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Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
ContributorsKury, Nizar (Author) / Nelson, Brian C (Thesis advisor) / Hsiao, Ihan (Committee member) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2017
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Description
The subliminal impact of framing of social, political and environmental issues such as climate change has been studied for decades in political science and communications research. Media framing offers an “interpretative package" for average citizens on how to make sense of climate change and its consequences to their livelihoods, how

The subliminal impact of framing of social, political and environmental issues such as climate change has been studied for decades in political science and communications research. Media framing offers an “interpretative package" for average citizens on how to make sense of climate change and its consequences to their livelihoods, how to deal with its negative impacts, and which mitigation or adaptation policies to support. A line of related work has used bag of words and word-level features to detect frames automatically in text. Such works face limitations since standard keyword based features may not generalize well to accommodate surface variations in text when different keywords are used for similar concepts.

This thesis develops a unique type of textual features that generalize triplets extracted from text, by clustering them into high-level concepts. These concepts are utilized as features to detect frames in text. Compared to uni-gram and bi-gram based models, classification and clustering using generalized concepts yield better discriminating features and a higher classification accuracy with a 12% boost (i.e. from 74% to 83% F-measure) and 0.91 clustering purity for Frame/Non-Frame detection.

The automatic discovery of complex causal chains among interlinked events and their participating actors has not yet been thoroughly studied. Previous studies related to extracting causal relationships from text were based on laborious and incomplete hand-developed lists of explicit causal verbs, such as “causes" and “results in." Such approaches result in limited recall because standard causal verbs may not generalize well to accommodate surface variations in texts when different keywords and phrases are used to express similar causal effects. Therefore, I present a system that utilizes generalized concepts to extract causal relationships. The proposed algorithms overcome surface variations in written expressions of causal relationships and discover the domino effects between climate events and human security. This semi-supervised approach alleviates the need for labor intensive keyword list development and annotated datasets. Experimental evaluations by domain experts achieve an average precision of 82%. Qualitative assessments of causal chains show that results are consistent with the 2014 IPCC report illuminating causal mechanisms underlying the linkages between climatic stresses and social instability.
ContributorsAlashri, Saud (Author) / Davulcu, Hasan (Thesis advisor) / Desouza, Kevin C. (Committee member) / Maciejewski, Ross (Committee member) / Hsiao, Sharon (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The technological revolution has caused the entire world to migrate to a digital environment and health care is no exception to this. Electronic Health Records (EHR) or Electronic Medical Records (EMR) are the digital repository for health data of patients. Nation wide efforts have been made by the federal government

The technological revolution has caused the entire world to migrate to a digital environment and health care is no exception to this. Electronic Health Records (EHR) or Electronic Medical Records (EMR) are the digital repository for health data of patients. Nation wide efforts have been made by the federal government to promote the usage of EHRs as they have been found to improve quality of health service. Although EHR systems have been implemented almost everywhere, active use of EHR applications have not replaced paper documentation. Rather, they are often used to store transcribed data from paper documentation after each clinical procedure. This process is found to be prone to errors such as data omission, incomplete data documentation and is also time consuming. This research aims to help improve adoption of real-time EHRs usage while documenting data by improving the usability of an iPad based EHR application that is used during resuscitation process in the intensive care unit. Using Cognitive theories and HCI frameworks, this research identified areas of improvement and customizations in the application that were required to exclusively match the work flow of the resuscitation team at the Mayo Clinic. In addition to this, a Handwriting Recognition Engine (HRE) was integrated into the application to support a stylus based information input into EHR, which resembles our target users’ traditional pen and paper based documentation process. The EHR application was updated and then evaluated with end users at the Mayo clinic. The users found the application to be efficient, usable and they showed preference in using this application over the paper-based documentation.
ContributorsSubbiah, Naveen Kumar (Author) / Patel, Vimla L. (Thesis advisor) / Hsiao, Sharon (Thesis advisor) / Sen, Ayan (Committee member) / Atkinson, Robert K (Committee member) / Arizona State University (Publisher)
Created2018
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Description
This research start utilizing an efficient sparse inverse covariance matrix (precision matrix) estimation technique to identify a set of highly correlated discriminative perspectives between radical and counter-radical groups. A ranking system has been developed that utilizes ranked perspectives to map Islamic organizations on a set of socio-cultural, political and behavioral

This research start utilizing an efficient sparse inverse covariance matrix (precision matrix) estimation technique to identify a set of highly correlated discriminative perspectives between radical and counter-radical groups. A ranking system has been developed that utilizes ranked perspectives to map Islamic organizations on a set of socio-cultural, political and behavioral scales based on their web site corpus. Simultaneously, a gold standard ranking of these organizations was created through domain experts and compute expert-to-expert agreements and present experimental results comparing the performance of the QUIC based scaling system to another baseline method for organizations. The QUIC based algorithm not only outperforms the baseline methods, but it is also the only system that consistently performs at area expert-level accuracies for all scales. Also, a multi-scale ideological model has been developed and it investigates the correlates of Islamic extremism in Indonesia, Nigeria and UK. This analysis demonstrate that violence does not correlate strongly with broad Muslim theological or sectarian orientations; it shows that religious diversity intolerance is the only consistent and statistically significant ideological correlate of Islamic extremism in these countries, alongside desire for political change in UK and Indonesia, and social change in Nigeria. Next, dynamic issues and communities tracking system based on NMF(Non-negative Matrix Factorization) co-clustering algorithm has been built to better understand the dynamics of virtual communities. The system used between Iran and Saudi Arabia to build and apply a multi-party agent-based model that can demonstrate the role of wedges and spoilers in a complex environment where coalitions are dynamic. Lastly, a visual intelligence platform for tracking the diffusion of online social movements has been developed called LookingGlass to track the geographical footprint, shifting positions and flows of individuals, topics and perspectives between groups. The algorithm utilize large amounts of text collected from a wide variety of organizations’ media outlets to discover their hotly debated topics, and their discriminative perspectives voiced by opposing camps organized into multiple scales. Discriminating perspectives is utilized to classify and map individual Tweeter’s message content to social movements based on the perspectives expressed in their tweets.
ContributorsKim, Nyunsu (Author) / Davulcu, Hasan (Thesis advisor) / Sen, Arunabha (Committee member) / Hsiao, Sharon (Committee member) / Corman, Steven (Committee member) / Arizona State University (Publisher)
Created2018
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Description
An old proverb claims that “two heads are better than one”. Crowdsourcing research and practice have taken this to heart, attempting to show that thousands of heads can be even better. This is not limited to leveraging a crowd’s knowledge, but also their creativity—the ability to generate something not only

An old proverb claims that “two heads are better than one”. Crowdsourcing research and practice have taken this to heart, attempting to show that thousands of heads can be even better. This is not limited to leveraging a crowd’s knowledge, but also their creativity—the ability to generate something not only useful, but also novel. In practice, there are initiatives such as Free and Open Source Software communities developing innovative software. In research, the field of crowdsourced creativity, which attempts to design scalable support mechanisms, is blooming. However, both contexts still present many opportunities for advancement.

In this dissertation, I seek to advance both the knowledge of limitations in current technologies used in practice as well as the mechanisms that can be used for large-scale support. The overall research question I explore is: “How can we support large-scale creative collaboration in distributed online communities?” I first advance existing support techniques by evaluating the impact of active support in brainstorming performance. Furthermore, I leverage existing theoretical models of individual idea generation as well as recommender system techniques to design CrowdMuse, a novel adaptive large-scale idea generation system. CrowdMuse models users in order to adapt itself to each individual. I evaluate the system’s efficacy through two large-scale studies. I also advance knowledge of current large-scale practices by examining common communication channels under the lens of Creativity Support Tools, yielding a list of creativity bottlenecks brought about by the affordances of these channels. Finally, I connect both ends of this dissertation by deploying CrowdMuse in an Open Source online community for two weeks. I evaluate their usage of the system as well as its perceived benefits and issues compared to traditional communication tools.

This dissertation makes the following contributions to the field of large-scale creativity: 1) the design and evaluation of a first-of-its-kind adaptive brainstorming system; 2) the evaluation of the effects of active inspirations compared to simple idea exposure; 3) the development and application of a set of creativity support design heuristics to uncover creativity bottlenecks; and 4) an exploration of large-scale brainstorming systems’ usefulness to online communities.
Contributorsda Silva Girotto, Victor Augusto (Author) / Walker, Erin A (Thesis advisor) / Burleson, Winslow (Thesis advisor) / Maciejewski, Ross (Committee member) / Hsiao, Sharon (Committee member) / Bigham, Jeffrey (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Visual processing in social media platforms is a key step in gathering and understanding information in the era of Internet and big data. Online data is rich in content, but its processing faces many challenges including: varying scales for objects of interest, unreliable and/or missing labels, the inadequacy of single

Visual processing in social media platforms is a key step in gathering and understanding information in the era of Internet and big data. Online data is rich in content, but its processing faces many challenges including: varying scales for objects of interest, unreliable and/or missing labels, the inadequacy of single modal data and difficulty in analyzing high dimensional data. Towards facilitating the processing and understanding of online data, this dissertation primarily focuses on three challenges that I feel are of great practical importance: handling scale differences in computer vision tasks, such as facial component detection and face retrieval, developing efficient classifiers using partially labeled data and noisy data, and employing multi-modal models and feature selection to improve multi-view data analysis. For the first challenge, I propose a scale-insensitive algorithm to expedite and accurately detect facial landmarks. For the second challenge, I propose two algorithms that can be used to learn from partially labeled data and noisy data respectively. For the third challenge, I propose a new framework that incorporates feature selection modules into LDA models.
ContributorsZhou, Xu (Author) / Li, Baoxin (Thesis advisor) / Hsiao, Sharon (Committee member) / Davulcu, Hasan (Committee member) / Yang, Yezhou (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark

The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark fantasy theme. We will first be exploring the challenges that came
with programming my own game - not quite from scratch, but also without a prebuilt
engine - then transition into game design and how Helix has evolved from its original form
to what we see today.
ContributorsDiscipulo, Isaiah K (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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
Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students at an individual level and provide the personal attention each

Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students at an individual level and provide the personal attention each student needs. This project aims to provide professors with a tool to quickly respond to the current understanding of the students. This web-based application gives professors the control to quickly ask Java programming questions, and the ability to see the aggregate data on how many of the students have successfully completed the assigned questions. With this system, the students are provided with extra programming practice in a controlled environment, and if there is an error in their program, the system will provide feedback describing what the error means and what steps the student can take to fix it.
ContributorsVillela, Daniel Linus (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Hsiao, Sharon (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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