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Description
Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices

Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices are beginning to make use of multiple different input types, and will likely continue to do so. With this happening, users need to be able to interact with single applications through a variety of ways without having to change the design or suffer a loss of functionality. This is important because having only one user interface, UI, across all input types is makes it easier for the user to learn and keeps all interactions consistent across the application. Some of the main input types in use today are touch screens, mice, microphones, and keyboards; all seen in Figure 1 below. Current design methods tend to focus on how well the users are able to learn and use a computing system. It is good to focus on those aspects, but it is important to address the issues that come along with using different input types, or in this case, multiple input types. UI design for touch screens, mice, microphones, and keyboards each requires satisfying a different set of needs. Due to this trend in single devices being used in many different input configurations, a "fully functional" UI design will need to address the needs of multiple input configurations. In this work, clashing concerns are described for the primary input sources for computers and suggests methodologies and techniques for designing a single UI that is reasonable for all of the input configurations.
ContributorsJohnson, David Bradley (Author) / Calliss, Debra (Thesis director) / Wilkerson, Kelly (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
Collecting accurate collective decisions via crowdsourcing
is challenging due to cognitive biases, varying
worker expertise, and varying subjective scales. This
work investigates new ways to determine collective decisions
by prompting users to provide input in multiple
formats. A crowdsourced task is created that aims
to determine ground-truth by collecting information in
two different ways: rankings and numerical

Collecting accurate collective decisions via crowdsourcing
is challenging due to cognitive biases, varying
worker expertise, and varying subjective scales. This
work investigates new ways to determine collective decisions
by prompting users to provide input in multiple
formats. A crowdsourced task is created that aims
to determine ground-truth by collecting information in
two different ways: rankings and numerical estimates.
Results indicate that accurate collective decisions can
be achieved with less people when ordinal and cardinal
information is collected and aggregated together
using consensus-based, multimodal models. We also
show that presenting users with larger problems produces
more valuable ordinal information, and is a more
efficient way to collect an aggregate ranking. As a result,
we suggest input-elicitation to be more widely considered
for future work in crowdsourcing and incorporated
into future platforms to improve accuracy and efficiency.
ContributorsKemmer, Ryan Wyeth (Author) / Escobedo, Adolfo (Thesis director) / Maciejewski, Ross (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Cryptocurrencies have become one of the most fascinating forms of currency and economics due to their fluctuating values and lack of centralization. This project attempts to use machine learning methods to effectively model in-sample data for Bitcoin and Ethereum using rule induction methods. The dataset is cleaned by removing entries

Cryptocurrencies have become one of the most fascinating forms of currency and economics due to their fluctuating values and lack of centralization. This project attempts to use machine learning methods to effectively model in-sample data for Bitcoin and Ethereum using rule induction methods. The dataset is cleaned by removing entries with missing data. The new column is created to measure price difference to create a more accurate analysis on the change in price. Eight relevant variables are selected using cross validation: the total number of bitcoins, the total size of the blockchains, the hash rate, mining difficulty, revenue from mining, transaction fees, the cost of transactions and the estimated transaction volume. The in-sample data is modeled using a simple tree fit, first with one variable and then with eight. Using all eight variables, the in-sample model and data have a correlation of 0.6822657. The in-sample model is improved by first applying bootstrap aggregation (also known as bagging) to fit 400 decision trees to the in-sample data using one variable. Then the random forests technique is applied to the data using all eight variables. This results in a correlation between the model and data of 9.9443413. The random forests technique is then applied to an Ethereum dataset, resulting in a correlation of 9.6904798. Finally, an out-of-sample model is created for Bitcoin and Ethereum using random forests, with a benchmark correlation of 0.03 for financial data. The correlation between the training model and the testing data for Bitcoin was 0.06957639, while for Ethereum the correlation was -0.171125. In conclusion, it is confirmed that cryptocurrencies can have accurate in-sample models by applying the random forests method to a dataset. However, out-of-sample modeling is more difficult, but in some cases better than typical forms of financial data. It should also be noted that cryptocurrency data has similar properties to other related financial datasets, realizing future potential for system modeling for cryptocurrency within the financial world.
ContributorsBrowning, Jacob Christian (Author) / Meuth, Ryan (Thesis director) / Jones, Donald (Committee member) / McCulloch, Robert (Committee member) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The software element of home and small business networking solutions has failed to keep pace with annual development of newer and faster hardware. The software running on these devices is an afterthought, oftentimes equipped with minimal features, an obtuse user interface, or both. At the same time, this past year

The software element of home and small business networking solutions has failed to keep pace with annual development of newer and faster hardware. The software running on these devices is an afterthought, oftentimes equipped with minimal features, an obtuse user interface, or both. At the same time, this past year has seen the rise of smart home assistants that represent the next step in human-computer interaction with their advanced use of natural language processing. This project seeks to quell the issues with the former by exploring a possible fusion of a powerful, feature-rich software-defined networking stack and the incredible natural language processing tools of smart home assistants. To accomplish these ends, a piece of software was developed to leverage the powerful natural language processing capabilities of one such smart home assistant, the Amazon Echo. On one end, this software interacts with Amazon Web Services to retrieve information about a user's speech patterns and key information contained in their speech. On the other end, the software joins that information with its previous session state to intelligently translate speech into a series of commands for the separate components of a networking stack. The software developed for this project empowers a user to quickly make changes to several facets of their networking gear or acquire information about it with just their language \u2014 no terminals, java applets, or web configuration interfaces needed, thus circumventing clunky UI's or jumping from shell to shell. It is the author's hope that showing how networking equipment can be configured in this innovative way will draw more attention to the current failings of networking equipment and inspire a new series of intuitive user interfaces.
ContributorsHermens, Ryan Joseph (Author) / Meuth, Ryan (Thesis director) / Burger, Kevin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

Engaging users is essential for designers of any exhibit, such as the human-computer interface, the visual effects, or the informational content. The need to understand users’ experiences and learning gains has motivated a focus on user engagement across computer science. However, there has been limited review of how human-computer interaction

Engaging users is essential for designers of any exhibit, such as the human-computer interface, the visual effects, or the informational content. The need to understand users’ experiences and learning gains has motivated a focus on user engagement across computer science. However, there has been limited review of how human-computer interaction research interprets and employs the concepts in museum and exhibit settings, specifically their joint effects. The purpose of this study is to assess users’ experience and learning outcome, while interacting with a web application part of an exhibit that showcases the NASA Psyche spacecraft model. This web application provides an interactive menu that allows the user to navigate on the touch panel installed within the Psyche Spacecraft Exhibit. The user can press the button on the menu which will light up the corresponding parts of the model with a detailed description displayed on the panel. For this study, participants were required to take a questionnaire, a pretest, and a posttest. They were also required to interact with the web application while wearing an Emotiv EPOC+ EEG headset that measures their emotions while they were visiting the exhibit. During the study, data such as questionnaire results, sensed emotions from the EEG headset, and pretest and posttest scores were collected. Using the information gathered, the study explores user experience and learning gains through both biometrics and traditional tools. The findings show that users felt engaged and frustrated the most and that users gained more knowledge but at varying degrees from the interaction. Future work can be done to lower the levels of frustration and keep learning gains at a more consistent rate by improving the exhibit design to better meet various learning needs and visitor profiles.

ContributorsMa, Yumeng (Author) / Chavez-Echeagaray, Maria Elena (Thesis director) / Gonzalez Sanchez, Javier (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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Description

Hundreds of thousands of archaeological investigations in the United States conducted over the last several decades have documented a large portion of the recovered archaeological record in the United States. However, if we are to use this enormous corpus to achieve richer understandings of the past, it is essential that

Hundreds of thousands of archaeological investigations in the United States conducted over the last several decades have documented a large portion of the recovered archaeological record in the United States. However, if we are to use this enormous corpus to achieve richer understandings of the past, it is essential that both CRM and academic archaeologists change how they manage their digital documents and data over the course of a project and how this information is preserved for future use. We explore the nature and scope of the problem and describe how it can be addressed. In particular, we argue that project workflows must ensure that the documents and data are fully documented and deposited in a publicly accessible, digital repository where they can be discovered, accessed, and reused to enable new insights and build cumulative knowledge.

Cientos de miles de investigaciones arqueológicas en los Estados Unidos realizado en las últimas décadas han documentado una gran parte del registro arqueológico recuperado en los Estados Unidos. Sin embargo, si vamos a utilizar este enorme corpus para lograr entendimientos más ricos del pasado, es esencial que CRM y los arqueólogos académicos cambian cómo administran sus documentos digitales y los datos en el transcurso de un proyecto y cómo se conserva esta información para uso en el futuro. Exploramos la naturaleza y el alcance del problema y describimos cómo se pueden abordarse. En particular, sostenemos que los flujos de trabajo de proyecto deben asegurarse que los documentos y datos son totalmente documentados y depositados en un repositorio digital de acceso público, donde puede ser descubiertos, acceder y reutilizados para activar nuevos conocimientos y construir conocimiento acumulativo.

ContributorsMcManamon, Francis P. (Author) / Kintigh, Keith W. (Author) / Ellison, Leigh Anne (Author) / Brin, Adam (Author)
Created2017-08
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Description
Palliative care is a field that serves to benefit enormously from the introduction of mobile medical applications. Doctors at the Mayo Clinic intend to address a reoccurring dilemma, in which palliative care patients visit the emergency room during situations that are not urgent or life-threatening. Doing so unnecessarily

Palliative care is a field that serves to benefit enormously from the introduction of mobile medical applications. Doctors at the Mayo Clinic intend to address a reoccurring dilemma, in which palliative care patients visit the emergency room during situations that are not urgent or life-threatening. Doing so unnecessarily drains the hospital’s resources, and it prevents the patient’s physician from applying specialized care that would better suit the patient’s individual needs. This scenario is detrimental to all involved. A mobile medical application seeks to foster doctor-patient communication while simultaneously decreasing the frequency of these excessive E.R. visits. In order to provide a sufficient standard of usefulness and convenience, the design of such a mobile application must be tailored to accommodate the needs of palliative care patients. Palliative care is focused on establishing long-term comfort for people who are often terminally-ill, elderly, handicapped, or otherwise severely disadvantaged. Therefore, a UI intended for palliative care patients must be devoted to simplicity and ease of use. The application must also be robust enough that the user feels that they have been provided with enough capabilities. The majority of this paper is dedicated to overhauling an existing palliative care application, the product of a previous honors thesis project, and implementing a user interface that establishes a simple, positive, and advantageous environment. This is accomplished through techniques such as color-coding, optimizing page layout, increasing customization capabilities, and more. Above all else, this user interface is intended to make the patient’s experience satisfying and trouble-free. They should be able to log in, navigate the application’s features with a few taps of their finger, and log out — all without undergoing any frustration or difficulties.
ContributorsWilkes, Jarrett Matthew (Co-author) / Ganey, David (Co-author) / Dao, Lelan (Co-author) / Balasooriya, Janaka (Thesis director) / Faucon, Christophe (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12