Purpose:The purpose of this system is to assist in the identification of spilled puddles of liquid in microchip manufacturing plants. This is an important problem to solve because while some puddles in the plant may be harmless (leaking fire sprinkler pipe), others may be potential biohazards (any of the over sixty dangerous acids, solvents, caustics, etc). This danger means that any puddle not immediately recognized must be treated as a biohazard, and causes the plant to close down until a HazMat team can determine the puddle’s origin. This often shuts the plant down for the remainder of the day, resulting in monetary loss for the company that owns the plant. Being able to determine the composition of a puddle without shutting down the plant and waiting for HazMat effectively increases the lifespan of the plant.![]() Features:BackgroundThe system uses UnrealEd to recreate a microchip manufacturing plant.The Unreal Tournament 2004 game engine allows the user to navigate the plant via a custom character model (most likely to be a HazMat worker or an Intel employee in a “bunny suit”). Models![]() The system will model, texture, and display the following dangers:
The rest of the models will be created custom using Discreet 3DStudioMax 7. The demo uses the follwing models, whose images are taken from the UCI Integrated Nanosystems Research Facility website.
The system could easily be modified to function for other manufacturing plants. ![]() The SquirtgunSpills are placed using a specially designed and programmed gun (the Squirtgun).When the user fires the Squirtgun, it places a puddle wherever the reticle is aimed. ![]() For sake of easy, the Squirtgun has a simple targeting reticle, and no recoil when fired. On impact, the puddle uses its location to calculate the most likely composition a puddle in that location would have, and displays this information. ![]() A limited number (to be determined at a later time) of puddles may be placed at once; when the limit is reached, the oldest puddle (and all its information) will disappear. How to use:The system is very easy to use, as all that the user is required to do is place a puddle. The user navigates through the plant, using standard Unreal Tournament 2004 movement (WASD keystrokes to move, mouse to look), and fires the Squirtgun (left mouse button) to place a puddle in an appropriate spot. The puddle will appear where the Squirtgun is aimed, and will display the three most likely compositions of the puddle. If there are fewer than three possible composition/source pairs, then the one or two possible will be displayed, leaving the third space blank. If there is no possible composition/source pair for a puddle’s location, the puddle will display the message "No composition or source found".![]() |