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Description
Large datasets of sub-meter aerial imagery represented as orthophoto mosaics are widely available today, and these data sets may hold a great deal of untapped information. This imagery has a potential to locate several types of features; for example, forests, parking lots, airports, residential areas, or freeways in the imagery.

Large datasets of sub-meter aerial imagery represented as orthophoto mosaics are widely available today, and these data sets may hold a great deal of untapped information. This imagery has a potential to locate several types of features; for example, forests, parking lots, airports, residential areas, or freeways in the imagery. However, the appearances of these things vary based on many things including the time that the image is captured, the sensor settings, processing done to rectify the image, and the geographical and cultural context of the region captured by the image. This thesis explores the use of deep convolutional neural networks to classify land use from very high spatial resolution (VHR), orthorectified, visible band multispectral imagery. Recent technological and commercial applications have driven the collection a massive amount of VHR images in the visible red, green, blue (RGB) spectral bands, this work explores the potential for deep learning algorithms to exploit this imagery for automatic land use/ land cover (LULC) classification. The benefits of automatic visible band VHR LULC classifications may include applications such as automatic change detection or mapping. Recent work has shown the potential of Deep Learning approaches for land use classification; however, this thesis improves on the state-of-the-art by applying additional dataset augmenting approaches that are well suited for geospatial data. Furthermore, the generalizability of the classifiers is tested by extensively evaluating the classifiers on unseen datasets and we present the accuracy levels of the classifier in order to show that the results actually generalize beyond the small benchmarks used in training. Deep networks have many parameters, and therefore they are often built with very large sets of labeled data. Suitably large datasets for LULC are not easy to come by, but techniques such as refinement learning allow networks trained for one task to be retrained to perform another recognition task. Contributions of this thesis include demonstrating that deep networks trained for image recognition in one task (ImageNet) can be efficiently transferred to remote sensing applications and perform as well or better than manually crafted classifiers without requiring massive training data sets. This is demonstrated on the UC Merced dataset, where 96% mean accuracy is achieved using a CNN (Convolutional Neural Network) and 5-fold cross validation. These results are further tested on unrelated VHR images at the same resolution as the training set.
ContributorsUba, Nagesh Kumar (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2016
Description
Education of any skill based subject, such as mathematics or language, involves a significant amount of repetition and pratice. According to the National Survey of Student Engagements, students spend on average 17 hours per week reviewing and practicing material previously learned in a classroom, with higher performing students showing a

Education of any skill based subject, such as mathematics or language, involves a significant amount of repetition and pratice. According to the National Survey of Student Engagements, students spend on average 17 hours per week reviewing and practicing material previously learned in a classroom, with higher performing students showing a tendency to spend more time practicing. As such, learning software has emerged in the past several decades focusing on providing a wide range of examples, practice problems, and situations for users to exercise their skills. Notably, math students have benefited from software that procedurally generates a virtually infinite number of practice problems and their corresponding solutions. This allows for instantaneous feedback and automatic generation of tests and quizzes. Of course, this is only possible because software is capable of generating and verifying a virtually endless supply of sample problems across a wide range of topics within mathematics. While English learning software has progressed in a similar manner, it faces a series of hurdles distinctly different from those of mathematics. In particular, there is a wide range of exception cases present in English grammar. Some words have unique spellings for their plural forms, some words have identical spelling for plural forms, and some words are conjugated differently for only one particular tense or person-of-speech. These issues combined make the problem of generating grammatically correct sentences complicated. To compound to this problem, the grammar rules in English are vast, and often depend on the context in which they are used. Verb-tense agreement (e.g. "I eat" vs "he eats"), and conjugation of irregular verbs (e.g. swim -> swam) are common examples. This thesis presents an algorithm designed to randomly generate a virtually infinite number of practice problems for students of English as a second language. This approach differs from other generation approaches by generating based on a context set by educators, so that problems can be generated in the context of what students are currently learning. The algorithm is validated through a study in which over 35 000 sentences generated by the algorithm are verified by multiple grammar checking algorithms, and a subset of the sentences are validated against 3 education standards by a subject matter expert in the field. The study found that this approach has a significantly reduced grammar error ratio compared to other generation algorithms, and shows potential where context specification is concerned.
ContributorsMoore, Zachary Christian (Author) / Amresh, Ashish (Thesis director) / Nelson, Brian (Committee member) / Software Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description

In the spring of 2016, the City of Apache Junction partnered with the School of Geographical Sciences and Urban Planning at Arizona State University on three forward-thinking plans for development in Apache Junction. Graduate students in the Urban and Environmental Planning program worked alongside City staff, elected officials and the

In the spring of 2016, the City of Apache Junction partnered with the School of Geographical Sciences and Urban Planning at Arizona State University on three forward-thinking plans for development in Apache Junction. Graduate students in the Urban and Environmental Planning program worked alongside City staff, elected officials and the public to identify opportunities and visions for:
       1. Multi-modal access and connectivity improvements for City streets and open space.
       2. Downtown development.
       3. A master-planned community on state land south of the U.S. 60.

The following sections of the report present Apache Junction’s unique characteristics, current resident demographics, development needs and implementation strategies for each project:
       1. Community Profile
       2. Trail Connectivity Master Plan
       3. Downtown Visioning
       4. State Land Visioning

The Trail Connectivity Master Plan optimizes existing trails and wide road shoulders to improve multi-modal connections across the city. The proposed connections emphasize access to important recreation, education and other community facilities for pedestrians, equestrians and bicycles. Trail and lane designs recommend vegetated buffers, wherever possible, to improve traveler safety and comfort. The proposals also increase residents’ interaction with open space along urban-rural trails and park linkages to preserve opportunities to engage with nature. The objectives of the report are accomplished through three goals: connectivity, safety improvements and open space preservation.

Downtown Visioning builds on a large body of conceptual design work for Apache Junction’s downtown area along Idaho Road and Apache Trail. This report identifies three goals: to establish a town center, to reestablish the grid systems while maintaining a view of the Superstition Mountains, and to create an identity and sense of place for the downtown.

State Land Visioning addresses a tract of land, approximately 25 square miles in area, south of the U.S. 60. The main objective is to facilitate growth and proper development in accordance with existing goals in Apache Junction’s General Plan. This is accomplished through three goals:
       1. Develop a foundation for the creation of an economic corridor along US-60 through
           preliminary market research and land use planning.
       2. Create multi-modal connections between existing development north of US-60 and
           future recreational space northeast of US-60.
       3. Maintain a large ratio of open space to developed area that encompasses existing
           washes and floodplains using a master planned community framework to provide an
           example for future land use planning.

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Description
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing

Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics, it consumes a lot of time and money. Being able to re-use the same mechanics and assessment for creating games that teach different contents would lead to a lot of savings in terms of time and money. The Content Agnostic Game Engineering (CAGE) Architecture mitigates the problem by disengaging the content from game mechanics. Moreover, the content assessment in games is often quite explicit in the way that it disturbs the flow of the players and thus hampers the learning process, as it is not integrated into the game flow. Stealth assessment helps to alleviate this problem by keeping the player engagement intact while assessing them at the same time. Integrating stealth assessment into the CAGE framework in a content-agnostic way will increase its usability and further decrease in game and assessment development time and cost. This research presents an evaluation of the learning outcomes in content-agnostic game-based assessment developed using the CAGE framework.
ContributorsVerma, Vipin (Author) / Craig, Scotty D (Thesis advisor) / Bansal, Ajay (Thesis advisor) / Amresh, Ashish (Committee member) / Baron, Tyler (Committee member) / Levy, Roy (Committee member) / Arizona State University (Publisher)
Created2021