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Compass portal features tools that help teachers, psychologists, behavioral specialists gain insights on students’ performance through activities they have completed.

ContributorsNallagula, Nithin Sagar (Co-author) / Shah, Neha (Co-author) / Gary, Kevin (Thesis director) / Mehlhase, Alexadnra (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

COMPASS portal features tools that help teachers, psychologists, behavioral Specialists gain insights on students’ performance through activities they have completed.

ContributorsShah, Neha Manish (Co-author) / Nallagula, Nithin Sagar (Co-author) / Gary, Kevin (Thesis director) / Mehlhase, Alexandra (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

For the average person, when they use a computer, they interact with two main groups: the Computer Input, which consists of a keyboard and a mouse, and the Computer Output, which consists of a monitor and speakers. For those with physical disabilities, traditional Computer Input and Output methods can be

For the average person, when they use a computer, they interact with two main groups: the Computer Input, which consists of a keyboard and a mouse, and the Computer Output, which consists of a monitor and speakers. For those with physical disabilities, traditional Computer Input and Output methods can be difficult or uncomfortable to use. I believe VR Technology can make using computers much more accessible for those individuals, and my application demonstrates that belief.

ContributorsGarcia, Mario (Author) / Johnson-Glenberg, Mina (Thesis director) / Bunch, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
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Description
The instruction of students in computer science concepts can be enhanced by creating programmable simulations and games. ASU VIPLE, which is a framework used to control simulations, robots, and for IoT applications, can be used as an educational tool. Further, the Unity engine allows the creation of 2D and 3D

The instruction of students in computer science concepts can be enhanced by creating programmable simulations and games. ASU VIPLE, which is a framework used to control simulations, robots, and for IoT applications, can be used as an educational tool. Further, the Unity engine allows the creation of 2D and 3D games. The development of basic minigames in Unity can provide simulations for students to program. One can run the Unity minigame and their corresponding VIPLE script to control them over a network connection as well as locally. The minigames conform to the robot output and robot input interfaces supported by VIPLE. With this goal in mind, a snake game, a space shooter game, and a runner game have been created as Unity simulations, which can be controlled by scripts made using VIPLE. These games represent simulated environments that, with movement output and sensor input, students can program simply and externally from VIPLE to help learn robotics and computer science principles.
ContributorsChristensen, Collin Riley (Author) / Chen, Yinong (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The aim of this project was to provide college applicants with the ability to apply using a video instead of an essay. These videos are analyzed automatically and their scripts are taken and submitted with the application. This was implemented through the use of Amazon Web Services (AWS) and their

The aim of this project was to provide college applicants with the ability to apply using a video instead of an essay. These videos are analyzed automatically and their scripts are taken and submitted with the application. This was implemented through the use of Amazon Web Services (AWS) and their S3 buckets along with their speech to text transcription service. This type of application process can give admissions teams the opportunity to get to know who will potentially be attending their university and allows the applicants to express themselves to admissions teams in a new and unique way.
ContributorsStephan, Meagan (Co-author) / Pratt, Devan (Co-author) / Chen, Yinong (Thesis director) / Balasooriya, Janaka (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
Description
The Tutoring Center Management System is a web-based application for ASU’s University Academic Success Programs (UASP) department, particularly the Math Tutoring Center. It is aimed at providing a user-friendly interface to track queue requests from students visiting the tutoring centers and convert that information into actionable data with the potential

The Tutoring Center Management System is a web-based application for ASU’s University Academic Success Programs (UASP) department, particularly the Math Tutoring Center. It is aimed at providing a user-friendly interface to track queue requests from students visiting the tutoring centers and convert that information into actionable data with the potential to live-track and assess the performance of each tutoring center and each tutor. Numerous UASP processes are streamlined to create an efficient and integrated workflow, such as tutor scheduling, tutor search, shift coverage requests, and analytics. The intended users of the application feature ASU students and the UASP staff, including tutors and supervisors.
ContributorsJain, Prakshal (Co-author) / Gulati, Sachit (Co-author) / Nakamura, Mutsumi (Thesis director) / Selgrad, Justin (Committee member) / Department of Information Systems (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
If you’ve ever found yourself uttering the words “Honey, I forgot the—” or “how did I miss the—" when coming home from the grocery store, then you’re not alone. This everyday problem that we disregard as part of life may not seem like much, but it is the driving force

If you’ve ever found yourself uttering the words “Honey, I forgot the—” or “how did I miss the—" when coming home from the grocery store, then you’re not alone. This everyday problem that we disregard as part of life may not seem like much, but it is the driving force behind my honors thesis.
Shopping Buddy is a complete Amazon Web Services solution to this problem which is so innate to the human condition. Utilizing Alexa to keep track of your pantry, this web application automates the daunting task of creating your shopping list, putting the power of the cloud at your fingertips while keeping your complete shopping list only a click away.
Say goodbye to the nights of spaghetti without the parmesan that you left on the store shelf or the strawberries that you forgot for the strawberry shortcake. With this application, you will no longer need to rely on your memory of what you think is in the back of your fridge nor that pesky shopping list that you always end up losing when you need it the most. Accessible from any web enabled device, Shopping Buddy has got your back through all your shopping adventures to come.
ContributorsMathews, Nicolle (Author) / Meuth, Ryan (Thesis director) / Chen, Yinong (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Through the personal experience of volunteering at ASU Project Humanities, an organization that provides resources such as clothing and toiletries to the homeless population in Downtown Phoenix, I noticed efficiently serving the needs of the homeless population is an important endeavor, but the current processes for Phoenix nonprofits to collect

Through the personal experience of volunteering at ASU Project Humanities, an organization that provides resources such as clothing and toiletries to the homeless population in Downtown Phoenix, I noticed efficiently serving the needs of the homeless population is an important endeavor, but the current processes for Phoenix nonprofits to collect data are manual, ad-hoc, and inefficient. This leads to the research question: is it possible to improve this process of collecting statistics on client needs, tracking donations, and managing resources using technology? Background research includes an interview with ASU Project Humanities, articles by analysts, and related work including case studies of current technologies in the nonprofit community. Major findings include i) a lack of centralized communication in nonprofits collecting needs, tracking surplus donations, and sharing resources, ii) privacy assurance is important to homeless individuals, and iii) pre-existing databases and technological solutions have demonstrated that technology has the ability to make an impact in the nonprofit community. To improve the process, standardization, efficiency, and automation need to increase. As a result of my analysis, the thesis proposes a prototype solution which includes two parts: an inventory database and a web application with forms for user input and tables for the user to view. This solution addresses standardization by showing a consistent way of collecting data on need requests and surplus donations while guaranteeing privacy of homeless individuals. This centralized solution also increases efficiency by connecting different agencies that cater to these clients. Lastly, the solution demonstrates the ability for resources to be made available to each organization which can increase automation. In conclusion, this database and web application has the potential to improve nonprofit organizations’ networking capabilities, resource management, and resource distribution. The percentile of homeless individuals connected to these resources is expected to increase substantially with future live testing and large-scale implementation.
ContributorsKhurana, Baani Kaur (Author) / Bazzi, Rida (Thesis director) / Sankar, Lalitha (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Learning a new language can be very challenging. One significant aspect of learning a language is learning how to have fluent verbal and written conversations with other people in that language. However, it can be difficult to find other people available with whom to practice conversations. Additionally, total beginners may

Learning a new language can be very challenging. One significant aspect of learning a language is learning how to have fluent verbal and written conversations with other people in that language. However, it can be difficult to find other people available with whom to practice conversations. Additionally, total beginners may feel uncomfortable and self-conscious when speaking the language with others. In this paper, I present Hana, a chatbot application powered by deep learning for practicing open-domain verbal and written conversations in a variety of different languages. Hana uses a pre-trained medium-sized instance of Microsoft's DialoGPT in order to generate English responses to user input translated into English. Google Cloud Platform's Translation API is used to handle translation to and from the language selected by the user. The chatbot is presented in the form of a browser-based web application, allowing users to interact with the chatbot in both a verbal or text-based manner. Overall, the chatbot is capable of having interesting open-domain conversations with the user in languages supported by the Google Cloud Translation API, but response generation can be delayed by several seconds, and the conversations and their translations do not necessarily take into account linguistic and cultural nuances associated with a given language.
ContributorsBudiman, Matthew Aaron (Author) / Venkateswara, Hemanth Kumar Demakethepalli (Thesis director) / McDaniel, Troy (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for

The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for how students should practice math in general. Testing was done on participants to determine the strategies they used in order to play the game and these strategies were then defined and categorized based on their effectiveness and how well they met the learning principles. Also, the participants were asked a before and after question to determine if the game improved their overall attitude towards math to make sure the game was helping them learn and was not a hindrance. There was an overall increase in the participants’ feelings towards math after playing the game as well as beneficial strategies, so the research and testing method was overall a success.
ContributorsVaillancourt, Tyler (Author) / Kobayashi, Yoshihiro (Thesis director) / Amresh, Ashish (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05