Projects

More than 50 projects were submitted to the Campus of the Future competition by U-M students from a wide variety of majors and backgrounds. Just how is Michigan being reimagined for the 21st century? Each and every entry is different and brings a unique perspective to the discussion.

Explore the full list of project descriptions below by category and come engage with featured entries at the project showcase on October 26, 2017.

  • Adjacent

    The Campus of the Future is dependent upon greater capacity to build and scale entrepreneurial efforts across its campus. To realize this vision, this project has created a mobile app called Adjacent: a virtual incubator to help student entrepreneurs from different disciplines meet and collaborate while providing alumni entrepreneurs continued access to the valuable guidance and network of the university. Using location-based technology, Adjacent allows people to see what ideas, skills and resources are right around them. Gamification and an intuitive user experience make the process of starting a company more approachable, lowering the barrier to entry for non-traditionalists. On the back end, Adjacent gives the university valuable data into how and where innovations are happening, which allows them to better target valuable resources.

  • Beyster Bluepath

    About 285 million people are estimated to be visually challenged worldwide. Yet buildings, cities and maps are designed with sighted users in mind, making navigation challenging at best and dangerous at worst. This project is building a mobile application that can provide audio navigation instructions. The application—currently being tested in the Beyster Building on North Campus—would elicit user input via voice commands in natural language, locate the user within a building and then provide turn-by-turn instructions to the destination. This solution currently fits into the room and building scales, but the prototype could be scaled further to cover every U-M building, ensuring campus-wide impact in the near future.

  • CrystaLens

    No adequate medium currently exists to facilitate the study three-dimensional academic material. This project’s solution is to develop an augmented reality platform that allows users to project and interact with such content, as if it were occupying the real world with them. Students and professors will be able to easily upload, view and share 3-D content. It can be sorted by course, section or any other relevant grouping, and accessed on any device with an Internet connection. This room-scale project will have university-wide benefits. The platform, which runs smoothly on common smartphones (IOS and Android), can also integrate seamlessly with current teaching strategies.

  • Find Your Ditto

    Almost 20 percent of U-M students have registered some form of chronic physical condition or mental challenge with the university. Such illnesses often take their emotional toll, causing sufferers to experience anxiety and depression at rates 50 percent higher than the general population. And those feelings can lead to isolation. To combat this situation, this project proposes Find Your Ditto: a mobile platform that helps these students connect with on-demand, in-person peer support from “dittos” fighting the same battle.This network of peers can provide relief—e.g., a simple “me too” over coffee at the union—at the touch of a button and serve as an adjunct to the university’s existing counseling and psychological services system.

  • Sahbi

    Imagine moving to a foreign country, where you are expected to not only get used to a strange culture, but also learn a strange tongue. To ease that process, this project proposes an app called Sahbi (the Arabic word for “friend”). The application’s goal is language development for English as Second Language students. (Sahbi is currently focused on native Arabic speakers, but can be tailored to other languages such as Spanish and Chinese.) It is free, customizable to each student’s needs and provides additional online resources/suggestions for future activities. Sahbi combines writing, oral communication, vocabulary skill building, and promotes cultural assimilation all in one app. It is also available to students outside the classroom, ensuring access to an expert with a click of a button.

  • A Trike for Shared Mobility

    Most students rely on buses or bikes (in good weather) for commuting. But are they the only answers? This project proposes the development of Human Powered Vehicles (trikes) for campus-wide use. The HPV would be a hybrid, with a 500W solar-chargeable motor to negotiate hills as well as straightaways. The body would be an enclosed polycarbonate shell to protect drivers from the weather as well as collisions. A mobile app would locate the nearest trike and enable reservations. After riding, a student could drop it off at the nearest charging station. The advantage of using a trike over a bike is that a trike would be more stable and safer and impervious to the seasons. The final deliverable would be a working prototype.

    Categories: Mobile Apps Mobility

  • A Virtual Reality/Augmented Reality MOOC

    In its mission statement, U-M pledges “to serve the people of Michigan and the world through preeminence in creating, communicating, preserving and applying knowledge.” Developing a Massive Open Online Course enhanced by virtual reality/augmented reality technology will help the university meet this goal and position itself as a leader of emerging trends in education access and availability. VR/AR technology, in the form of hand-held, phone-based headsets, offers unique opportunities for the graphic representation of research findings, making otherwise dry material seem more engaging and relatable. This content can be enhanced through room-scale, in-class enrichment exercises. The proposal will also shape the future of the university on a campus-wide scale, by expanding its reach far beyond the geographic boundaries of the institution.

  • Who’s There

    Students on this project team will leverage existing facial recognition software capabilities and will utilize off the shelf video and audio technology to develop a low-cost solution: a tool to help the visually impaired know “Who’s There?” in their immediate surroundings. If well-designed and executed, this tool will have significant benefits for both students and faculty who are affected by low vision.

    Categories: Inclusivity Mobile Apps