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Description

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a generator to attempt to satisfy the discriminator. The network design is described in further detail below; however there are several potential issues that arise including the averaging of a color for certain images such that small details in an image are not assigned unique colors leading to a neutral blend. We attempt to mitigate this issue as much as possible.

ContributorsMarkabawi, Jah (Co-author) / Masud, Abdullah (Co-author) / Lobo, Ian (Co-author) / Koleber, Keith (Co-author) / Yang, Yingzhen (Thesis director) / Wang, Yancheng (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a

This paper is centered on the use of generative adversarial networks (GANs) to convert or generate RGB images from grayscale ones. The primary goal is to create sensible and colorful versions of a set of grayscale images by training a discriminator to recognize failed or generated images and training a generator to attempt to satisfy the discriminator. The network design is described in further detail below; however there are several potential issues that arise including the averaging of a color for certain images such that small details in an image are not assigned unique colors leading to a neutral blend. We attempt to mitigate this issue as much as possible.

ContributorsMasud, Abdullah Bin (Co-author) / Koleber, Keith (Co-author) / Lobo, Ian (Co-author) / Markabawi, Jah (Co-author) / Yang, Yingzhen (Thesis director) / Wang, Yancheng (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Video games often feature agents that the human player interacts with to overcome.
Designing these agents to cover every case of human interaction is difficult, and usually
imperfect, as human players are capable of learning to overcome these agents in unintended
ways. Artificial intelligence is a growing field that seeks to solve problems

Video games often feature agents that the human player interacts with to overcome.
Designing these agents to cover every case of human interaction is difficult, and usually
imperfect, as human players are capable of learning to overcome these agents in unintended
ways. Artificial intelligence is a growing field that seeks to solve problems by simulating
learning in specific environments. The aim of this paper is to explore the applications that the
self play learning branch of artificial intelligence may pose on game development in the future,
and to attempt to implement a working version of a self play agent learning to play a Pokemon
battle. Originally designed Pokemon battle behavior is often suboptimal, getting stuck making
ineffective or incorrect choices, so training a self play model to learn the strategy and structure of
Pokemon battles from a clean slate would result in an organic agent that would outperform the
original behavior of the computer controlled agents. Though unsuccessful in my implementation,
this paper serves as a record of the exploration of this field, and a log of what worked and what
did not, in order to benefit any future person interested in the same topics.
ContributorsCiudad, Erick Marcel (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
Emotion recognition in conversation has applications within numerous domains such as affective computing and medicine. Recent methods for emotion recognition jointly utilize conversational data over several modalities including audio, video, and text. However, state-of-the-art frameworks for this task do not focus on the feature extraction and feature fusion steps of

Emotion recognition in conversation has applications within numerous domains such as affective computing and medicine. Recent methods for emotion recognition jointly utilize conversational data over several modalities including audio, video, and text. However, state-of-the-art frameworks for this task do not focus on the feature extraction and feature fusion steps of this process. This thesis aims to improve the state-of-the-art method by incorporating two components to better accomplish these steps. By doing so, we are able to produce improved representations for the text modality and better model the relationships between all modalities. This paper proposes two methods which focus on these concepts and provide improved accuracy over the state-of-the-art framework for multimodal emotion recognition in dialogue.
ContributorsRawal, Siddharth (Author) / Baral, Chitta (Thesis director) / Shah, Shrikant (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
In recent years, the development of new Machine Learning models has allowed for new technological advancements to be introduced for practical use across the world. Multiple studies and experiments have been conducted to create new variations of Machine Learning models with different algorithms to determine if potential systems would prove

In recent years, the development of new Machine Learning models has allowed for new technological advancements to be introduced for practical use across the world. Multiple studies and experiments have been conducted to create new variations of Machine Learning models with different algorithms to determine if potential systems would prove to be successful. Even today, there are still many research initiatives that are continuing to develop new models in the hopes to discover potential solutions for problems such as autonomous driving or determining the emotional value from a single sentence. One of the current popular research topics for Machine Learning is the development of Facial Expression Recognition systems. These Machine Learning models focus on classifying images of human faces that are expressing different emotions through facial expressions. In order to develop effective models to perform Facial Expression Recognition, researchers have gone on to utilize Deep Learning models, which are a more advanced implementation of Machine Learning models, known as Neural Networks. More specifically, the use of Convolutional Neural Networks has proven to be the most effective models for achieving highly accurate results at classifying images of various facial expressions. Convolutional Neural Networks are Deep Learning models that are capable of processing visual data, such as images and videos, and can be used to identify various facial expressions. The purpose of this project, I focused on learning about the important concepts of Machine Learning, Deep Learning, and Convolutional Neural Networks to implement a Convolutional Neural Network that was previously developed by a recommended research paper.
ContributorsFrace, Douglas R (Author) / Demakethepalli Venkateswara, Hemanth Kumar (Thesis director) / McDaniel, Troy (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Finding applications on Apple’s iOS device Home screen is a difficult task since applications are arranged in a disorganized grid of icons and small labels. By “jailbreaking” an iOS device, it is possible to install third party “tweaks” that modify the operating system to customize and fix annoying aspects of

Finding applications on Apple’s iOS device Home screen is a difficult task since applications are arranged in a disorganized grid of icons and small labels. By “jailbreaking” an iOS device, it is possible to install third party “tweaks” that modify the operating system to customize and fix annoying aspects of iOS. Current jailbreak tweaks exist that can launch applications differently than Apple’s stock Home screen, but they leave much to be desired in terms of functionality, usability, and aesthetics. HomeList is a watchOS-inspired tweak I created to add an easy to read, quick to navigate, and visually appealing list of applications integrated directly into the Home screen. Research into Apple’s private iOS frameworks was used to figure out how to perform tasks required by an app launcher as well as match iOS design aesthetics.
ContributorsBoxberger, Blake Palmer (Author) / Balasooriya, Janaka (Thesis director) / Faucon, Philippe Christophe (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Abstract
Matrix Factorization techniques have been proven to be more effective in recommender systems than standard user based or item based methods. Using this knowledge, Funk SVD and SVD++ are compared by the accuracy of their predictions of Twitch streamer data.

Introduction
As watching video games is becoming more popular, those interested are

Abstract
Matrix Factorization techniques have been proven to be more effective in recommender systems than standard user based or item based methods. Using this knowledge, Funk SVD and SVD++ are compared by the accuracy of their predictions of Twitch streamer data.

Introduction
As watching video games is becoming more popular, those interested are becoming interested in Twitch.tv, an online platform for guests to watch streamers play video games and interact with them. A streamer is an person who broadcasts them-self playing a video game or some other thing for an audience (the guests of the website.) The site allows the guest to first select the game/category to view and then displays currently active streamers for the guest to select and watch. Twitch records the games that a streamer plays along with the amount of time that a streamer spends streaming that game. This is how the score is generated for a streamer’s game. These three terms form the streamer-game-score (user-item-rating) tuples that we use to train out models.
The our problem’s solution is similar to the purpose of the Netflix prize; however, as opposed to suggesting a user a movie, the goal is to suggest a user a game. We built a model to predict the score that a streamer will have for a game. The score field in our data is fundamentally different from a movie rating in Netflix because the way a user influences a game’s score is by actively streaming it, not by giving it an score based off opinion. The dataset being used it the Twitch.tv dataset provided by Isaac Jones [1]. Also, the only data used in training the models is in the form of the streamer-game-score (user-item-rating) tuples. It will be known if these data points with limited information will be able to give an accurate prediction of a streamer’s score for a game. SVD and SVD++ are the baseis of the models being trained and tested. Scikit’s Surprise library in Python3 is used for the implementation of the models.
ContributorsAitken, Connor Dalton (Author) / Liu, Huan (Thesis director) / Jones, Isaac (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Less than half of all premedical applicants get accepted into a medical school, 39.3% of applicants to be precise, and that statistic is based on the number of matriculants out of the total applicants in 2015. With such a discouraging acceptance rate, many students who start out as premed are

Less than half of all premedical applicants get accepted into a medical school, 39.3% of applicants to be precise, and that statistic is based on the number of matriculants out of the total applicants in 2015. With such a discouraging acceptance rate, many students who start out as premed are often not towards the end of their undergraduate career and post-graduation because they do not feel prepared for medical school. It’s difficult for premed students to find all the information they need in one place rather than going from place to place or school website to school website. Additionally, it can be a hassle for premeds to keep track of all their coursework and calculate separate GPAs for each category especially due to how annoying Excel spread sheets can be. This is where the conceptualization of Premed Portfolio comes in. Premed Portfolio is a prototype mobile application. Premed Portfolio aims to streamline the process of preparing for medical school by guiding students to create a portfolio aimed to address the most important aspects of a medical school application. Students will be able to keep track of their cumulative GPA, BCPM (also known as science/math) GPA, MCAT Scores, prerequisite coursework and many more targeted areas of medical school. Premed Portfolio will also hope to use the stats that students provide and educate them on their chances of getting into medical school.
ContributorsSiddique, Shabab (Co-author, Co-author) / Rahman, Ahnaf (Co-author) / Patel, Dhruv (Co-author) / Sarwat Abdelghany Aly Elsayed, Mohamed (Thesis director) / Coursen, Jerry (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Vulnerability testing/evaluation is a regular task for cyber-security groups. Conducting tasks like this can take up a great amount of time and may not be perfect. Automating these tasks helps speed up the rate at which experts can test systems. However, script based or static programs that run automatically often

Vulnerability testing/evaluation is a regular task for cyber-security groups. Conducting tasks like this can take up a great amount of time and may not be perfect. Automating these tasks helps speed up the rate at which experts can test systems. However, script based or static programs that run automatically often do not have the versatility required to properly replace human analysis. With the advances in Artificial Intelligence and Machine Learning, a utility can be developed that would allow for the creation of penetration testing plans rather than manually testing vulnerabilities. A variety of existing cyber-security programs and utilities provide an API layer that commonly interacts with the Python environment. With the commonality of AI/ML tools within the Python ecosystem, a plugin like interface can be developed to feed any AI/ML program real world data and receive a response/report in return. Using Python 2.7+, Python 3.6+, pymdptoolbox, and POMDPy, a program was developed that ingests real-world data from scanning tools and returned a suggested course of action to be used by analysts in order to perform a practical validation of the algorithms in a real world setting. This program was able to successfully navigate a test network and produce results that were expected to be found on the target machines without needing human analysis of the network. Using POMDP based systems for more cyber-security type tasks may be a valuable use case for future developments and help ease the burden faced in a rapid paced world.
ContributorsBelanger, Connor Lawrence (Author) / Huang, Dijiang (Thesis director) / Chowdhary, Ankur (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
RecyclePlus is an iOS mobile application that allows users to be knowledgeable in the realms of sustainability. It gives encourages users to be environmental responsible by providing them access to recycling information. In particular, it allows users to search up certain materials and learn about its recyclability and how to

RecyclePlus is an iOS mobile application that allows users to be knowledgeable in the realms of sustainability. It gives encourages users to be environmental responsible by providing them access to recycling information. In particular, it allows users to search up certain materials and learn about its recyclability and how to properly dispose of the material. Some searches will show locations of facilities near users that collect certain materials and dispose of the materials properly. This is a full stack software project that explores open source software and APIs, UI/UX design, and iOS development.
ContributorsTran, Nikki (Author) / Ganesh, Tirupalavanam (Thesis director) / Meuth, Ryan (Committee member) / Watts College of Public Service & Community Solut (Contributor) / Department of Information Systems (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05