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Description
Monocular is a user engagement application that offers a website owner the opportunity to track user behavior and use the data to better understand the site's strengths and weaknesses in terms of user satisfaction and motivation. This data allows the customer to make improvements to a website, resulting in a

Monocular is a user engagement application that offers a website owner the opportunity to track user behavior and use the data to better understand the site's strengths and weaknesses in terms of user satisfaction and motivation. This data allows the customer to make improvements to a website, resulting in a better user experience and potential for an improved bottom line.
ContributorsHooke, Wade (Co-author) / Ortiz-Monasterio, Diego (Co-author) / Clark, Joseph (Thesis director) / Prince, Linda (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-05
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Description
Data is ever present in the world today. Data can help predict presidential elections, Super Bowl champions, and even the weather. However, it's very hard, if not impossible, to predict how people feel unless they tell us. This is when impulse spending with data comes in handy. Companies are constantly

Data is ever present in the world today. Data can help predict presidential elections, Super Bowl champions, and even the weather. However, it's very hard, if not impossible, to predict how people feel unless they tell us. This is when impulse spending with data comes in handy. Companies are constantly looking for ways to get honest feedback when they are doing market research. Often, the research obtained ends up being unreliable or biased in some way. Allowing users to make impulse purchases with survey data is the answer. Companies can still gather the data that they need to do market research and customers can get more features or lives for their favorite games. It becomes a win-win for both users and companies. By adding the option to pay with information instead of money, companies can still get value out of frugal players. Established companies might not care so much about the impulse spending for purchases made in the application, however they would find a great deal of value in hearing about what customers think of their product or upcoming event. The real value from getting data from customers is the ability to train analytics models so that companies can make better predictions about consumer behavior. More accurate predictions can lead to companies being better prepared to meet the needs to the customer. Impulse spending with data provides the foundation to creating a software that can create value from all types of users regardless of whether the user is willing to spend money in the application.
ContributorsYotter, Alexandria Lee (Author) / Olsen, Christopher (Thesis director) / Sopha, Matthew (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
The purpose of this experiment was to research using Virtual Reality (VR) as a way for a home builder to experience their unbuilt home, similarly to home shoppers experiencing built homes through open houses and tours. It discusses the ideas and technologies involved, the process for developing a home in

The purpose of this experiment was to research using Virtual Reality (VR) as a way for a home builder to experience their unbuilt home, similarly to home shoppers experiencing built homes through open houses and tours. It discusses the ideas and technologies involved, the process for developing a home in VR, and the observations found from demoing it to people. The research was started based on the "presence" effect in VR. Presence describes the feeling when the user is convinced that they are truly in the virtual world. The research conducted found that the main immersion creator and breaker is the interactivity capable in the virtual home. Through demoing a virtual home, it was discovered that the user was less sensitive to the visual quality of the house, and more sensitive to any inconsistent interactions with the house. If the user could physically open a door, but then not a drawer, they were shaken out of their presence. The research conducted also found that VR can provide enough immersion to make the home owner feel "present" in their new home if the application is built with a focus on consistent interactions throughout the environment. This application is capable of severely disrupting the current market climate and reshaping the way home builders decide what house they want to build.
ContributorsConigliari, Jason (Author) / Mazzola, Daniel (Thesis director) / Ahmad, Altaf (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
\English is a programming language, a method of allowing programmers to write instructions such that a computer may understand and execute said instructions in the form of a program. Though many programming languages exist, this particular language is designed for ease of development and heavy optimizability in ways that no

\English is a programming language, a method of allowing programmers to write instructions such that a computer may understand and execute said instructions in the form of a program. Though many programming languages exist, this particular language is designed for ease of development and heavy optimizability in ways that no other programming language is. Building on the principles of Assembly level efficiency, referential integrity, and high order functionality, this language is able to produce extremely efficient code; meanwhile, programmatically defined English-based reusable syntax and a strong, static type system make \English easier to read and write than many existing programming languages. Its generalization of all language structures and components to operators leaves the language syntax open to project-specific syntactical structuring, making it more easily applicable in more cases. The thesis project requirements came in three parts: a compiler to compile \English code into NASM Assembly to produce a final program product; a standard library to define many of the basic operations of the language, including the creation of lists; and C translation library that would utilize \English properties to compile C code using the \English compiler. Though designed and partially coded, the compiler remains incomplete. The standard library, C translation library, and design of the language were completed. Additional tools regarding the language design and implementation were also created, including a Gedit syntax highlighting configuration file; usage documentation describing in a tutorial style the basic usage of the language; and more. Though the thesis project itself may be complete, the \English project will continue in order to produce a new language capable of the abilities possible with the design of this language.
ContributorsDavey, Connor (Author) / Gupta, Sandeep (Thesis director) / Bazzi, Rida (Committee member) / Calliss, Debra (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
Description

This paper describes a project involving the optimization of the analysis process of FreeSurfer and ANTS Registration for neuroscience analytics of patients at risk of cognitive decline using Nipype. The paper details the process of discovering more about Nipype, learning to use a supercomputer, and implementing the open-source python code

This paper describes a project involving the optimization of the analysis process of FreeSurfer and ANTS Registration for neuroscience analytics of patients at risk of cognitive decline using Nipype. The paper details the process of discovering more about Nipype, learning to use a supercomputer, and implementing the open-source python code to fit the needs of the research lab. Nipype is a python-based initiative to unify the various software packages used within the neuroscience community for data analysis. This paper also serves as documentation of the steps taken to complete the project so that future students are able to continue the optimization process to result in one cohesive workflow in which data is able to flow through a unified pipeline of analysis in the future.

ContributorsCave, Elizabet (Author) / Ofori, Edward (Thesis director) / Sopha, Matthew (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2023-05