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Description
Even in the largest public university in the country, computer related degrees such as Computer Science, Computer Systems Engineering and Software Engineering have low enrollment rates and high dropout rates. This is interesting because the careers that require these degrees are marketed as the highest paying and most powerful. The

Even in the largest public university in the country, computer related degrees such as Computer Science, Computer Systems Engineering and Software Engineering have low enrollment rates and high dropout rates. This is interesting because the careers that require these degrees are marketed as the highest paying and most powerful. The goal of this project was to find out what the students of Arizona State University (ASU) thought about these majors and why they did or did not pick them. A total of 206 students were surveyed from a variety of sources including upper level classes, lower level classes and Barrett, the Honors College. Survey questions asked why the students picked their current major, if they had a previous major and why did they switch, and if the students had considered one of the three computer related degrees. Almost all questions were open ended, meaning the students did not have multiple choice answers and instead could write as short or as long of a response as needed. Responses were grouped based on a set of initial hypotheses and any emerging trends. These groups were displayed in several different bar graphs broken down by gender, grade level and category of student (stayed in a computer related degree, left one, joined one or picked a non-computer related degree). Trends included students of all grade levels picking their major because they were passionate or interested in the subject. This may suggest that college students are set in their path and will not switch majors easily. Students also reported seeing computer related degrees as too difficult and intimidating. However, given the low (when compared to all of ASU) number of students surveyed, the conclusions and trends given cannot be representative of ASU as a whole. Rather, they are just representative of this sample population. Further work on this study, if time permitted, would be to try to survey more students and question some of the trends established to find more specific answers.
ContributorsMeza, Edward L (Author) / Meuth, Ryan (Thesis director) / Miller, Phillip (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
The areas of cloud computing and web services have grown rapidly in recent years, resulting in software that is more interconnected and and widely used than ever before. As a result of this proliferation, there needs to be a way to assess the quality of these web services in order

The areas of cloud computing and web services have grown rapidly in recent years, resulting in software that is more interconnected and and widely used than ever before. As a result of this proliferation, there needs to be a way to assess the quality of these web services in order to ensure their reliability and accuracy. This project explores different ways in which services can be tested and evaluated through the design of various testing techniques and their implementations in a web application, which can be used by students or developers to test their web services.
ContributorsHilliker, Mark Paul (Author) / Chen, Yinong (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Engineering an object means engineering the process that creates the object. Today, software can make the task of tracking these processes robust and straightforward. When engineering requirements are strict and strenuous, software custom-built for such processes can prove essential. The work for this project was developing ICDB, an inventory control

Engineering an object means engineering the process that creates the object. Today, software can make the task of tracking these processes robust and straightforward. When engineering requirements are strict and strenuous, software custom-built for such processes can prove essential. The work for this project was developing ICDB, an inventory control and build management system created for spacecraft engineers at ASU to record each step of their engineering processes. In-house development means ICDB is more precisely designed around its users' functionality and cost requirements than most off-the-shelf commercial offerings. By placing a complex relational database behind an intuitive web application, ICDB enables organizations and their users to create and store parts libraries, assembly designs, purchasing and location records for inventory items, and more.
ContributorsNoss, Karl Friederich (Author) / Davulcu, Hasan (Thesis director) / Rios, Ken (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API

Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API for Natural Language Processing was incorporated into our game system. User experience elements like gestures, UI color change, and images were used to help guide users in memorizing and building structures. The process to create these elements were streamlined through the VRTK library in Unity. The game has two segments. The first segment is a tutorial level where the user learns to perform motions and in-game actions. The second segment is a game where the user must correctly create a structure by utilizing vocal commands and spatial recognition. A standardized usability test, System Usability Scale, was used to evaluate the effectiveness of the game. A survey was also created in order to evaluate a more descriptive user opinion. Overall, users gave a positive score on the System Usability Scale and slightly positive reviews in the custom survey.
ContributorsOrtega, Excel (Co-author) / Ryan, Alexander (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computing and Informatics Program (Contributor) / School of Art (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
For those interested in the field of robotics, there are not many options to get your hands on a physical robot without paying a steep price. This is why the folks at BCN3D Technologies decided to design a fully open-source 3D-printable robotic arm. Their goal was to reduce the barrier

For those interested in the field of robotics, there are not many options to get your hands on a physical robot without paying a steep price. This is why the folks at BCN3D Technologies decided to design a fully open-source 3D-printable robotic arm. Their goal was to reduce the barrier to entry for the field of robotics and make it exponentially more accessible for people around the world. For our honors thesis, we chose to take the design from BCN3D and attempt to build their robot, to see how accessible the design truly is. Although their designs were not perfect and we were forced to make some adjustments to the 3D files, overall the work put forth by the people at BCN3D was extremely useful in successfully building a robotic arm that is programmed with ease.
ContributorsCohn, Riley (Co-author) / Petty, Charles (Co-author) / Ben Amor, Hani (Thesis director) / Yong, Sze Zheng (Committee member) / Computer Science and Engineering Program (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
With the progression of different industries moving away from employing secretaries for business professionals and professors, there exists a void in the area of personal assistance. This problem has existing solutions readily available to replace this service, i.e. secretary or personal assistant, tend to range from expensive and useful to

With the progression of different industries moving away from employing secretaries for business professionals and professors, there exists a void in the area of personal assistance. This problem has existing solutions readily available to replace this service, i.e. secretary or personal assistant, tend to range from expensive and useful to inexpensive and not efficient. This leaves a low cost niche into the market of a virtual office assistant or manager to display messages and to help direct people in obtaining contact information. The development of a low cost solution revolves around the software needed to solve the various problems an accessible and user friendly Virtual Interface in which the owner of the Virtual Office Manager/Assistant can communicate to colleagues who are at standby outside of the owner's office and vice versa. This interface will be allowing the owner to describe the status pertaining to their absence or any other message sent to the interface. For example, the status of the owner's work commute can be described with a simple "Running Late" phrase or a message like "Busy come back in 10 minutes". In addition, any individual with an interest to these entries will have the opportunity to respond back because the device will provide contact information. When idle, the device will show supplemental information such as the owner's calendar and name. The scope of this will be the development and testing of solutions to achieve these goals.
ContributorsOffenberger, Spencer Eliot (Author) / Kozicki, Michael (Thesis director) / Goryll, Michael (Committee member) / Electrical Engineering Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

As much as SARS-CoV-2 has altered the way humans live since the beginning of 2020,<br/>this virus's deadly nature has required clinical testing to meet 2020's demands of higher<br/>throughput, higher accuracy and higher efficiency. Information technology has allowed<br/>institutions, like Arizona State University (ASU), to make strategic and operational changes to<br/>combat the

As much as SARS-CoV-2 has altered the way humans live since the beginning of 2020,<br/>this virus's deadly nature has required clinical testing to meet 2020's demands of higher<br/>throughput, higher accuracy and higher efficiency. Information technology has allowed<br/>institutions, like Arizona State University (ASU), to make strategic and operational changes to<br/>combat the SARS-CoV-2 pandemic. At ASU, information technology was one of the six facets<br/>identified in the ongoing review of the ASU Biodesign Clinical Testing Laboratory (ABCTL)<br/>among business, communications, management/training, law, and clinical analysis. The first<br/>chapter of this manuscript covers the background of clinical laboratory automation and details<br/>the automated laboratory workflow to perform ABCTL’s COVID-19 diagnostic testing. The<br/>second chapter discusses the usability and efficiency of key information technology systems of<br/>the ABCTL. The third chapter explains the role of quality control and data management within<br/>ABCTL’s use of information technology. The fourth chapter highlights the importance of data<br/>modeling and 10 best practices when responding to future public health emergencies.

ContributorsKandan, Mani (Co-author) / Leung, Michael (Co-author) / Woo, Sabrina (Co-author) / Knox, Garrett (Co-author) / Compton, Carolyn (Thesis director) / Dudley, Sean (Committee member) / Computer Science and Engineering Program (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This paper explores the intersection of user experience and museums through interactive and immersive exhibits. It discusses the background and history of the art museum and the field of UX and describes how interactivity and immersion impact visitors and change the exhibit development process. The implications of interactive and immersive

This paper explores the intersection of user experience and museums through interactive and immersive exhibits. It discusses the background and history of the art museum and the field of UX and describes how interactivity and immersion impact visitors and change the exhibit development process. The implications of interactive and immersive exhibits on the museum space are detailed including: social media, the authenticity of objects, and the commodification of experience. It is argued that despite the drawbacks of interactivity and immersion in the museum, the potential benefits of audience engagement and social connection make them worth pursuing.

ContributorsHong, Harrison (Author) / Boyce-Jacino, Katherine (Thesis director) / Carrasquilla, Christina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio,

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.
ContributorsLyons, Jacob (Author) / Selgrad, Justin (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
Society is developing at an exponential rate and engineers have become the pioneers of great technical breakthroughs; however, these revolutionary products can only become usable for the public if it is designed with the users in mind. User experience (UX) is the pinnacle of creating value for the user and

Society is developing at an exponential rate and engineers have become the pioneers of great technical breakthroughs; however, these revolutionary products can only become usable for the public if it is designed with the users in mind. User experience (UX) is the pinnacle of creating value for the user and an emphasis on UX can greatly increase company accessibility and legacy. One way to do this is through interactive chatbots that are available at all hours. Chatbots are becoming more mainstream for businesses' websites to improve the user experience by giving instantaneous relief to customers with pressing questions. Especially for new initiatives, providing chatbots that are constantly available to educate potential users on the company will drive more traffic. The motivation behind this project was to create the best fitting chatbot, namely AishaBot, for the start-up Aisha Comfortable Coliving Inc. whose fun personality and educational tone speaks to the company demographic. After understanding the demographic, dialogues were written for the chatbot with a specific tone and sentiment to engage the users. In order to assess the effectiveness of the dialogue, 15 female participants were recruited to partake in the study, assessing their overall experience with the purpose of gaining feedback and refining the chatbot. Participants were asked to complete 5 tasks and the majority completed 95% of the tasks successfully, resulting in an overall positive user experience. The participants communicated with and received the tone of the dialogues very well from AishaBot. Along with this, a better understanding was gained on how to alter key words and how the participants from different age ranges went about asking their questions.
ContributorsSalahudeen, Afsana (Author) / Ngov, Justin (Co-author) / Elena Chavez-Echeagaray, Maria (Thesis director) / ElSherbiny, Aisha (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12