Campus Navigation
Team Members

Atefa Rezai
Luis Pena
Daniel Lopez
Dante Walker

Internal Sponsors/Mentors

Dr. DavidKeathly
Rahul Kumar

Abstract

Our project is a full-stack web application designed to improve campus navigation and enhance student engagement by providing a centralized platform for both location discovery and event management. The system allows users to search and get step-by-step directions to key campus resources with the option for accessible routes and well-lit paths, while also enabling them to browse, view, and register for campus events.

The application integrates a React-based frontend, an Express backend and a Postgres database with PostGIS to manage events, bookmarks, locations, routing, and user data. Events are automatically scraped from UNT’s calendar, allowing for users to access detailed event information, register or unregister from events, receive event notifications via email, and view event locations through map integration. Website admins also have the ability to add, edit, and remove events and locations. Additional features include search and filtering functionality, user authentication with password reset support, and performance optimizations such as pagination to efficiently handle large datasets.

Overall, the goal of this project is to create a user-friendly and efficient platform that simplifies campus navigation, improves accessibility, and helps students stay connected with campus activities.

CypherCity
Team Members

Kayden Plemons
Sunita Abbasi
Michael Haapasaari
Derek Delgadillo-Valencia

Internal Sponsor/Mentor

Dr. Jacob Hochstetler

Abstract

Social engineering is a common entry point for cyberattacks, yet many students struggle to recognize phishing attempts delivered through email, text, or phone. This project addresses the need for engaging, practical cybersecurity education by creating CypherCity, a mobile game that teaches users to identify social engineering tactics through gameplay.

The project was primarily programmed in Dart for the Flutter SDK and includes the Flame framework. Firebase was used for user authentication and cloud storage, GitHub for version control, and VS Code for development. We used Object Oriented programming conventions and Agile project management. We used various AI models in the development phase from Chat GPT 4/5 to Claude's Sonnet 4.6 model.

CypherCity combines base building/tower-defense mechanics (placing and deleting buildings, fighting a constant barrage of weak enemies), a fictional in-game economy (no microtransactions), interactive training quizzes, and then scripted encounters that present users with potential scams through popups of character dialogue and requires binary decisions. A backend template generator was designed to produce social engineering questions informed by ongoing research, keeping the content accurate and current. Using Flutter enabled us to easily make it available on iOS and Android devices.

Results show the app is operational and users can complete defined functional requirements, including account creation, gameplay progression, purchase and placement of buildings, randomized encounters, training questions for education and earning currency, and data persistence.

In conclusion, CypherCity demonstrates that gamified, scenario based learning can deliver accessible cybersecurity training on mobile devices, laying the groundwork for expanded content, analytics, and future evaluation of learning outcomes.

DNAV
Team Members

Veronica Tawfik
Gustan Lolendo
Anthony Carter
Tumi Oladimeji
Arsema Habte

External Sponsor/Mentor

Harrison Boynton

Internal Sponsor/Mentor

David Keathly

Abstract

DNAV is a Unity-based Virtual Reality (VR) navigation system that helps users move through a hospital-style environment. The project focuses on VR interaction, procedural environment generation, and goal-based navigation to simulate real-world wayfinding in healthcare settings. Built using Unity and C#, the system includes VR hand tracking, object interaction, and simple UI controls. Users can explore an automatically generated hospital layout, interact with objects, and follow navigation goals to reach specific destinations. The environment is created using procedural generation scripts to produce flexible and realistic hospital structures. A goal-based navigation system guides users through the environment, with triggers that detect when destinations are reached. The project also includes features such as object grabbing, wall color changes, and basic UI controls for interaction. Testing showed that DNAV provides a smooth and responsive VR experience with stable performance. Overall, the project demonstrates how VR can be used for navigation training, accessibility, and spatial orientation in complex environments like hospitals.

Eat Like the Rainbow Project
Team Members

Joshua Muñoz
Ethan Holley
Aayushma Bhattarai
Rowen Salazar
Lukas Kallus

External Sponsors/Mentors

Eat Like the Rainbow
Chef Cathy Zeis

Internal Sponsors/Mentors

Dr. Anastasia Sacharidou
David Keathly

Abstract

The Eat Like the Rainbow™ mobile app aims to combat childhood obesity, reduce exposure to artificial ingredients, and increase awareness of how food impacts health conditions by making healthy eating easy and affordable for everyone!

Users can scan product barcodes and receive immediate information about potentially harmful ingredients in a product and whether it aligns with their selected medical or dietary restrictions, which empowers them to make more informed and healthy decisions while shopping. The app also provides a nutrition library, sample recipes, "Child Mode", and general budgeting advice to help keep grocery shopping both healthy and affordable.

Our app is designed using a React Native framework and utilizes Google Firebase to handle information storage and retrieval for both user account information and nutritional data.

FarmRA
Team Members

Brenden Morgan
Tyler Kilgore
Nate Denton

Internal Sponsors/Mentors

Dr. Jacob Hochstetler
Professor David Keathly

Abstract

FarmRA is a scalable agricultural monitoring system designed to give farmers reliable insight into soil conditions across their farms. The system uses ESP32-based sensor nodes with LoRa communication and a Raspberry Pi gateway to collect and transmit soil moisture, temperature, and light data. Data is validated, queued, and forwarded to an AWS-hosted time-series database, where it becomes accessible through a secure role-based web dashboard optimized for both desktop and mobile views. Through real-time visualization. GPS-based node mapping, automated notifications, and flexible node management, FarmRA empowers users to make informed decisions about soil health and crop wate needs. This ultimately provides farmers with a robust platform for precision agriculture and long-term farm management.

Attendance Tracker App
Team Name

FlowState

Team Members

Cesar Regalado
Preston Unsworth
Sam Billinghurst
Oscar Montemayor

Internal Sponsor/Mentor

David Keathly

Abstract

Our Attendance Tracker App is a user-friendly solution designed to simplify how teachers monitor and manage attendance. The app provides an efficient way to record,  track, and analyze attendance in real time.

With an intuitive interface, users can quickly check in or mark attendance, while teachers gain access to detailed reports and insights. The app supports automated record-keeping, reducing manual errors and saving time. Features such as real-time updates, secure data storage, and customizable attendance categories ensure flexibility for different use cases.

Key features include:

  • Easy check-in and attendance marking
  • Real-time tracking and updates
  • Detailed reporting and analytics
  • Secure and reliable data management
Food Log App
Team Members

Mary Adeeko
Ian Morrissey
Prapti Pyakurel
Ruby Estrada
Oyindamola Bade-Ojo

Internal Sponsor/Mentor

Professor David Keathly

Abstract

We created the Food Log App to help simplify the process of tracking meals, symptoms, and restrictions. Allowing indivduals to record what they eat will make the process of monitoring reactions and managing dietary preferences much eaiser. This will also allow individuals to understand personal triggers, make better decisions regarding food, and live a healthier, smoother lifestyle.

FoodWise
Team Members

Jordyn Robinson
Joshua Tran
Loredana Fouonji
Paula Agyeman
Raj Patel

Internal Sponsor/Mentor

Professor David Keathly

Abstract

The FoodWise App is a moblie and web application developed by Team PRJL's. The application is designed to help users track their diet and symptoms. As a result, the app can help identify potential allergies, sensitivities, and patterns that may be negatively impacting their health. Users log meals by entering food names, meal types, serving sizes, macros, ingredients, and separately recording symptoms experienced after eating.

The application is built on a relational database for users, food, ingredients, allergens, and symptom logs. The backend is powered by Node.js and connected to PostgreSQL database. The user interface guides users through a streamlined flow from meal entry to symptom logging to visual analytics.

HabitBuddy
Team Name

Taskflow Tech

Team Members

Abyan Huq
Derian Mendez
Julian Bertrand
Rishav Dahal
Rowland Foster

Internal Sponsor/Mentor

David Keathly

Abstract

HabitBuddy is a gamified habit-formation app designed to empower children aged 6 to 12 to develop essential daily routines, such as chores, study habits, or musical practive. Developed by Team TaskFlow Tech to address the friction often associated to habit reinforcement, our app utilizes behavioral science principles to break down complex habits into manageable, interactive steps. The system is build as a cross-platform Progressive Web Application that features a virtual "Habit Coin" economy, digital badge acheivements, and a customizable reward system where kids can redeem coins for parent-approved real-world incentives. By combining a visually engaging and intuitive interface with a secure PIN-protected dashboard for parental oversight, HabitBuddy encourages a sense of independence and accomplishment in young users while providing parent with a structured tool to support their child's development.

Los 3 Reyes
Team Members

Aileen Arvizu
Myles Bennette
Pablo Soliz
Shalish Potula

External Sponsor/Mentor

Valentin Arvizu

Internal Sponsor/Mentor

David Keathly

Abstract

This project is a mobile cattle management application designed to help users track and manage livestock efficiently. It allows users to view, add, and edit cow profiles, including important details such as identification, weight, and health information.

Project Librus
Team Members

Griffith Fitzgerald
Colton Perrin
Kaya Miller
Joseph Scott
Samantha Terrell

External Sponsor/Mentor

Allen Miller

Abstract

The main objective of this project was to design and develop a Library Management Website for the nonprofit Great Lakes Academy. The system includes both a front-end website for user interaction and a back-end database using SQL to manage library records. Our end users need access to a conventional web browser on a Computer or Mobile device and our Website is compatible with Apple OS, Chrome OS, and Windows Operating systems with compatibility with mobile web browsers. Great Lakes Academy students and teachers are the intended end-users and these users will need low technical proficiency with a computer or smartphone to operate the website effectively.

SciKidz
Team Name

Studio Z

Team Members

Kevin Tate
David Cohen
Shuhail Serniabat

Abstract

SciKidz by Studio Z is a mobile-first educational platform utilizing immersive AR experiences to help K-12 students learn and understand STEM concepts. The app is designed using modern web technologies (Vue 3 and Vite), making it compatible for most modern mobile devices. At its core, SciKidz aims to replace passive content consumption with experiential learning using a modular flow designed to help students learn, engage with, and retain information. SciKidz looks to redefine digital education by making complex scientific concepts tangible, interactive, and memorable, bridging the gap between learning and experience.

ScreenTrap
Team Members

Stephen Alonso
Brian Erhart
Wheeler Hayes
Luke Marlin

Internal Sponsor/Mentor

Dr. David Keathly

Abstract

Parents have a hard time controlling the devices they purchased that they allow their children to use. There are applications that may simply give a notification when  screen time is up or lock certain apps. Children are good about finding ways around these measures, especially when the device is not being supervised by the parents constantly. ScreenTrap tries to achieve a total lock on the device. Once ScreenTrap is installed and an IOS or Android device is paired to the parent's Computer, IOS, or Android, parents are able to manage a complete screen lock of their child's device with a click of a button. Their screen will essentially be 'trapped' until the parent lifts the lock from their device. Once the initial install and pairing is done, the screen trapping can be done remotely at any time. Child is grounded from devices? Spending too much time on it? Staying up to late on the device? These are problems ScreenTrap looks to solve while not overlooking kids these day's tech savviness that other solutions might.

RemindME
Team Name

Byte Builders

Team Members

Tiffany Abraham
Sheen Patel
Matthew Thammavong
Hema Thallapareddy

Internal Sponsor/Mentor

Professor David Keathly

Abstract

RemindME is a user-friendly mobile application that will  support users with time-management, habit tracking,  and task completion, with a focus on neurodiverse  users (including those with ADHD).  

The app is available on iOS and Android, featuring two  different modes - Kids and Adults mode, each one  tailored to the target audience. The app allows for  users or parents to create routines, set reminders and  timers, and sync it with the in-app calendar.  

For kids, all components of the app will be managed by the parents/guardians. There will be features to add  reminders, tasks, and rewards for the children. For  rewards, there will be gamification elements along with  personalized prizes included.

VESTA
Team Name

Sift

Team Members

Benjamin Murley
Michael Ronning
Matthew Gregory

External Sponsors/Mentors

Neuropsychology Innovation Lab (NIP)
Michael Barnett
Anna Clara Franklin

Internal Sponsors/Mentors

David Keathly
Rahul Kumar

Abstract

VESTA is a mobile application designed to support cognitive and functional assessment through an interactive, user-friendly platform. The app combines results from a self-administered MoCA-style cognitive screening with a simulation-based task environment that evaluates skills such as financial decision-making, scam awareness, and everyday judgment. By presenting traditional assessment data and applied performance data in one system, VESTA aims to provide a complete picture of a user’s abilities than either method alone. Our team focused on designing and implementing the app interface, integrating assessment workflows, and building a results screen that organizes cognitive and simulation outcomes into a concise summary. VESTA is being developed to compile user outcomes into a report format that can be reviewed by the project sponsor for analysis and follow-up. Current development is centered on connecting live user data to the results interface so that each participant can view assessment progress while also enabling sponsors to receive structured reports derived from those results. VESTA is intended to serve as a scalable foundation for future research and clinical use in cognitive and functional evaluation.