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Description
Students learn in various ways \u2014 visualization, auditory, memorizing, or making analogies. Traditional lecturing in engineering courses and the learning styles of engineering students are inharmonious causing students to be at a disadvantage based on their learning style (Felder & Silverman, 1988). My study analyzes the traditional approach to learning

Students learn in various ways \u2014 visualization, auditory, memorizing, or making analogies. Traditional lecturing in engineering courses and the learning styles of engineering students are inharmonious causing students to be at a disadvantage based on their learning style (Felder & Silverman, 1988). My study analyzes the traditional approach to learning coding skills which is unnatural to engineering students with no previous exposure and examining if visual learning enhances introductory computer science education. Visual and text-based learning are evaluated to determine how students learn introductory coding skills and associated problem solving skills. My study was conducted to observe how the two types of learning aid the students in learning how to problem solve as well as how much knowledge can be obtained in a short period of time. The application used for visual learning was Scratch and Repl.it was used for text-based learning. Two exams were made to measure the progress made by each student. The topics covered by the exam were initialization, variable reassignment, output, if statements, if else statements, nested if statements, logical operators, arrays/lists, while loop, type casting, functions, object orientation, and sorting. Analysis of the data collected in the study allow us to observe whether the traditional method of teaching programming or block-based programming is more beneficial and in what topics of introductory computer science concepts.
ContributorsVidaure, Destiny Vanessa (Author) / Meuth, Ryan (Thesis director) / Yang, Yezhou (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to

One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to implement a series of states or decisions instead to give the illusion of intelligence. Despite this limitation, games can still generate a wide range of experiences for the player. The Hybrid Game AI Framework is an AI system that combines the benefits of two commonly used approaches to developing game AI: Behavior Trees and Finite State Machines. Developed in the Unity Game Engine and the C# programming language, this AI Framework represents the research that went into studying modern approaches to game AI and my own attempt at implementing the techniques learned. Object-oriented programming concepts such as inheritance, abstraction, and low coupling are utilized with the intent to create game AI that's easy to implement and expand upon. The final goal was to create a flexible yet structured AI data structure while also minimizing drawbacks by combining Behavior Trees and Finite State Machines.
ContributorsRamirez Cordero, Erick Alberto (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This project is a full integrated development environment implementing the LEGv8 assembly language standard, to be used in classroom settings. The LEGv8 assembly language is defined by the ARM edition of "Computer Organization and Design: The Hardware/Software Interface" by David A. Patterson and John L. Hennessy as a more approachable

This project is a full integrated development environment implementing the LEGv8 assembly language standard, to be used in classroom settings. The LEGv8 assembly language is defined by the ARM edition of "Computer Organization and Design: The Hardware/Software Interface" by David A. Patterson and John L. Hennessy as a more approachable alternative to the full ARMv8 instruction set. The MIPS edition of that same book is used in the Computer Organization course at ASU. This class makes heavy use of the "MARS" MIPS simulator, which allows students to write and run their own MIPS assembly programs. Writing assembly language programs is a key component of the course, as assembly programs have many design difficulties as compared to a high-level language. This project is a fork of the MARS project. The interface and functionality remain largely the same aside from the change to supporting the LEGv8 syntax and instruction set. Faculty used to the MARS environment from teaching Computer Organization should only have to adjust to the new language standard, as the editor and environment will be familiar. The available instructions are basic arithmetic/logical operations, memory interaction, and flow control. Both floating-point and integer operations are supported, with limited support of conditional execution. Only branches can be conditionally executed, per LEGv8. Directives remain in the format supported by MARS, as documentation on ARM-style directives is both sparse and agreeable to this standard. The operating system functions supported by the MARS simulator also remain, as there is no generally standardized requirements for operating system interactions.
ContributorsWhite, Josiah Jeremiah (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Engineering an object means engineering the process that creates the object. Today, software can make the task of tracking these processes robust and straightforward. When engineering requirements are strict and strenuous, software custom-built for such processes can prove essential. The work for this project was developing ICDB, an inventory control

Engineering an object means engineering the process that creates the object. Today, software can make the task of tracking these processes robust and straightforward. When engineering requirements are strict and strenuous, software custom-built for such processes can prove essential. The work for this project was developing ICDB, an inventory control and build management system created for spacecraft engineers at ASU to record each step of their engineering processes. In-house development means ICDB is more precisely designed around its users' functionality and cost requirements than most off-the-shelf commercial offerings. By placing a complex relational database behind an intuitive web application, ICDB enables organizations and their users to create and store parts libraries, assembly designs, purchasing and location records for inventory items, and more.
ContributorsNoss, Karl Friederich (Author) / Davulcu, Hasan (Thesis director) / Rios, Ken (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
In recent years, there are increasing numbers of applications that use multi-variate time series data where multiple uni-variate time series coexist. However, there is a lack of systematic of multi-variate time series. This thesis focuses on (a) defining a simplified inter-related multi-variate time series (IMTS) model and (b) developing robust

In recent years, there are increasing numbers of applications that use multi-variate time series data where multiple uni-variate time series coexist. However, there is a lack of systematic of multi-variate time series. This thesis focuses on (a) defining a simplified inter-related multi-variate time series (IMTS) model and (b) developing robust multi-variate temporal (RMT) feature extraction algorithm that can be used for locating, filtering, and describing salient features in multi-variate time series data sets. The proposed RMT feature can also be used for supporting multiple analysis tasks, such as visualization, segmentation, and searching / retrieving based on multi-variate time series similarities. Experiments confirm that the proposed feature extraction algorithm is highly efficient and effective in identifying robust multi-scale temporal features of multi-variate time series.
ContributorsWang, Xiaolan (Author) / Candan, Kasim Selcuk (Thesis advisor) / Sapino, Maria Luisa (Committee member) / Fainekos, Georgios (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Learning from high dimensional biomedical data attracts lots of attention recently. High dimensional biomedical data often suffer from the curse of dimensionality and have imbalanced class distributions. Both of these features of biomedical data, high dimensionality and imbalanced class distributions, are challenging for traditional machine learning methods and may affect

Learning from high dimensional biomedical data attracts lots of attention recently. High dimensional biomedical data often suffer from the curse of dimensionality and have imbalanced class distributions. Both of these features of biomedical data, high dimensionality and imbalanced class distributions, are challenging for traditional machine learning methods and may affect the model performance. In this thesis, I focus on developing learning methods for the high-dimensional imbalanced biomedical data. In the first part, a sparse canonical correlation analysis (CCA) method is presented. The penalty terms is used to control the sparsity of the projection matrices of CCA. The sparse CCA method is then applied to find patterns among biomedical data sets and labels, or to find patterns among different data sources. In the second part, I discuss several learning problems for imbalanced biomedical data. Note that traditional learning systems are often biased when the biomedical data are imbalanced. Therefore, traditional evaluations such as accuracy may be inappropriate for such cases. I then discuss several alternative evaluation criteria to evaluate the learning performance. For imbalanced binary classification problems, I use the undersampling based classifiers ensemble (UEM) strategy to obtain accurate models for both classes of samples. A small sphere and large margin (SSLM) approach is also presented to detect rare abnormal samples from a large number of subjects. In addition, I apply multiple feature selection and clustering methods to deal with high-dimensional data and data with highly correlated features. Experiments on high-dimensional imbalanced biomedical data are presented which illustrate the effectiveness and efficiency of my methods.
ContributorsYang, Tao (Author) / Ye, Jieping (Thesis advisor) / Wang, Yalin (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Fraud is defined as the utilization of deception for illegal gain by hiding the true nature of the activity. While organizations lose around $3.7 trillion in revenue due to financial crimes and fraud worldwide, they can affect all levels of society significantly. In this dissertation, I focus on credit card

Fraud is defined as the utilization of deception for illegal gain by hiding the true nature of the activity. While organizations lose around $3.7 trillion in revenue due to financial crimes and fraud worldwide, they can affect all levels of society significantly. In this dissertation, I focus on credit card fraud in online transactions. Every online transaction comes with a fraud risk and it is the merchant's liability to detect and stop fraudulent transactions. Merchants utilize various mechanisms to prevent and manage fraud such as automated fraud detection systems and manual transaction reviews by expert fraud analysts. Many proposed solutions mostly focus on fraud detection accuracy and ignore financial considerations. Also, the highly effective manual review process is overlooked. First, I propose Profit Optimizing Neural Risk Manager (PONRM), a selective classifier that (a) constitutes optimal collaboration between machine learning models and human expertise under industrial constraints, (b) is cost and profit sensitive. I suggest directions on how to characterize fraudulent behavior and assess the risk of a transaction. I show that my framework outperforms cost-sensitive and cost-insensitive baselines on three real-world merchant datasets. While PONRM is able to work with many supervised learners and obtain convincing results, utilizing probability outputs directly from the trained model itself can pose problems, especially in deep learning as softmax output is not a true uncertainty measure. This phenomenon, and the wide and rapid adoption of deep learning by practitioners brought unintended consequences in many situations such as in the infamous case of Google Photos' racist image recognition algorithm; thus, necessitated the utilization of the quantified uncertainty for each prediction. There have been recent efforts towards quantifying uncertainty in conventional deep learning methods (e.g., dropout as Bayesian approximation); however, their optimal use in decision making is often overlooked and understudied. Thus, I present a mixed-integer programming framework for selective classification called MIPSC, that investigates and combines model uncertainty and predictive mean to identify optimal classification and rejection regions. I also extend this framework to cost-sensitive settings (MIPCSC) and focus on the critical real-world problem, online fraud management and show that my approach outperforms industry standard methods significantly for online fraud management in real-world settings.
ContributorsYildirim, Mehmet Yigit (Author) / Davulcu, Hasan (Thesis advisor) / Bakkaloglu, Bertan (Committee member) / Huang, Dijiang (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Social media has become a primary means of communication and a prominent source of information about day-to-day happenings in the contemporary world. The rise in the popularity of social media platforms in recent decades has empowered people with an unprecedented level of connectivity. Despite the benefits social media offers, it

Social media has become a primary means of communication and a prominent source of information about day-to-day happenings in the contemporary world. The rise in the popularity of social media platforms in recent decades has empowered people with an unprecedented level of connectivity. Despite the benefits social media offers, it also comes with disadvantages. A significant downside to staying connected via social media is the susceptibility to falsified information or Fake News. Easy accessibility to social media and lack of truth verification tools favored the miscreants on online platforms to spread false propaganda at scale, ensuing chaos. The spread of misinformation on these platforms ultimately leads to mistrust and social unrest. Consequently, there is a need to counter the spread of misinformation which could otherwise have a detrimental impact on society. A notable example of such a case is the 2019 Covid pandemic misinformation spread, where coordinated misinformation campaigns misled the public on vaccination and health safety. The advancements in Natural Language Processing gave rise to sophisticated language generation models that can generate realistic-looking texts. Although the current Fake News generation process is manual, it is just a matter of time before this process gets automated at scale and generates Neural Fake News using language generation models like the Bidirectional Encoder Representations from Transformers (BERT) and the third generation Generative Pre-trained Transformer (GPT-3). Moreover, given that the current state of fact verification is manual, it calls for an urgent need to develop reliable automated detection tools to counter Neural Fake News generated at scale. Existing tools demonstrate state-of-the-art performance in detecting Neural Fake News but exhibit a black box behavior. Incorporating explainability into the Neural Fake News classification task will build trust and acceptance amongst different communities and decision-makers. Therefore, the current study proposes a new set of interpretable discriminatory features. These features capture statistical and stylistic idiosyncrasies, achieving an accuracy of 82% on Neural Fake News classification. Furthermore, this research investigates essential dependency relations contributing to the classification process. Lastly, the study concludes by providing directions for future research in building explainable tools for Neural Fake News detection.
ContributorsKarumuri, Ravi Teja (Author) / Liu, Huan (Thesis advisor) / Corman, Steven (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2022