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Advancements in mobile technologies have significantly enhanced the capabilities of mobile devices to serve as powerful platforms for sensing, processing, and visualization. Surges in the sensing technology and the abundance of data have enabled the use of these portable devices for real-time data analysis and decision-making in digital signal processing

Advancements in mobile technologies have significantly enhanced the capabilities of mobile devices to serve as powerful platforms for sensing, processing, and visualization. Surges in the sensing technology and the abundance of data have enabled the use of these portable devices for real-time data analysis and decision-making in digital signal processing (DSP) applications. Most of the current efforts in DSP education focus on building tools to facilitate understanding of the mathematical principles. However, there is a disconnect between real-world data processing problems and the material presented in a DSP course. Sophisticated mobile interfaces and apps can potentially play a crucial role in providing a hands-on-experience with modern DSP applications to students. In this work, a new paradigm of DSP learning is explored by building an interactive easy-to-use health monitoring application for use in DSP courses. This is motivated by the increasing commercial interest in employing mobile phones for real-time health monitoring tasks. The idea is to exploit the computational abilities of the Android platform to build m-Health modules with sensor interfaces. In particular, appropriate sensing modalities have been identified, and a suite of software functionalities have been developed. Within the existing framework of the AJDSP app, a graphical programming environment, interfaces to on-board and external sensor hardware have also been developed to acquire and process physiological data. The set of sensor signals that can be monitored include electrocardiogram (ECG), photoplethysmogram (PPG), accelerometer signal, and galvanic skin response (GSR). The proposed m-Health modules can be used to estimate parameters such as heart rate, oxygen saturation, step count, and heart rate variability. A set of laboratory exercises have been designed to demonstrate the use of these modules in DSP courses. The app was evaluated through several workshops involving graduate and undergraduate students in signal processing majors at Arizona State University. The usefulness of the software modules in enhancing student understanding of signals, sensors and DSP systems were analyzed. Student opinions about the app and the proposed m-health modules evidenced the merits of integrating tools for mobile sensing and processing in a DSP curriculum, and familiarizing students with challenges in modern data-driven applications.
ContributorsRajan, Deepta (Author) / Spanias, Andreas (Thesis advisor) / Frakes, David (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
This study examines how critical pedagogical practices of testimonies and contradiction and resistance coupled with agentive techniques engaged youth in holistic identity development in a sustainable education context. Using a three-phase design, I analyzed the structure of the Urban Energy Engineering (UEE) citizen science program that engages youth in community-centered

This study examines how critical pedagogical practices of testimonies and contradiction and resistance coupled with agentive techniques engaged youth in holistic identity development in a sustainable education context. Using a three-phase design, I analyzed the structure of the Urban Energy Engineering (UEE) citizen science program that engages youth in community-centered energy engineering. The design sought to answer the overarching question: How does critical pedagogy in which students build on their cultural and community knowledge to co-construct knowledge about sustainability while engaging in community-centered projects that promote agency impact their holistic identity development? Using a for intervention model, I used archived data for the summer iteration to develop two analyses to examine how the program engages youth in identity development, agency, and positionality in their community. These analyses influenced my design innovation and implementation with the UEE youth during the spring semester. Findings of my design innovation are organized into three sections (a) coupling of practice towards holistic identity, (b) understanding the relationship between identity and community, and lastly, (c) understanding the relationship between identity and sustainability correlating with my research questions. Lastly, I discuss the design principle necessary to engage youth in holistic identity development (a) Facilitators should provide their own experience and (b) Frame the levels of the individual to the community in agentive practice and critical pedagogical practices.
ContributorsHoward, Isis (Author) / Jordan, Michelle (Thesis advisor) / Adams-Wiggins, Karlyn (Committee member) / Weinberg, Andrea (Committee member) / Zuiker, Steven (Committee member) / Arizona State University (Publisher)
Created2022
Description
Realistic lighting is important to improve immersion and make mixed reality applications seem more plausible. To properly blend the AR objects in the real scene, it is important to study the lighting of the environment. The existing illuminationframeworks proposed by Google’s ARCore (Google’s Augmented Reality Software Development Kit) and Apple’s

Realistic lighting is important to improve immersion and make mixed reality applications seem more plausible. To properly blend the AR objects in the real scene, it is important to study the lighting of the environment. The existing illuminationframeworks proposed by Google’s ARCore (Google’s Augmented Reality Software Development Kit) and Apple’s ARKit (Apple’s Augmented Reality Software Development Kit) are computationally expensive and have very slow refresh rates, which make them incompatible for dynamic environments and low-end mobile devices. Recently, there have been other illumination estimation frameworks such as GLEAM, Xihe, which aim at providing better illumination with faster refresh rates. GLEAM is an illumination estimation framework that understands the real scene by collecting pixel data from a reflecting spherical light probe. GLEAM uses this data to form environment cubemaps which are later mapped onto a reflection probe to generate illumination for AR objects. It is noticed that from a single viewpoint only one half of the light probe can be observed at a time which does not give complete information about the environment. This leads to the idea of having a multi-viewpoint estimation for better performance. This thesis work analyzes the multi-viewpoint capabilities of AR illumination frameworks that use physical light probes to understand the environment. The current work builds networking using TCP and UDP protocols on GLEAM. This thesis work also documents how processor load sharing has been done while networking devices and how that benefits the performance of GLEAM on mobile devices. Some enhancements using multi-threading have also been made to the already existing GLEAM model to improve its performance.
ContributorsGurram, Sahithi (Author) / LiKamWa, Robert (Thesis advisor) / Jayasuriya, Suren (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2022
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Description
In this study, the current literature regarding student engagement and student voice were reviewed to explore the connection between these two classroom elements. Currently, frequently incorporating student voice in order to increase student engagement most commonly takes place at the high school and university levels. Thus, utilizing Finn’s

In this study, the current literature regarding student engagement and student voice were reviewed to explore the connection between these two classroom elements. Currently, frequently incorporating student voice in order to increase student engagement most commonly takes place at the high school and university levels. Thus, utilizing Finn’s (1989) participation-identification theory, this study set out to implement a practical design intervention in an elementary classroom to increase student engagement through the incorporation of student voice. Using Design-Based Research, I implemented a collaborative reflection process which allowed students, teacher/researcher, and co-educators to provide feedback on classroom task and participant structures. The feedback was then considered for further iterations of the task and participant structures. This was a pilot study of the collaborative reflection process and was implemented in a fourth-grade math classroom with 26 participants. Along with participating in the collaborative reflection process, the student participants also took a 26 question Learner Empowerment Measure to survey their feelings of identity with the classroom before and after the design intervention. After analyzing audio data gathered during the classroom tasks, as well as student feedback, it was found that student participation did increase due to the design intervention. However, there was no measurable difference in students’ feelings of identity with the classroom due to the collaborative reflection process. Future studies should consider implementing the collaborative reflection process in multiple classrooms across diverse activities during the school year.
ContributorsSanders, Elizabeth (Author) / Zuiker, Steven (Thesis advisor) / Jordan, Michelle (Committee member) / Henderson, J. Bryan (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated

Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated to work well with young children. In this thesis project, Guardy, an iOS tower defense game, was developed to help children over 8 years old learn about and practice using basic concepts in programming. The game is built with the SpriteKit, a graphics rendering and animation infrastructure in Apple’s integrated development environment Xcode. It simplifies switching among different game scenes and animating game sprites in the development. In a typical game, a sequence of operations is arranged by players to destroy incoming enemy minions. Basic coding concepts like looping, sequencing, conditionals, and classification are integrated in different levels. In later levels, players are required to type in commands and put them in an order to keep playing the game. To reduce the difficulty of the usability testing, a method combining questionnaires and observation was conducted with two groups of college students who either have no programming experience or are familiar with coding. The results show that Guardy has the potential to help children learn programming and practice computational thinking.
ContributorsWang, Xiaoxiao (Author) / Nelson, Brian C. (Thesis advisor) / Turaga, Pavan (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
English proficiency is one of the major factors affecting international students’ academic adjustment to American universities. Many international college students select to improve their academic English proficiency through an English intensive program. Collaborative learning is an educational approach to teaching and learning that allows students and teachers to engage in

English proficiency is one of the major factors affecting international students’ academic adjustment to American universities. Many international college students select to improve their academic English proficiency through an English intensive program. Collaborative learning is an educational approach to teaching and learning that allows students and teachers to engage in a common task and work together to search for knowledge and skills. This thesis study aims to develop, design, and iteratively refine strategies to help English intensive program teachers build collaborative learning and promote international students’ effective collaboration, so as to improve students' academic English proficiency. In this study, two different collaborative learning strategies were designed, implemented and iterated. Data was collected using qualitative methods and follow the principle of design-based research (DBR; Barab, 2014) The results of this study suggest that successful instructional strategies for collaborative learning should be designed in the following ways. First, gathering participants’ opinions and feedback at all phases of design and iteration; Second, linking the new strategies or activity to students’ grade should be the center of the design. Third, in DBR,researchers need to be patient to build good relationships with practitioners, which can provide a basis for continuing research.
ContributorsNolastname, Digengni (Author) / Wolf, Leigh Graves (Thesis advisor) / Zuiker, Steven (Thesis advisor) / Lippincott, Dianna (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Learning analytics application is evolving into a student-facing solution. Student-facing learning analytics dashboards (SFLADs), as one popular application, occupies a pivotal position in online learning. However, the application of SFLADs faces challenges due to teacher-centered and researcher-centered approaches. The majority of SFLADs report student learning data to teachers, administrators, and

Learning analytics application is evolving into a student-facing solution. Student-facing learning analytics dashboards (SFLADs), as one popular application, occupies a pivotal position in online learning. However, the application of SFLADs faces challenges due to teacher-centered and researcher-centered approaches. The majority of SFLADs report student learning data to teachers, administrators, and researchers without direct student involvement in the design of SFLADs. The primary design criteria of SFLADs is developing interactive and user-friendly interfaces or sophisticated algorithms that analyze the collected data about students’ learning activities in various online environments. However, if students are not using these tools, then analytics about students are not useful. In response to this challenge, this study focuses on investigating student perceptions regarding the design of SFLADs aimed at providing ownership over learning. The study adopts an approach to design-based research (DBR; Barab, 2014) called the Integrative Learning Design Framework (ILDF; Bannan-Ritland, 2003). The theoretical conjectures and the definition of student ownership are both framed by Self-determination theory (SDT), including four concepts of academic motivation. There are two parts of the design in this study, including prototypes design and intervention design. They are guided by a general theory-based inference which is student ownership will improve student perceptions of learning in an autonomy-supportive SFLAD context. A semi-structured interview is used to gather student perceptions regarding the design of SFLADs aimed at providing ownership over learning.
ContributorsLi, Siyuan (Author) / Zuiker, Steven (Thesis advisor) / Cunningham, James (Committee member) / Lande, Micah (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Expansive framing is a promising approach to understanding transfer but little is known about how it might work in teacher professional development, an area that research suggests would be improved by the use of situative strategies. The Content, Person, Context framework (CPC) that has been developed in online learning contexts

Expansive framing is a promising approach to understanding transfer but little is known about how it might work in teacher professional development, an area that research suggests would be improved by the use of situative strategies. The Content, Person, Context framework (CPC) that has been developed in online learning contexts draws on the concept of expansive framing and further develops it through a focus on positioning content, person and context for value creation. However, little is known about how it promotes transfer. I studied how these two situative approaches, individually and together, illuminated near-transfer in the context of an online teacher professional development (PD) course. In this mixed methods study I adapted and created rubrics to analyze educators’ stories about how they intended to implement what they had learned in the course. I concluded that CPC and expansive framing support different understandings of authorship, with the former prioritizing immediate action planned for specific contexts and the latter emphasizing learner creation and ownership over time. These different views have consequences for how transfer is understood but can be used to create a model of how transfer can be fostered that is more robust than either framework taken on its own. Because this study is part of an evaluation phase of an ongoing design-based research project, I make recommendations for how expansive framing and CPC can be further used as tools for designing the next iteration of the PD module.
ContributorsJongewaard, Rebekah (Author) / Zuiker, Steven (Thesis advisor) / Barab, Sasha (Committee member) / Jordan, Michelle (Committee member) / Arizona State University (Publisher)
Created2021