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Description
Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and

Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and efficient, search over that graph.

To facilitate rapid, correct, efficient, and intuitive development of graph based solutions we propose a new programming language construct - the search statement. Given a supra-root node, a procedure which determines the children of a given parent node, and optional definitions of the fail-fast acceptance or rejection of a solution, the search statement can conduct a search over any graph or network. Structurally, this statement is modelled after the common switch statement and is put into a largely imperative/procedural context to allow for immediate and intuitive development by most programmers. The Go programming language has been used as a foundation and proof-of-concept of the search statement. A Go compiler is provided which implements this construct.
ContributorsHenderson, Christopher (Author) / Bansal, Ajay (Thesis advisor) / Lindquist, Timothy (Committee member) / Acuna, Ruben (Committee member) / Arizona State University (Publisher)
Created2018
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be in a variety of different states that animate certain features

This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be in a variety of different states that animate certain features while also responding to the environment based on key statuses. There is a playable test game that is the subject of a user study. The Game Engine's capabilities are shown by the test game and the limitations / missing features are discussed.
ContributorsStanton, Nicholas Scott (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Computer Science and Engineering Program (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Modern computer processors contain an embedded firmware known as microcode that controls decode and execution of x86 instructions. Although proprietary and relatively obscure, this microcode can be modified using updates released by hardware manufacturers to correct processor logic flaws (errata). At the same time, a malicious microcode update could compromise

Modern computer processors contain an embedded firmware known as microcode that controls decode and execution of x86 instructions. Although proprietary and relatively obscure, this microcode can be modified using updates released by hardware manufacturers to correct processor logic flaws (errata). At the same time, a malicious microcode update could compromise a processor by implementing new malicious instructions or altering the functionality of existing instructions, including processor-accelerated virtualization or cryptographic primitives. Not only is this attack vector capable of subverting all software-enforced security policies and access controls, but it also leaves behind no postmortem forensic evidence since the write-only patch memory is cleared upon system reset. Although supervisor privileges (ring zero) are required to update processor microcode, this attack cannot be easily mitigated due to the implementation of microcode update functionality within processor silicon. In this paper, we reveal the microarchitecture and mechanism of microcode updates, present a security analysis of this attack vector, and provide some mitigation suggestions.
Created2014-05
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Description
We discuss processes involved in user-centric security design, including the synthesis of goals based on security and usability tasks. We suggest the usage of implicit security and the facilitation of secureuser actions. We propose a process for evaluating usability flaws by treating them as security threats and adapting traditional HCI

We discuss processes involved in user-centric security design, including the synthesis of goals based on security and usability tasks. We suggest the usage of implicit security and the facilitation of secureuser actions. We propose a process for evaluating usability flaws by treating them as security threats and adapting traditional HCI methods. We discuss how to correct these flaws once they are discovered. Finally, we discuss the Usable Security Development Model for developing usable secure systems.
ContributorsJorgensen, Jan Drake (Author) / Ahn, Gail-Joon (Thesis director) / VanLehn, Kurt (Committee member) / Wilkerson, Kelly (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect

Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect of the project. The players interact on a turn-by-turn basis by speaking commands into the computer's microphone. When the computer recognizes a command, it will respond accordingly by having the player's unit perform an action on screen.
ContributorsNguyen, Jordan Ngoc (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There

The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There are different sprites for the player's army units and icons within the game. The game also has a grid for easy unit placement.
ContributorsHsia, Allen (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
Radio Frequency Identification (RFID) technology allows objects to be identified electronically by way of a small electronic tag. RFID is quickly becoming quite popular, and there are many security hurdles for this technology to overcome. The iCLASS line of RFID, produced by HID Global, is one such technology that is

Radio Frequency Identification (RFID) technology allows objects to be identified electronically by way of a small electronic tag. RFID is quickly becoming quite popular, and there are many security hurdles for this technology to overcome. The iCLASS line of RFID, produced by HID Global, is one such technology that is widely used for secure access control and applications where a contactless authentication element is desirable. Unfortunately, iCLASS has been shown to have security issues. Nevertheless customers continue to use it because of the great cost that would be required to completely replace it. This Honors Thesis will address attacks against iCLASS and means for countering them that do not require such an overhaul.
ContributorsMellott, Matthew John (Author) / Ahn, Gail-Joon (Thesis director) / Thorstenson, Tina (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
IoT Media broadcast devices, such as the Roku stick, Amazon Fire, and Chromecast have been emerging onto the market recently as a portable and inexpensive alternative to cable and disk players, allowing easy integration between home and business Wi-Fi networks and television systems capable of supporting HDMI inputs without the

IoT Media broadcast devices, such as the Roku stick, Amazon Fire, and Chromecast have been emerging onto the market recently as a portable and inexpensive alternative to cable and disk players, allowing easy integration between home and business Wi-Fi networks and television systems capable of supporting HDMI inputs without the additional overhead of setting up a heavy or complicated player or computer. The rapid expansion of these products as a mechanism to provide for TV Everywhere services for entertainment as well as cheap office appliances brings yet another node in the rapidly expanding network of IoT that surrounds us today. However, the security implications of these devices are nearly unexplored, despite their prevalence. In this thesis, I will go over the structure and mechanisms of Chromecast, and explore some of the potential exploits and consequences of the device. The thesis contains an overview of the inner workings of Chromecast, goes over the segregation and limited control and fundamental design choices of the Android based OS. It then identifies the objectives of security, four different potential methods of exploit to compromise those objectives on a Chromecast and/or its attached network, including rogue applications, traffic sniffing, evil access points and the most effective one: deauthentication attack. Tests or relevant analysis were carried out for each of these methods, and conclusions were drawn on their effectiveness. There is then a conclusion revolving around the consequences, mitigation and the future implications of security issues on Chromecast and the larger IoT landscape.
ContributorsHuang, Kaiyi (Author) / Zhao, Ziming (Thesis director) / Ahn, Gail-Joon (Committee member) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05