This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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Description
I, Christopher Negrich, am the sole author of this paper, but the tools described were designed in collaboration with Andrew Hoetker. ConstrictR (constrictor) and ConstrictPy are an R package and python tool designed together. ConstrictPy implements the functions and methods defined in ConstrictR and applies data handling, data parsing, input/output

I, Christopher Negrich, am the sole author of this paper, but the tools described were designed in collaboration with Andrew Hoetker. ConstrictR (constrictor) and ConstrictPy are an R package and python tool designed together. ConstrictPy implements the functions and methods defined in ConstrictR and applies data handling, data parsing, input/output (I/O), and a user interface to increase usability. ConstrictR implements a variety of common data analysis methods used for statistical and subnetwork analysis. The majority of these methods are inspired by Lionel Guidi's 2016 paper, Plankton networks driving carbon export in the oligotrophic ocean. Additional methods were added to expand functionality, usability, and applicability to different areas of data science. Both ConstrictR and ConstrictPy are currently publicly available and usable, however, they are both ongoing projects. ConstrictR is available at github.com/cnegrich and ConstrictPy is available at github.com/ahoetker. Currently, ConstrictR has implemented functions for descriptive statistics, correlation, covariance, rank, sparsity, and weighted correlation network analysis with clustering, centrality, profiling, error handling, and data parsing methods to be released soon. ConstrictPy has fully implemented and integrated the features in ConstrictR as well as created functions for I/O and conversion between pandas and R data frames with a full feature user interface to be released soon. Both ConstrictR and ConstrictPy are designed to work with minimal dependencies and maximum available information on the algorithms implemented. As a result, ConstrictR is only dependent on base R (v3.4.4) functions with no libraries imported. ConstrictPy is dependent upon only pandas, Rpy2, and ConstrictR. This was done to increase longevity and independence of these tools. Additionally, all mathematical information is documented alongside the code, increasing the available information on how these tools function. Although neither tool is in its final version, this paper documents the code, mathematics, and instructions for use, in addition to plans for future work, for of the current versions of ConstrictR (v0.0.1) and ConstrictPy (v0.0.1).
ContributorsNegrich, Christopher Alec (Author) / Can, Huansheng (Thesis director) / Hansford, Dianne (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Mixed reality mobile platforms co-locate virtual objects with physical spaces, creating immersive user experiences. To create visual harmony between virtual and physical spaces, the virtual scene must be accurately illuminated with realistic physical lighting. To this end, a system was designed that Generates Light Estimation Across Mixed-reality (GLEAM) devices to

Mixed reality mobile platforms co-locate virtual objects with physical spaces, creating immersive user experiences. To create visual harmony between virtual and physical spaces, the virtual scene must be accurately illuminated with realistic physical lighting. To this end, a system was designed that Generates Light Estimation Across Mixed-reality (GLEAM) devices to continually sense realistic lighting of a physical scene in all directions. GLEAM optionally operate across multiple mobile mixed-reality devices to leverage collaborative multi-viewpoint sensing for improved estimation. The system implements policies that prioritize resolution, coverage, or update interval of the illumination estimation depending on the situational needs of the virtual scene and physical environment.

To evaluate the runtime performance and perceptual efficacy of the system, GLEAM was implemented on the Unity 3D Game Engine. The implementation was deployed on Android and iOS devices. On these implementations, GLEAM can prioritize dynamic estimation with update intervals as low as 15 ms or prioritize high spatial quality with update intervals of 200 ms. User studies across 99 participants and 26 scene comparisons reported a preference towards GLEAM over other lighting techniques in 66.67% of the presented augmented scenes and indifference in 12.57% of the scenes. A controlled lighting user study on 18 participants revealed a general preference for policies that strike a balance between resolution and update rate.
ContributorsPrakash, Siddhant (Author) / LiKamWa, Robert (Thesis advisor) / Yang, Yezhou (Thesis advisor) / Hansford, Dianne (Committee member) / Arizona State University (Publisher)
Created2018