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Description
This project produced a dual-medium (traditional screen & virtual reality) virtual environment of Barnhardt Canyon, in Payson, Arizona. The project showcases two different approaches to developing a virtual environment with both being centered by 360 degree content. The virtual environment allows a user to explore the area in a much

This project produced a dual-medium (traditional screen & virtual reality) virtual environment of Barnhardt Canyon, in Payson, Arizona. The project showcases two different approaches to developing a virtual environment with both being centered by 360 degree content. The virtual environment allows a user to explore the area in a much more immersive way than offered by traditional media. Future uses of the project could include research on the educational efficacy of virtual reality content, or the project could be used as a teaching tool in geoscience classes.
ContributorsRuberto, James Richard (Author) / Semken, Steven (Thesis director) / Reynolds, Stephen (Committee member) / Proctor, Sian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
In this project, I investigated the impact of virtual reality on memory retention. The investigative approach to see the impact of virtual reality on memory retention, I utilized the memorization technique called the memory palace in a virtual reality environment. For the experiment, due to Covid-19, I was forced to

In this project, I investigated the impact of virtual reality on memory retention. The investigative approach to see the impact of virtual reality on memory retention, I utilized the memorization technique called the memory palace in a virtual reality environment. For the experiment, due to Covid-19, I was forced to be the only subject. To get effective data, I tested myself within randomly generated environments with a completely unique set of objects, both outside of a virtual reality environment and within one. First I conducted a set of 10 tests on myself by going through a virtual environment on my laptop and recalling as many objects I could within that environment. I recorded the accuracy of my own recollection as well as how long it took me to get through the data. Next I conducted a set of 10 tests on myself by going through the same virtual environment, but this time with an immersive virtual reality(VR) headset and a completely new set of objects. At the start of the project it was hypothesized that virtual reality would result in a higher memory retention rate versus simply going through the environment in a non-immersive environment. In the end, the results, albeit with a low test rate, leaned more toward showing the hypothesis to be true rather than not.
ContributorsDu, Michael Shan (Author) / Kobayashi, Yoshihiro (Thesis director) / McDaniel, Troy (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
Propaganda bots are malicious bots on Twitter that spread divisive opinions and support political accounts. This project is based on detecting propaganda bots on Twitter using machine learning. Once I began to observe patterns within propaganda followers on Twitter, I determined that I could train algorithms to detect

Propaganda bots are malicious bots on Twitter that spread divisive opinions and support political accounts. This project is based on detecting propaganda bots on Twitter using machine learning. Once I began to observe patterns within propaganda followers on Twitter, I determined that I could train algorithms to detect these bots. The paper focuses on my development and process of training classifiers and using them to create a user-facing server that performs prediction functions automatically. The learning goals of this project were detailed, the focus of which was to learn some form of machine learning architecture. I needed to learn some aspect of large data handling, as well as being able to maintain these datasets for training use. I also needed to develop a server that would execute these functionalities on command. I wanted to be able to design a full-stack system that allowed me to create every aspect of a user-facing server that can execute predictions using the classifiers that I design.
Throughout this project, I decided on a number of learning goals to consider it a success. I needed to learn how to use the supporting libraries that would help me to design this system. I also learned how to use the Twitter API, as well as create the infrastructure behind it that would allow me to collect large amounts of data for machine learning. I needed to become familiar with common machine learning libraries in Python in order to create the necessary algorithms and pipelines to make predictions based on Twitter data.
This paper details the steps and decisions needed to determine how to collect this data and apply it to machine learning algorithms. I determined how to create labelled data using pre-existing Botometer ratings, and the levels of confidence I needed to label data for training. I use the scikit-learn library to create these algorithms to best detect these bots. I used a number of pre-processing routines to refine the classifiers’ precision, including natural language processing and data analysis techniques. I eventually move to remotely-hosted versions of the system on Amazon web instances to collect larger amounts of data and train more advanced classifiers. This leads to the details of my final implementation of a user-facing server, hosted on AWS and interfacing over Gmail’s IMAP server.
The current and future development of this system is laid out. This includes more advanced classifiers, better data analysis, conversions to third party Twitter data collection systems, and user features. I detail what it is I have learned from this exercise, and what it is I hope to continue working on.
ContributorsPeterson, Austin (Author) / Yang, Yezhou (Thesis director) / Sadasivam, Aadhavan (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
The Tutoring Center Management System is a web-based application for ASU’s University Academic Success Programs (UASP) department, particularly the Math Tutoring Center. It is aimed at providing a user-friendly interface to track queue requests from students visiting the tutoring centers and convert that information into actionable data with the potential

The Tutoring Center Management System is a web-based application for ASU’s University Academic Success Programs (UASP) department, particularly the Math Tutoring Center. It is aimed at providing a user-friendly interface to track queue requests from students visiting the tutoring centers and convert that information into actionable data with the potential to live-track and assess the performance of each tutoring center and each tutor. Numerous UASP processes are streamlined to create an efficient and integrated workflow, such as tutor scheduling, tutor search, shift coverage requests, and analytics. The intended users of the application feature ASU students and the UASP staff, including tutors and supervisors.
ContributorsJain, Prakshal (Co-author) / Gulati, Sachit (Co-author) / Nakamura, Mutsumi (Thesis director) / Selgrad, Justin (Committee member) / Department of Information Systems (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
Through the personal experience of volunteering at ASU Project Humanities, an organization that provides resources such as clothing and toiletries to the homeless population in Downtown Phoenix, I noticed efficiently serving the needs of the homeless population is an important endeavor, but the current processes for Phoenix nonprofits to collect

Through the personal experience of volunteering at ASU Project Humanities, an organization that provides resources such as clothing and toiletries to the homeless population in Downtown Phoenix, I noticed efficiently serving the needs of the homeless population is an important endeavor, but the current processes for Phoenix nonprofits to collect data are manual, ad-hoc, and inefficient. This leads to the research question: is it possible to improve this process of collecting statistics on client needs, tracking donations, and managing resources using technology? Background research includes an interview with ASU Project Humanities, articles by analysts, and related work including case studies of current technologies in the nonprofit community. Major findings include i) a lack of centralized communication in nonprofits collecting needs, tracking surplus donations, and sharing resources, ii) privacy assurance is important to homeless individuals, and iii) pre-existing databases and technological solutions have demonstrated that technology has the ability to make an impact in the nonprofit community. To improve the process, standardization, efficiency, and automation need to increase. As a result of my analysis, the thesis proposes a prototype solution which includes two parts: an inventory database and a web application with forms for user input and tables for the user to view. This solution addresses standardization by showing a consistent way of collecting data on need requests and surplus donations while guaranteeing privacy of homeless individuals. This centralized solution also increases efficiency by connecting different agencies that cater to these clients. Lastly, the solution demonstrates the ability for resources to be made available to each organization which can increase automation. In conclusion, this database and web application has the potential to improve nonprofit organizations’ networking capabilities, resource management, and resource distribution. The percentile of homeless individuals connected to these resources is expected to increase substantially with future live testing and large-scale implementation.
ContributorsKhurana, Baani Kaur (Author) / Bazzi, Rida (Thesis director) / Sankar, Lalitha (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The most important task for a beginning computer science student, in order for them to succeed in their future studies, is to learn to be able to understand code. One of the greatest indicators of student success in beginning programming courses is the ability to read code and predict its

The most important task for a beginning computer science student, in order for them to succeed in their future studies, is to learn to be able to understand code. One of the greatest indicators of student success in beginning programming courses is the ability to read code and predict its output, as this shows that the student truly understands what each line of code is doing. Yet few tools available to students today focus on helping students to improve their ability to read code. The goal of the random Python program generator is to give students a tool to practice this important skill.

The program writes randomly generated, syntactically correct Python 3 code in order to provide students infinite examples from which to study. The end goal of the project is to create an interactive tool where beginning programming students can click a button to generate a random code snippet, check if what they predict the output to be is correct, and get an explanation of the code line by line. The tool currently lacks a front end, but it currently is able to write Python code that includes assignment statements, delete statements, if statements, and print statements. It supports boolean, float, integer, and string variable types.
ContributorsDiLorenzo, Kaitlyn (Author) / Meuth, Ryan (Thesis director) / Miller, Phillip (Committee member) / School of International Letters and Cultures (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Nicholas Keith (Co-author) / Jorgensen, Caitlin Nicole (Co-author) / Selgrad, Justin (Thesis director) / Ehgner, Arnaud (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Next year, Arizona State University is launching a chatbot that will place their knowledge and services right into the palms of their students’ hands. Currently named Sunny, this virtual assistant will be able to answer questions regarding all aspects of college life, from orientation to housing, financial aid, schedules, intramurals,

Next year, Arizona State University is launching a chatbot that will place their knowledge and services right into the palms of their students’ hands. Currently named Sunny, this virtual assistant will be able to answer questions regarding all aspects of college life, from orientation to housing, financial aid, schedules, intramurals, and more. Over the last semester, I have met with members of the Sunny development team to discuss their design and implementation plans. With their information plus a bit of outside research, I was able to combine several frameworks and technologies to build a prototype for Sunny. Prototypes allow developers to evaluate their designs early on, giving them ample time to make any necessary adjustments. I am confident that the Sunny development team will be able to learn from my basic implementation, from its triumphs and failures, to create the best possible chatbot for the students attending Arizona State University.
ContributorsGrossnickle, Brandon Michael (Co-author) / Grossnickle, Brandon (Co-author) / Balasooriya, Janaka (Thesis director) / Gray, Bobby (Committee member) / Longie, Joel (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
There are two main motivations for conducting this analysis. The first motivation is to understand the Social Credit System (SCS) itself: what it is, why it’s being developed, and what implications it may have for China and the rest of the world. The Social Credit System is a novel idea—it’s

There are two main motivations for conducting this analysis. The first motivation is to understand the Social Credit System (SCS) itself: what it is, why it’s being developed, and what implications it may have for China and the rest of the world. The Social Credit System is a novel idea—it’s the first ever use of AI and machine learning technology by a government for the purposes of social engineering. The long-term consequences of this technology will have a monumental impact on the Chinese peoples’ well-being. Potential implications of the system range from impacts on privacy and activism to whether other countries are inspired to develop a similar technology. There are also many different implementations for this system, each with its own outcome. This system is a consequence of the increasing capabilities of technology and an experimental approach influenced heavily by China’s culture and history, which leads to the second motivation.
Confucianism’s historical influence on China’s culture has made the Social Credit System seem like a good solution to many of China’s major societal problems. As such, the second motivation is to evaluate the impact Confucianism has on the development of the system; this involves understanding what Confucianism is, identifying parallels between it and the SCS, and analyzing how it may affect the Chinese people reaction to a full-fledged SCS. Understanding Confucianism may also illuminate why the government believes this is a good idea, what direction it may want to take this, and what boundaries, if any, the Chinese citizens have. We chose to analyze the SCS from a Confucian perspective because it has played a large role in influencing Chinese culture and history for over 2000 years. The Chinese people have been especially drawn to it in recent years due to increasing corruption, increasing inequality, decreasing trust, and increased social instability.
Although Confucianism may have a significant influence on the development of the SCS, there are also other influences in the mix. One of these influences is China’s AI competition with the US; relaxing privacy protections has given China an enormous amount of data to feed its AI. This system is also another avenue for China to develop their algorithms. There are also the motivations of the Communist party of China. These motivations include market reform, governmental reform, authoritarian interests and bureaucratic interests.
ContributorsRavi, Markanday (Author) / Allenby, Braden (Thesis director) / Kubiak, Jeffrey (Committee member) / Watts College of Public Service & Community Solut (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
All of the modern technology tools that are being used today, have a purpose to support a variety of human tasks. Ambient Intelligence is the next step to transform modern technology. Ambient Intelligence is an electronic environment that is sensitive and responsive to human interaction/activity. We understand that Ambient Intelligence(AmI)

All of the modern technology tools that are being used today, have a purpose to support a variety of human tasks. Ambient Intelligence is the next step to transform modern technology. Ambient Intelligence is an electronic environment that is sensitive and responsive to human interaction/activity. We understand that Ambient Intelligence(AmI) concentrates on connectivity within a person's environment and the purpose of having a new connection is to make life simpler. Today, technology is in the transition of a new lifestyle where technology is discretely living with us. Ambient Intelligence is still in progress, but we can analyze the technology we have today, ties a relationship with Ambient Intelligence. In order to examine this concern, I investigated how much awareness/knowledge users that range from Generation X to Xennials, that had experience from replacing habitual items and technologies they use on a daily basis. A few questions I mainly wanted answered: - What kind of technologies, software, or tech services replace items you use daily? - What kind of benefits did the technology give you, did it change the way you think/act on any kind of activities? - What kind of expectations/concerns do you have for future technologies? To accomplish this, I gathered information from interviewing multiples groups: millennials and other older generations (33+ years old). I retrieved data from students at Arizona State University, Intel Corporation, and a local clinic. From this study, I've discovered from both groups, that both sides agree that modern technology is rapidly growing to a point that computers think as humans. Through multiple interviews and research, I have found that the technology today makes an impact through all aspects of our lives and through artificial intelligence. Furthermore, I will discuss and predict what will society will encounter later on as the new technology discretely arises.
ContributorsPascua, Roman Paolo Bustos (Author) / Yang, Yezhou (Thesis director) / Caviedes, Jorge (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05