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Description
RecyclePlus is an iOS mobile application that allows users to be knowledgeable in the realms of sustainability. It gives encourages users to be environmental responsible by providing them access to recycling information. In particular, it allows users to search up certain materials and learn about its recyclability and how to

RecyclePlus is an iOS mobile application that allows users to be knowledgeable in the realms of sustainability. It gives encourages users to be environmental responsible by providing them access to recycling information. In particular, it allows users to search up certain materials and learn about its recyclability and how to properly dispose of the material. Some searches will show locations of facilities near users that collect certain materials and dispose of the materials properly. This is a full stack software project that explores open source software and APIs, UI/UX design, and iOS development.
ContributorsTran, Nikki (Author) / Ganesh, Tirupalavanam (Thesis director) / Meuth, Ryan (Committee member) / Watts College of Public Service & Community Solut (Contributor) / Department of Information Systems (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
The globalized food system has caused detriments to the environment, to economic justice, and to social and health rights within the food system. Due to an increasing concern over these problems, there has been a popular turn back to a localized food system. Localization's main principle is reconnecting the producer

The globalized food system has caused detriments to the environment, to economic justice, and to social and health rights within the food system. Due to an increasing concern over these problems, there has been a popular turn back to a localized food system. Localization's main principle is reconnecting the producer and consumer while advocating for healthy, local, environmentally friendly, and socially just food. I give utilitarian reasons within a Kantian ethical framework to argue that while partaking in a local food system may be morally good, we cannot advocate for localization as a moral obligation. It is true from empirical research that localizing food could solve many of the environmental, economic, social, and health problems that exist today due to the food system. However, many other countries depend upon the import/export system to keep their own poverty rates low and economies thriving. Utilitarian Peter Singer argues that it would be irresponsible to stop our business with those other countries because we would be causing more harm than good. There are reasons to support food localization, and reasons to reject food localization. Food localization is a moral good in respect to the many benefits that it has, yet it is not a moral obligation due to some of the detriments it may itself cause.
ContributorsGulinson, Chelsea Leah (Author) / McGregor, Joan (Thesis director) / Watson, Jeff (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Sandra Day O'Connor College of Law (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2015-05
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
With the development of technology, there has been a dramatic increase in the number of machine learning programs. These complex programs make conclusions and can predict or perform actions based off of models from previous runs or input information. However, such programs require the storing of a very large amount

With the development of technology, there has been a dramatic increase in the number of machine learning programs. These complex programs make conclusions and can predict or perform actions based off of models from previous runs or input information. However, such programs require the storing of a very large amount of data. Queries allow users to extract only the information that helps for their investigation. The purpose of this thesis was to create a system with two important components, querying and visualization. Metadata was stored in Sedna as XML and time series data was stored in OpenTSDB as JSON. In order to connect the two databases, the time series ID was stored as a metric in the XML metadata. Queries should be simple, flexible, and return all data that fits the query parameters. The query language used was an extension of XQuery FLWOR that added time series parameters. Visualization should be easily understood and be organized in a way to easily find important information and details. Because of the possibility of a large amount of data being returned from a query, a multivariate heat map was used to visualize the time series results. The two programs that the system performed queries on was Energy Plus and Epidemic Simulation Data Management System. By creating such a system, it would be easier for people of the project's fields to find the relationship between metadata that leads to the desired results over time. Over the time of the thesis project, the overall software was completed, however the software must be optimized in order to take the enormous amount of data expected from the system.
ContributorsTse, Adam Yusof (Author) / Candan, Selcuk (Thesis director) / Chen, Xilun (Committee member) / Barrett, The Honors College (Contributor) / School of Music (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
The purpose of this thesis is to study the issue of animal agriculture and why people chose to consume sentient beings such as pigs, chickens, and cows yet house equally as sentient and intelligent beings such as dogs and cats. I want to understand people’s reasoning and logic behind discriminating

The purpose of this thesis is to study the issue of animal agriculture and why people chose to consume sentient beings such as pigs, chickens, and cows yet house equally as sentient and intelligent beings such as dogs and cats. I want to understand people’s reasoning and logic behind discriminating who they love versus who they eat. This thesis intends to help readers become more aware of the cognitive dissonance behind the food choices that most Americans make up to three times a day. Data was collected through Google Form surveys for freshman living in the dorms at Barrett, The Honors College. The results showed that animal intelligence did not factor in people’s decision to consume their parts. Additionally, this study concluded that participants are more likely to feel less guilty when they are under the false belief that the meat they purchased was mislabeled with terms such as ‘humane slaughter.’
ContributorsMcAuliff, Jake Thomas (Author) / Barca, Lisa (Thesis director) / Schmidt, Lisa (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be in a variety of different states that animate certain features

This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be in a variety of different states that animate certain features while also responding to the environment based on key statuses. There is a playable test game that is the subject of a user study. The Game Engine's capabilities are shown by the test game and the limitations / missing features are discussed.
ContributorsStanton, Nicholas Scott (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Computer Science and Engineering Program (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Social relationships are the single most factor that create joy in human lives. And yet, the ways we are building our cities and structuring our lives reduces our chances of interaction and increases isolation. Creating more public spaces may be a possible solution to this problem of declining social cohesion.

Social relationships are the single most factor that create joy in human lives. And yet, the ways we are building our cities and structuring our lives reduces our chances of interaction and increases isolation. Creating more public spaces may be a possible solution to this problem of declining social cohesion. Public spaces have been shown to improve rates of social cohesion and social interaction. They have also been show to have positive effects on physical health, local economies, the natural environment, reducing crime rates and psychological health. Creating public spaces in areas that are low-income or have limited amounts of space can be very challenging. This paper profiles options of community created spaces, space public spaces and temporary public spaces. All of which are options for low-income and limited space communities. The paper concludes with the summery of an active project to create a public space in such a community through a joint-use agreement.
ContributorsChampagne, Elizabeth Anne (Author) / Golub, Aaron (Thesis director) / Kelley, Jason (Committee member) / Barrett, The Honors College (Contributor) / School of Sustainability (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect

Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect of the project. The players interact on a turn-by-turn basis by speaking commands into the computer's microphone. When the computer recognizes a command, it will respond accordingly by having the player's unit perform an action on screen.
ContributorsNguyen, Jordan Ngoc (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05