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Description
This thesis is an initial test of the hypothesis that superficial measures suffice for measuring collaboration among pairs of students solving complex math problems, where the degree of collaboration is categorized at a high level. Data were collected

in the form of logs from students' tablets and the vocal interaction

This thesis is an initial test of the hypothesis that superficial measures suffice for measuring collaboration among pairs of students solving complex math problems, where the degree of collaboration is categorized at a high level. Data were collected

in the form of logs from students' tablets and the vocal interaction between pairs of students. Thousands of different features were defined, and then extracted computationally from the audio and log data. Human coders used richer data (several video streams) and a thorough understand of the tasks to code episodes as

collaborative, cooperative or asymmetric contribution. Machine learning was used to induce a detector, based on random forests, that outputs one of these three codes for an episode given only a characterization of the episode in terms of superficial features. An overall accuracy of 92.00% (kappa = 0.82) was obtained when

comparing the detector's codes to the humans' codes. However, due irregularities in running the study (e.g., the tablet software kept crashing), these results should be viewed as preliminary.
ContributorsViswanathan, Sree Aurovindh (Author) / VanLehn, Kurt (Thesis advisor) / T.H CHI, Michelene (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2014
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Description
For this master's thesis, a unique set of cognitive prompts, designed to be delivered through a teachable robotic agent, were developed for students using Tangible Activities for Geometry (TAG), a tangible learning environment developed at Arizona State University. The purpose of these prompts is to enhance the affordances of the

For this master's thesis, a unique set of cognitive prompts, designed to be delivered through a teachable robotic agent, were developed for students using Tangible Activities for Geometry (TAG), a tangible learning environment developed at Arizona State University. The purpose of these prompts is to enhance the affordances of the tangible learning environment and help researchers to better understand how we can design tangible learning environments to best support student learning. Specifically, the prompts explicitly encourage users to make use of their physical environment by asking students to perform a number of gestures and behaviors while prompting students about domain-specific knowledge. To test the effectiveness of these prompts that combine elements of cognition and physical movements, the performance and behavior of students who encounter these prompts while using TAG will be compared against the performance and behavior of students who encounter a more traditional set of cognitive prompts that would typically be used within a virtual learning environment. Following this study, data was analyzed using a novel modeling and analysis tool that combines enhanced log annotation using video and user model generation functionalities to highlight trends amongst students.
ContributorsThomas, Elissa (Author) / Burleson, Winslow (Thesis advisor) / Muldner, Katarzyna (Committee member) / Walker, Erin (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Research in the learning sciences suggests that students learn better by collaborating with their peers than learning individually. Students working together as a group tend to generate new ideas more frequently and exhibit a higher level of reasoning. In this internet age with the advent of massive open online courses

Research in the learning sciences suggests that students learn better by collaborating with their peers than learning individually. Students working together as a group tend to generate new ideas more frequently and exhibit a higher level of reasoning. In this internet age with the advent of massive open online courses (MOOCs), students across the world are able to access and learn material remotely. This creates a need for tools that support distant or remote collaboration. In order to build such tools we need to understand the basic elements of remote collaboration and how it differs from traditional face-to-face collaboration.

The main goal of this thesis is to explore how spoken dialogue varies in face-to-face and remote collaborative learning settings. Speech data is collected from student participants solving mathematical problems collaboratively on a tablet. Spoken dialogue is analyzed based on conversational and acoustic features in both the settings. Looking for collaborative differences of transactivity and dialogue initiative, both settings are compared in detail using machine learning classification techniques based on acoustic and prosodic features of speech. Transactivity is defined as a joint construction of knowledge by peers. The main contributions of this thesis are: a speech corpus to analyze spoken dialogue in face-to-face and remote settings and an empirical analysis of conversation, collaboration, and speech prosody in both the settings. The results from the experiments show that amount of overlap is lower in remote dialogue than in the face-to-face setting. There is a significant difference in transactivity among strangers. My research benefits the computer-supported collaborative learning community by providing an analysis that can be used to build more efficient tools for supporting remote collaborative learning.
ContributorsNelakurthi, Arun Reddy (Author) / Pon-Barry, Heather (Thesis advisor) / VanLehn, Kurt (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Internet browsers are today capable of warning internet users of a potential phishing attack. Browsers identify these websites by referring to blacklists of reported phishing websites maintained by trusted organizations like Google, Phishtank etc. On identifying a Unified Resource Locator (URL) requested by a user as a reported phishing URL,

Internet browsers are today capable of warning internet users of a potential phishing attack. Browsers identify these websites by referring to blacklists of reported phishing websites maintained by trusted organizations like Google, Phishtank etc. On identifying a Unified Resource Locator (URL) requested by a user as a reported phishing URL, browsers like Mozilla Firefox and Google Chrome display an 'active' warning message in an attempt to stop the user from making a potentially dangerous decision of visiting the website and sharing confidential information like username-password, credit card information, social security number etc.

However, these warnings are not always successful at safeguarding the user from a phishing attack. On several occasions, users ignore these warnings and 'click through' them, eventually landing at the potentially dangerous website and giving away confidential information. Failure to understand the warning, failure to differentiate different types of browser warnings, diminishing trust on browser warnings due to repeated encounter are some of the reasons that make users ignore these warnings. It is important to address these factors in order to eventually improve a user’s reaction to these warnings.

In this thesis, I propose a novel design to improve the effectiveness and reliability of phishing warning messages. This design utilizes the name of the target website that a fake website is mimicking, to display a simple, easy to understand and interactive warning message with the primary objective of keeping the user away from a potentially spoof website.
ContributorsSharma, Satyabrata (Author) / Bazzi, Rida (Thesis advisor) / Walker, Erin (Committee member) / Gaffar, Ashraf (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack

Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack of tools for visualizing urban areas at night. This is mainly due to difficulties in gathering the light system data, placing the light systems at suitable locations, and rendering millions of lights with complex light intensity distributions (LID). Unlike daytime images, a city can have millions of light sources at night, including street lights, illuminated signs, and light shed from building interiors through windows. In this paper, a Procedural Lighting tool (PL), which predicts the positions and properties of street lights, is presented. The PL tool is used to accomplish three aims: (1) to generate vector data layers for geographic information systems (GIS) with statistically estimated information on lighting designs for streets, as well as the locations, orientations, and models for millions of streetlights; (2) to generate geo-referenced raster data to suitable for use as light maps that cover a large scale urban area so that the effect of millions of street light can be accurately rendered at real time, and (3) to extend existing 3D models by generating detailed light-maps that can be used as UV-mapped textures to render the model. An interactive graphical user interface (GUI) for configuring and previewing lights from a Light System Database (LDB) is also presented. The GUI includes physically accurate information about LID and also the lights' spectral power distributions (SPDs) so that a light-map can be generated for use with any sensor if the sensors luminosity function is known. Finally, for areas where more detail is required, a tool has been developed for editing and visualizing light effects over a 3D building from many light sources including area lights and windows. The above components are integrated in the PL tool to produce a night time urban view for not only a large-scale area but also a detail of a city building.
ContributorsChuang, Chia-Yuan (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Online programming communities are widely used by programmers for troubleshooting or various problem solving tasks. Large and ever increasing volume of posts on these communities demands more efforts to read and comprehend thus making it harder to find relevant information. In my thesis; I designed and studied an alternate approach

Online programming communities are widely used by programmers for troubleshooting or various problem solving tasks. Large and ever increasing volume of posts on these communities demands more efforts to read and comprehend thus making it harder to find relevant information. In my thesis; I designed and studied an alternate approach by using interactive network visualization to represent relevant search results for online programming discussion forums.

I conducted user study to evaluate the effectiveness of this approach. Results show that users were able to identify relevant information more precisely via visual interface as compared to traditional list based approach. Network visualization demonstrated effective search-result navigation support to facilitate user’s tasks and improved query quality for successive queries. Subjective evaluation also showed that visualizing search results conveys more semantic information in efficient manner and makes searching more effective.
ContributorsMehta, Vishal Vimal (Author) / Hsiao, Ihan (Thesis advisor) / Walker, Erin (Committee member) / Sarwat, Mohamed (Committee member) / Arizona State University (Publisher)
Created2015
Description
On Android, existing security procedures require apps to request permissions for access to sensitive resources.

Only when the user approves the requested permissions will the app be installed.

However, permissions are an incomplete security mechanism.

In addition to a user's limited understanding of permissions, the mechanism does not account for the possibility that

On Android, existing security procedures require apps to request permissions for access to sensitive resources.

Only when the user approves the requested permissions will the app be installed.

However, permissions are an incomplete security mechanism.

In addition to a user's limited understanding of permissions, the mechanism does not account for the possibility that different permissions used together have the ability to be more dangerous than any single permission alone.

Even if users did understand the nature of an app's requested permissions, this mechanism is still not enough to guarantee that a user's information is protected.

Applications can potentially send or receive sensitive information from other applications without the required permissions by using intents.

In other words, applications can potentially collaborate in ways unforeseen by the user, even if the user understands the permissions of each app independently.

In this thesis, we present several graph-based approaches to address these issues.

We determine the permissions of an app and generate scores based on our assigned value of certain resources.

We analyze these scores overall, as well as in the context of the app's category as determined by Google Play.

We show that these scores can be used to identify overzealous apps, as well as apps that do not properly fit within their category.

We analyze potential interactions between different applications using intents, and identify several promiscuous apps with low permission scores, showing that permissions alone are not sufficient to evaluate the security risks of an app.

Our analyses can form the basis of a system to assist users in identifying apps that can potentially compromise user privacy.
ContributorsGibson, Aaron (Author) / Bazzi, Rida (Thesis advisor) / Ahn, Gail-Joon (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2015
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Description
For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model

For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model when it is represented by performance of the teachable agent. The feedback system represents performance of the teachable agent, and not of a student. Data in the feedback system is thus updated according to a student's understanding of the subject. This provides students an opportunity to enhance their understanding of a subject by analyzing their performance. To test the effectiveness of the feedback system, student understanding in two different conditions is analyzed. In the first condition a feedback report is not provided to the students, while in the second condition the feedback report is provided in the form of the agent’s performance.
ContributorsUpadhyay, Abha (Author) / Walker, Erin (Thesis advisor) / Nelson, Brian (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2016
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Description
The American Heart Association recommended in 1997 the data elements that should be collected from resuscitations in hospitals. (15) Currently, data documentation from resuscitation events in hospitals, termed ‘code blue’ events, utilizes a paper form, which is institution-specific. Problems with data capture and transcription exists, due to the challenges of

The American Heart Association recommended in 1997 the data elements that should be collected from resuscitations in hospitals. (15) Currently, data documentation from resuscitation events in hospitals, termed ‘code blue’ events, utilizes a paper form, which is institution-specific. Problems with data capture and transcription exists, due to the challenges of dynamic documentation of patient, event and outcome variables as the code blue event unfolds.

This thesis is based on the hypothesis that an electronic version of code blue real-time data capture would lead to improved resuscitation data transcription, and enable clinicians to address deficiencies in quality of care. The primary goal of this thesis is to create an iOS based application, primarily designed for iPads, for code blue events at the Mayo Clinic Hospital. The secondary goal is to build an open-source software development framework for converting paper-based hospital protocols into digital format.

The tool created in this study enabled data documentation to be completed electronically rather than on paper for resuscitation outcomes. The tool was evaluated for usability with twenty nurses, the end-users, at Mayo Clinic in Phoenix, Arizona. The results showed the preference of users for the iPad application. Furthermore, a qualitative survey showed the clinicians perceived the electronic version to be more accurate and efficient than paper-based documentation, both of which are essential for an emergency code blue resuscitation procedure.
ContributorsBokhari, Wasif (Author) / Patel, Vimla L. (Thesis advisor) / Amresh, Ashish (Thesis advisor) / Nelson, Brian (Committee member) / Sen, Ayan (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Lecture videos are a widely used resource for learning. A simple way to create

videos is to record live lectures, but these videos end up being lengthy, include long

pauses and repetitive words making the viewing experience time consuming. While

pauses are useful in live learning environments where students take notes, I question

the

Lecture videos are a widely used resource for learning. A simple way to create

videos is to record live lectures, but these videos end up being lengthy, include long

pauses and repetitive words making the viewing experience time consuming. While

pauses are useful in live learning environments where students take notes, I question

the value of pauses in video lectures. Techniques and algorithms that can shorten such

videos can have a huge impact in saving students’ time and reducing storage space.

I study this problem of shortening videos by removing long pauses and adaptively

modifying the playback rate by emphasizing the most important sections of the video

and its effect on the student community. The playback rate is designed in such a

way to play uneventful sections faster and significant sections slower. Important and

unimportant sections of a video are identified using textual analysis. I use an existing

speech-to-text algorithm to extract the transcript and apply latent semantic analysis

and standard information retrieval techniques to identify the relevant segments of

the video. I compute relevance scores of different segments and propose a variable

playback rate for each of these segments. The aim is to reduce the amount of time

students spend on passive learning while watching videos without harming their ability

to follow the lecture. I validate the approach by conducting a user study among

computer science students and measuring their engagement. The results indicate

no significant difference in their engagement when this method is compared to the

original unedited video.
ContributorsPurushothama Shenoy, Sreenivas (Author) / Amresh, Ashish (Thesis advisor) / Femiani, John (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016