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For as long as humans have been working, they have been looking for ways to get that work done better, faster, and more efficient. Over the course of human history, mankind has created innumerable spectacular inventions, all with the goal of making the economy and daily life more efficient. Today,

For as long as humans have been working, they have been looking for ways to get that work done better, faster, and more efficient. Over the course of human history, mankind has created innumerable spectacular inventions, all with the goal of making the economy and daily life more efficient. Today, innovations and technological advancements are happening at a pace like never seen before, and technology like automation and artificial intelligence are poised to once again fundamentally alter the way people live and work in society. Whether society is prepared or not, robots are coming to replace human labor, and they are coming fast. In many areas artificial intelligence has disrupted entire industries of the economy. As people continue to make advancements in artificial intelligence, more industries will be disturbed, more jobs will be lost, and entirely new industries and professions will be created in their wake. The future of the economy and society will be determined by how humans adapt to the rapid innovations that are taking place every single day. In this paper I will examine the extent to which automation will take the place of human labor in the future, project the potential effect of automation to future unemployment, and what individuals and society will need to do to adapt to keep pace with rapidly advancing technology. I will also look at the history of automation in the economy. For centuries humans have been advancing technology to make their everyday work more productive and efficient, and for centuries this has forced humans to adapt to the modern technology through things like training and education. The thesis will additionally examine the ways in which the U.S. education system will have to adapt to meet the demands of the advancing economy, and how job retraining programs must be modernized to prepare workers for the changing economy.
ContributorsCunningham, Reed P. (Author) / DeSerpa, Allan (Thesis director) / Haglin, Brett (Committee member) / School of International Letters and Cultures (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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The widespread and rapid adoption of mobile phones into urban Morocco is significantly impacting the lives of middle to lower class individuals who interact with this technology. These impacts fall into one of two societal spheres: social and economic. Socially, mobile phone use is altering the way that place-making practices,

The widespread and rapid adoption of mobile phones into urban Morocco is significantly impacting the lives of middle to lower class individuals who interact with this technology. These impacts fall into one of two societal spheres: social and economic. Socially, mobile phone use is altering the way that place-making practices, time construction, and gender roles are being negotiated. These changes are brought about by the phenomena of time/space compression and constant connectivity that these devices enable. Economically, cell phone use is enabling an ease and efficiency of communication that significantly reduces the costs of information transfer. For micro-entrepreneurs, this cost reduction activates pre-existing social networks and generates job opportunities and social status in ways never before possible. The cumulative result of these social and economic shifts is the creation of societal gap that runs down a technological fault line, fundamentally differentiating the day-to-day strategies of those who interact with mobile phones from those who do not.
ContributorsHagan, Melynn Louise (Author) / Ali, Souad (Thesis director) / Mousa, Neimeh (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Chemistry and Biochemistry (Contributor)
Created2015-05
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Description
Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming

Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming such challenges with the greater goal of this paper being to facilitate the growth of telemedicine programs.
ContributorsPalakodaty, Shivani Venkatasri (Author) / Liss, Julie (Thesis director) / Berisha, Visar (Committee member) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Classical planning is a field of Artificial Intelligence concerned with allowing autonomous agents to make reasonable decisions in complex environments. This work investigates
the application of deep learning and planning techniques, with the aim of constructing generalized plans capable of solving multiple problem instances. We construct a Deep Neural Network that,

Classical planning is a field of Artificial Intelligence concerned with allowing autonomous agents to make reasonable decisions in complex environments. This work investigates
the application of deep learning and planning techniques, with the aim of constructing generalized plans capable of solving multiple problem instances. We construct a Deep Neural Network that, given an abstract problem state, predicts both (i) the best action to be taken from that state and (ii) the generalized “role” of the object being manipulated. The neural network was tested on two classical planning domains: the blocks world domain and the logistic domain. Results indicate that neural networks are capable of making such
predictions with high accuracy, indicating a promising new framework for approaching generalized planning problems.
ContributorsNakhleh, Julia Blair (Author) / Srivastava, Siddharth (Thesis director) / Fainekos, Georgios (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In the age of social media, the 24-hour news cycle, and an overwhelming pressure to become "successful," there is a marked lack of personal connection within communities and a constant state of stress and overwork. This constant state of stress then builds into anxiety, as there are few public resources

In the age of social media, the 24-hour news cycle, and an overwhelming pressure to become "successful," there is a marked lack of personal connection within communities and a constant state of stress and overwork. This constant state of stress then builds into anxiety, as there are few public resources for mental reprieve. The World Health Organization reports that anxiety disorders are the most common mental disorders worldwide, begging the question as to how they can be addressed most effectively worldwide. As design is implicit within any environment that provides for mental wellness, it must be carefully curated to provide not only the physical necessities, but speak for something beyond explanation- a sense of mental refuge and comfort. Using the concept of mindfulness, architecture has the power to force users to truly be present in the experience, activating space to become a mental refuge rather than a passive infrastructure.
ContributorsDickson, Cassandra (Author) / Horton, Philip (Thesis director) / Heywood, William (Committee member) / Hejduk, Renata (Committee member) / The Design School (Contributor) / School of International Letters and Cultures (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
This research lays down foundational work in the semantic reconstruction of linguistic politeness in English-to-Japanese machine translation and thereby advances semantic-based automated translation of English into other natural languages. I developed a Java project called the PoliteParser that is intended as a plug-in to existing semantic parsers to determine whether

This research lays down foundational work in the semantic reconstruction of linguistic politeness in English-to-Japanese machine translation and thereby advances semantic-based automated translation of English into other natural languages. I developed a Java project called the PoliteParser that is intended as a plug-in to existing semantic parsers to determine whether verbs in dialogue in an English corpus should be conjugated into the plain or the polite honorific form when translated into Japanese. The PoliteParser bases this decision off of semantic information about the social relationships between the speaker and the listener, the speaker's personality, and the circumstances of the utterance. Testing undergone during the course of this research demonstrates that the PoliteParser can achieve levels of accuracy 31 percentage points higher than that of statistical translation systems when integrated with a semantic parser and 54 percentage points higher when used with pre-parsed data.
ContributorsGuiou, Jared Tyler (Author) / Baral, Chitta (Thesis director) / Tanno, Koji (Committee member) / School of International Letters and Cultures (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

American Sign Language (ASL) is used for Deaf and Hard of Hearing (DHH) individuals to communicate and learn in a classroom setting. In ASL, fingerspelling and gestures are two primary components used for communication. Fingerspelling is commonly used for words that do not have a specifically designated sign or gesture.

American Sign Language (ASL) is used for Deaf and Hard of Hearing (DHH) individuals to communicate and learn in a classroom setting. In ASL, fingerspelling and gestures are two primary components used for communication. Fingerspelling is commonly used for words that do not have a specifically designated sign or gesture. In technical contexts, such as Computer Science curriculum, there are many technical terms that fall under this category. Most of its jargon does not have standardized ASL gestures; therefore, students, educators, and interpreters alike have been reliant on fingerspelling, which poses challenges for all parties. This study investigates the efficacy of both fingerspelling and gestures with fifteen technical terms that do have standardized gestures. The terms’ fingerspelling and gesture are assessed based on preference, ease of use, ease of learning, and time by research subjects who were selected as DHH individuals familiar with ASL.

The data is collected in a series of video recordings by research subjects as well as a post-participation questionnaire. Each research subject has produced thirty total videos, two videos to fingerspell and gesture each technical term. Afterwards, they completed a post-participation questionnaire in which they indicated their preference and how easy it was to learn and use both fingerspelling and gestures. Additionally, the videos have been analyzed to determine the time difference between fingerspelling and gestures. Analysis reveals that gestures are favored over fingerspelling as they are generally preferred, considered easier to learn and use, and faster. These results underscore the significance for standardized gestures in the Computer Science curriculum for accessible learning that enhances communication and promotes inclusion.

ContributorsKarim, Bushra (Author) / Gupta, Sandeep (Thesis director) / Hossain, Sameena (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2024-05