-based reminders, detect scheduling conflicts, and interact with an AI assistant through natural language commands. The platform emphasizes security, accessibility, and usability while reducing student stress by centralizing fragmented academic tools into a single intelligent interface.

  • CSE-29 Shale

    Students: Christopher Maldonado, Justin Juera, Jennifer Hogueison, Hunter Bickel
    Advisors: Shawn Treants, College of Southern Nevada

    Shale is a 2D search-action platformer built in the Godot Engine, where you play as a girl with mysterious cloning powers named Shale. Shale lives in the Chasm, a cavern where monsters have started showing up as the air gets colder and colder, disrupting life in the fragile society that has developed since humanity reached the stars and all but forgot about their species' cradle. Explore, gather equipment, solve puzzles, and find out who is causing this mysterious phenomenon and why. Even if Shale can't handle something alone, she's never alone when she's with her clone. The clone mirrors her movements, allowing you to double  your firepower against enemies, and explore multiple areas simultaneously. Even in a bleak world, the mistakes of the past need not be the future.

  • CSE-30 Omnia Wellness

    Students: Alexis  Asuncion, Johan  Ramirez

    For Innovation Day, we'll showcase our progress from early prototypes to working features, demonstrate real-time health integration, and highlight the insights our visualizations provide to help users make data-driven wellness decisions.

  • CSE-31 FMC: Fully Modular Controller

    Students: Lloyd Cargo, Allen Bruan, Damian Conteras

    The Fully Modular Controller (FMC) is a gamepad with hot-swappable modules allowing for on the fly reconfiguration of the controller, as well as user definable customizations to allow for an open and configurable controller platform. It consists of the actual controller, as well as the controller modules that are configurable.

  • CSE-32 AI Agent Calendar/Scheduler Application

    Students: Byron Billy , Luis  Perdomo , Conner Marks, Edgar  Rodriguez-Angulo

    We are developing an intelligent, agent-driven calendar that actively manages a user's time using real-time location services. The system calculates drive times based on the event's location and the user's current position, notifying the user when it is time to leave to arrive on time. If the user is not at the event location, the app adjusts departure times based on traffic and distance. Our app focuses on user preferences, such as preferred sleep times or other softer-constrained events. Additionally, the app will suggest local events that the user may be interested in and that fit within their schedule. Our goal is to transform a traditional calendar into a proactive assistant that enhances daily time management and provides helpful recommendations.

  • CSE-33 Kairos

    Students: Zach Zimmermann, William Bryan, Jackson Elsemore, Ryan Ransom

    Kairos is a web platform that lets users build and test investment strategies through a system of connected nodes that represent data-processing steps and generate signals for portfolio allocation. The platform emphasizes long-term strategy design over short-term prediction, and supports both rule-based approaches and optional deep-learning-based risk analysis to help users explore how strategies behave across different market conditions. Kairos also provides research and comparison tools that summarize results using standard performance and risk statistics such as overall/annualized return, volatility, correlation, maximum drawdown, Sharpe ratio, and factor analysis with the aim of helping non-professional investors think more strategically about investment decisions and better understand the risks associated with different approaches.  Users can prototype ideas like periodic rebalancing, indicator-based regime switching, and risk-on/risk-off allocations, then inspect results through interactive charts and side-by-side comparisons. The goal is to provide a tool that allows users to reason about investment strategies, while encouraging them to evaluate tradeoffs such as turnover, concentration, and sensitivity to different kinds of risks.

  • CSE-34 Flow & Sensor Forecast

    Students: Cory Bateman, Bohdi Norvell, Tim Hand
    Advisors: Austin Martin, Truckee Meadows Water Reclamation Facility

    The project's focus is creating a platform for process engineers to use predictive modeling for several tasks. Our web application allows for predictive models to uploaded and used either independently to make predictions or as soft sensors to monitor the integrity of critical sensors throughout the plant. By providing accurate models of critical sensors, changes in data integrity can be caught earlier leading to better plant efficiency. The application keeps track of the model analytics and allows for reports to be generated. We have also built an API that lets authorized users access the prediction infrastructure from outside the application. This allows the systems administrator at the plant to tie the predictions into any current distributed control systems. We are currently working with Truckee Meadows Water Reclamation Facility and have modeled the total influent flow, as well as the North and South manhole level sensors. 

  • CSE-35 Fragcomms

    Students: Aaron Ba, Sean Lai, Shannon Belton, Jacob Darby
    Advisors: Wilmer - SCL.gg

    Professional Counter-Strike 2 teams rely on match replay files to analyze gameplay and improve performance, but existing replay tools make it difficult to understand team communication and decision-making. Replays often lack voice communications, and reviewing multiple player perspectives is time-consuming and inefficient. This project addresses the challenge of contextualizing in-game actions with team communication during post-match analysis. We are utilizing Discord, WhisperX, and many other public GitHub projects to gather audio, transcribe, and analyze communications. This will be combined with a 2D replay of the game to sync the game events to the communications, giving the replay the power to be more than just a map.

  • CSE-36 Petch

    Students: Jonathan Nunez, Luis  Carrillo, Omar Rojas, Jhade  Mondragon

    Petch is a modern pet adoption platform designed to revolutionize the way people discover and adopt pets. Inspired by the intuitive swipe-based interfaces of popular dating apps, Petch brings a fresh, engaging approach to pet adoption that makes the process enjoyable and accessible for everyone.  The platform addresses a critical problem in animal welfare: despite millions of pets in shelters across the United States, traditional adoption processes can be cumbersome, fragmented, and discouraging for potential adopters. Petch solves this by providing a unified, mobile-first experience where users can browse available pets through an intuitive discovery interface, filter by preferences such as species, breed, age, and special needs, and connect directly with verified shelters and rescue organizations.

  • CSE-37 JamX Translator

    Students: Amiel Brent Galela, Mary-Ann Affo, Johnnie Morris

    JamX Translator is a software tool that aims to bridge the gap between increasing interest in video games worldwide and the lack of language support for these global audiences. For this purpose, this project employs Optical Character Recognition and Text Hooking to allow for the detection of text visually and within the game's memory. Users will be able to translate detected text manually or with machine translation software such as Google Translate and have this translation displayed over the game. Translated text can then be shared with others so that anyone can enjoy a video game regardless of language. This project will serve as a means to bypass the language barrier impeding enjoyment of video games internationally that has otherwise remained unaddressed.