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This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can

This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can be used to understand the image better through recognizing different features present within the image. Deep CNNs, however, require training sets that can be larger than a million pictures in order to fine tune their feature detectors. For the case of facial expression datasets, none of these large datasets are available. Due to this limited availability of data required to train a new CNN, the idea of using naïve domain adaptation is explored. Instead of creating and using a new CNN trained specifically to extract features related to FER, a previously trained CNN originally trained for another computer vision task is used. Work for this research involved creating a system that can run a CNN, can extract feature vectors from the CNN, and can classify these extracted features. Once this system was built, different aspects of the system were tested and tuned. These aspects include the pre-trained CNN that was used, the layer from which features were extracted, normalization used on input images, and training data for the classifier. Once properly tuned, the created system returned results more accurate than previous attempts on facial expression recognition. Based on these positive results, naïve domain adaptation is shown to successfully leverage advantages of deep CNNs for facial expression recognition.
ContributorsEusebio, Jose Miguel Ang (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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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
Medical records are increasingly being recorded in the form of electronic health records (EHRs), with a significant amount of patient data recorded as unstructured natural language text. Consequently, being able to extract and utilize clinical data present within these records is an important step in furthering clinical care. One important

Medical records are increasingly being recorded in the form of electronic health records (EHRs), with a significant amount of patient data recorded as unstructured natural language text. Consequently, being able to extract and utilize clinical data present within these records is an important step in furthering clinical care. One important aspect within these records is the presence of prescription information. Existing techniques for extracting prescription information — which includes medication names, dosages, frequencies, reasons for taking, and mode of administration — from unstructured text have focused on the application of rule- and classifier-based methods. While state-of-the-art systems can be effective in extracting many types of information, they require significant effort to develop hand-crafted rules and conduct effective feature engineering. This paper presents the use of a bidirectional LSTM with CRF tagging model initialized with precomputed word embeddings for extracting prescription information from sentences without requiring significant feature engineering. The experimental results, run on the i2b2 2009 dataset, achieve an F1 macro measure of 0.8562, and scores above 0.9449 on four of the six categories, indicating significant potential for this model.
ContributorsRawal, Samarth Chetan (Author) / Baral, Chitta (Thesis director) / Anwar, Saadat (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
This thesis aims to improve neural control policies for self-driving cars. State-of-the-art navigation software for self-driving cars is based on deep neural networks, where the network is trained on a dataset of past driving experience in various situations. With previous methods, the car can only make decisions based on short-term

This thesis aims to improve neural control policies for self-driving cars. State-of-the-art navigation software for self-driving cars is based on deep neural networks, where the network is trained on a dataset of past driving experience in various situations. With previous methods, the car can only make decisions based on short-term memory. To address this problem, we proposed that using a Neural Turing Machine (NTM) framework adds long-term memory to the system. We evaluated this approach by using it to master a palindrome task. The network was able to infer how to create a palindrome with 100% accuracy. Since the NTM structure proves useful, we aim to use it in the given scenarios to improve the navigation safety and accuracy of a simulated autonomous car.
ContributorsMartin, Sarah (Author) / Ben Amor, Hani (Thesis director) / Fainekos, Georgios (Committee member) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.
ContributorsPinho, Tyler (Co-author) / Le, Jefferson (Co-author) / Spence, Curtis (Co-author) / Nelson, Brian (Thesis director) / Walker, Erin (Committee member) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

One obstacle which children with autism spectrum disorders (ASDs) face when learning in a public-school environment is the lack of feeling included when learning. In this study, the term inclusion refers to time that children with ASDs spend in general education settings, interacting and/or engaging with neurotypical students and teachers.

One obstacle which children with autism spectrum disorders (ASDs) face when learning in a public-school environment is the lack of feeling included when learning. In this study, the term inclusion refers to time that children with ASDs spend in general education settings, interacting and/or engaging with neurotypical students and teachers. Inclusion can help students with ASDs improve their social skills, as well as academic achievement, mental health, and future success (Camargo et al., 2014). Since children with ASDs often have difficulties with social interaction skills, this can prevent their successful inclusion in general education placements. Music is a type of behaviorally-based intervention, which has proven to be effective in helping students develop the skills necessary to be successfully included, and because it is a type of activity which can serve as a bit of a distraction from the social aspect of the interaction, it can help children practice social skills and interact in a comfortable way. This study examines how music is used in public school settings to help foster the skills necessary for autistic children to be involved in standard school curriculums in order to allow them to receive the full benefits from learning in a general education setting. This study was conducted by reviewing past literature on the benefits of inclusion in special education, the benefits of music for children with ASDs, and the difference in efficacy of music interventions when conducted in an inclusive setting. Interviews with special education teachers, music educators, and music therapists were also conducted to address examples of the impact of music in this research area. The study found that music is beneficial in allowing more students to be included in standard school curriculums, and data showed the trend that inclusion positively affected their social and academic development.

ContributorsVerma, Alisha (Author) / Kappes, Janelle (Thesis director) / Ruiz, Eugenia Hernandez (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This thesis attempts to explain Everettian quantum mechanics from the ground up, such that those with little to no experience in quantum physics can understand it. First, we introduce the history of quantum theory, and some concepts that make up the framework of quantum physics. Through these concepts, we reveal

This thesis attempts to explain Everettian quantum mechanics from the ground up, such that those with little to no experience in quantum physics can understand it. First, we introduce the history of quantum theory, and some concepts that make up the framework of quantum physics. Through these concepts, we reveal why interpretations are necessary to map the quantum world onto our classical world. We then introduce the Copenhagen interpretation, and how many-worlds differs from it. From there, we dive into the concepts of entanglement and decoherence, explaining how worlds branch in an Everettian universe, and how an Everettian universe can appear as our classical observed world. From there, we attempt to answer common questions about many-worlds and discuss whether there are philosophical ramifications to believing such a theory. Finally, we look at whether the many-worlds interpretation can be proven, and why one might choose to believe it.

ContributorsSecrest, Micah (Author) / Foy, Joseph (Thesis director) / Hines, Taylor (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The purpose of this paper is to provide an analysis of entanglement and the particular problems it poses for some physicists. In addition to looking at the history of entanglement and non-locality, this paper will use the Bell Test as a means for demonstrating how entanglement works, which measures the

The purpose of this paper is to provide an analysis of entanglement and the particular problems it poses for some physicists. In addition to looking at the history of entanglement and non-locality, this paper will use the Bell Test as a means for demonstrating how entanglement works, which measures the behavior of electrons whose combined internal angular momentum is zero. This paper will go over Dr. Bell's famous inequality, which shows why the process of entanglement cannot be explained by traditional means of local processes. Entanglement will be viewed initially through the Copenhagen Interpretation, but this paper will also look at two particular models of quantum mechanics, de-Broglie Bohm theory and Everett's Many-Worlds Interpretation, and observe how they explain the behavior of spin and entangled particles compared to the Copenhagen Interpretation.

ContributorsWood, Keaten Lawrence (Author) / Foy, Joseph (Thesis director) / Hines, Taylor (Committee member) / Department of Physics (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Breast cancer is one of the most common types of cancer worldwide. Early detection and diagnosis are crucial for improving the chances of successful treatment and survival. In this thesis, many different machine learning algorithms were evaluated and compared to predict breast cancer malignancy from diagnostic features extracted from digitized

Breast cancer is one of the most common types of cancer worldwide. Early detection and diagnosis are crucial for improving the chances of successful treatment and survival. In this thesis, many different machine learning algorithms were evaluated and compared to predict breast cancer malignancy from diagnostic features extracted from digitized images of breast tissue samples, called fine-needle aspirates. Breast cancer diagnosis typically involves a combination of mammography, ultrasound, and biopsy. However, machine learning algorithms can assist in the detection and diagnosis of breast cancer by analyzing large amounts of data and identifying patterns that may not be discernible to the human eye. By using these algorithms, healthcare professionals can potentially detect breast cancer at an earlier stage, leading to more effective treatment and better patient outcomes. The results showed that the gradient boosting classifier performed the best, achieving an accuracy of 96% on the test set. This indicates that this algorithm can be a useful tool for healthcare professionals in the early detection and diagnosis of breast cancer, potentially leading to improved patient outcomes.

ContributorsMallya, Aatmik (Author) / De Luca, Gennaro (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05