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University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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
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
Due to its difficult nature, organic chemistry is receiving much research attention across the nation to develop more efficient and effective means to teach it. As part of that, Dr. Ian Gould at ASU is developing an online organic chemistry educational website that provides help to students, adapts to their

Due to its difficult nature, organic chemistry is receiving much research attention across the nation to develop more efficient and effective means to teach it. As part of that, Dr. Ian Gould at ASU is developing an online organic chemistry educational website that provides help to students, adapts to their responses, and collects data about their performance. This thesis creative project addresses the design and implementation of an input parser for organic chemistry reagent questions, to appear on his website. After students used the form to submit questions throughout the Spring 2013 semester in Dr. Gould's organic chemistry class, the data gathered from their usage was analyzed, and feedback was collected. The feedback obtained from students was positive, and suggested that the input parser accomplished the educational goals that it sought to meet.
ContributorsBeerman, Eric Christopher (Author) / Gould, Ian (Thesis director) / Wilkerson, Kelly (Committee member) / Mosca, Vince (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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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

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Apple’s HomeKit framework centralizes control of smart home devices and allows users to create home automations based on predefined rules. For example, a user can add a rule to turn off all the lights in their house whenever they leave. Currently, these rules must be added through a graphical user

Apple’s HomeKit framework centralizes control of smart home devices and allows users to create home automations based on predefined rules. For example, a user can add a rule to turn off all the lights in their house whenever they leave. Currently, these rules must be added through a graphical user interface provided by Apple or a third-party app on iOS. This thesis describes how a text-based language provides users with a more expressive means of creating complex home automations and successfully implements such a language. Rules created using this text-based format are parsed and interpreted into rules that can be added directly into HomeKit. This thesis also explores how security features should be implemented with this text-based approach. Since automations are run by the system without user interaction, it is important to consider how the system itself can provide functionality to address the unintended consequences that may result from running an automation. This is especially important for the text-based approach since its increase in expressiveness makes it easier for a user to make a mistake in programming that leads to a security concern. The proposed method for preventing unintended side effects is using a simulation to run every automation prior to actually running the automation on real-world devices. This approach allows users to code some conditions that must be satisfied in order for the automation to run on devices in the home. This thesis describes the creation of such a program that successfully simulates every device in the home. There were limitations, however, with Apple's HomeKit framework, which made it impractical to match the state of simulated devices to real devices in the home. Without being able to match the current state of the home to the current state of the simulation, this method cannot satisfy the goal of ensuring that certain adverse effects will not occur as a result of automations. Other smart home control platforms that provide more extensibility could be used to create this simulation-based security approach. Perhaps as Apple continues to open up their HomeKit platform to developers, this approach may be feasible within Apple's ecosystem at some point in the future.
ContributorsSharp, Trevor Ryan (Co-author) / Sharp, Trevor (Co-author) / Bazzi, Rida (Thesis director) / Doupe, Adam (Committee member) / Economics Program in CLAS (Contributor) / Department of Management and Entrepreneurship (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05