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The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth

The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
ContributorsAmresh, Ashish (Author) / Farin, Gerlad (Thesis advisor) / Razdan, Anshuman (Thesis advisor) / Wonka, Peter (Committee member) / Hansford, Dianne (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack

Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack of tools for visualizing urban areas at night. This is mainly due to difficulties in gathering the light system data, placing the light systems at suitable locations, and rendering millions of lights with complex light intensity distributions (LID). Unlike daytime images, a city can have millions of light sources at night, including street lights, illuminated signs, and light shed from building interiors through windows. In this paper, a Procedural Lighting tool (PL), which predicts the positions and properties of street lights, is presented. The PL tool is used to accomplish three aims: (1) to generate vector data layers for geographic information systems (GIS) with statistically estimated information on lighting designs for streets, as well as the locations, orientations, and models for millions of streetlights; (2) to generate geo-referenced raster data to suitable for use as light maps that cover a large scale urban area so that the effect of millions of street light can be accurately rendered at real time, and (3) to extend existing 3D models by generating detailed light-maps that can be used as UV-mapped textures to render the model. An interactive graphical user interface (GUI) for configuring and previewing lights from a Light System Database (LDB) is also presented. The GUI includes physically accurate information about LID and also the lights' spectral power distributions (SPDs) so that a light-map can be generated for use with any sensor if the sensors luminosity function is known. Finally, for areas where more detail is required, a tool has been developed for editing and visualizing light effects over a 3D building from many light sources including area lights and windows. The above components are integrated in the PL tool to produce a night time urban view for not only a large-scale area but also a detail of a city building.
ContributorsChuang, Chia-Yuan (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2011
Description
Education of any skill based subject, such as mathematics or language, involves a significant amount of repetition and pratice. According to the National Survey of Student Engagements, students spend on average 17 hours per week reviewing and practicing material previously learned in a classroom, with higher performing students showing a

Education of any skill based subject, such as mathematics or language, involves a significant amount of repetition and pratice. According to the National Survey of Student Engagements, students spend on average 17 hours per week reviewing and practicing material previously learned in a classroom, with higher performing students showing a tendency to spend more time practicing. As such, learning software has emerged in the past several decades focusing on providing a wide range of examples, practice problems, and situations for users to exercise their skills. Notably, math students have benefited from software that procedurally generates a virtually infinite number of practice problems and their corresponding solutions. This allows for instantaneous feedback and automatic generation of tests and quizzes. Of course, this is only possible because software is capable of generating and verifying a virtually endless supply of sample problems across a wide range of topics within mathematics. While English learning software has progressed in a similar manner, it faces a series of hurdles distinctly different from those of mathematics. In particular, there is a wide range of exception cases present in English grammar. Some words have unique spellings for their plural forms, some words have identical spelling for plural forms, and some words are conjugated differently for only one particular tense or person-of-speech. These issues combined make the problem of generating grammatically correct sentences complicated. To compound to this problem, the grammar rules in English are vast, and often depend on the context in which they are used. Verb-tense agreement (e.g. "I eat" vs "he eats"), and conjugation of irregular verbs (e.g. swim -> swam) are common examples. This thesis presents an algorithm designed to randomly generate a virtually infinite number of practice problems for students of English as a second language. This approach differs from other generation approaches by generating based on a context set by educators, so that problems can be generated in the context of what students are currently learning. The algorithm is validated through a study in which over 35 000 sentences generated by the algorithm are verified by multiple grammar checking algorithms, and a subset of the sentences are validated against 3 education standards by a subject matter expert in the field. The study found that this approach has a significantly reduced grammar error ratio compared to other generation algorithms, and shows potential where context specification is concerned.
ContributorsMoore, Zachary Christian (Author) / Amresh, Ashish (Thesis director) / Nelson, Brian (Committee member) / Software Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that

With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that does not mean it is simple. Developing a game requires a substantial amount of work, even before a design is considered worth making into a complete game. Over the course of this thesis, I created eight designs with accompanying prototypes. Only one was made into a fully functional release. I sought to make a game with a great design while increasing my understanding of game development and the code needed to finish a game. I came out realizing that I was in over my head. With the amount of work involved in creating an entire game, iteration is key to finding an idea that is capable of becoming a game that feels complete and enjoyable. A game's design must be fleshed out before technical work can truly begin, yet the design can take nearly as much time and effort as the code. In this thesis, each design is detailed and associated with why it seemed great and why it was replaced, with extra focus on the final design and how players felt about it. These designs are followed by what I learned about game development over the course of the thesis, including both the technical and emotional sides of developing a video game.
ContributorsCharnell, Zachary Andrew (Author) / Olson, Loren (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Modern physical systems are experiencing tremendous evolutions with growing size, more and more complex structures, and the incorporation of new devices. This calls for better planning, monitoring, and control. However, achieving these goals is challenging since the system knowledge (e.g., system structures and edge parameters) may be unavailable for a

Modern physical systems are experiencing tremendous evolutions with growing size, more and more complex structures, and the incorporation of new devices. This calls for better planning, monitoring, and control. However, achieving these goals is challenging since the system knowledge (e.g., system structures and edge parameters) may be unavailable for a normal system, let alone some dynamic changes like maintenance, reconfigurations, and events, etc. Therefore, extracting system knowledge becomes a central topic. Luckily, advanced metering techniques bring numerous data, leading to the emergence of Machine Learning (ML) methods with efficient learning and fast inference. This work tries to propose a systematic framework of ML-based methods to learn system knowledge under three what-if scenarios: (i) What if the system is normally operated? (ii) What if the system suffers dynamic interventions? (iii) What if the system is new with limited data? For each case, this thesis proposes principled solutions with extensive experiments. Chapter 2 tackles scenario (i) and the golden rule is to learn an ML model that maintains physical consistency, bringing high extrapolation capacity for changing operational conditions. The key finding is that physical consistency can be linked to convexity, a central concept in optimization. Therefore, convexified ML designs are proposed and the global optimality implies faithfulness to the underlying physics. Chapter 3 handles scenario (ii) and the goal is to identify the event time, type, and locations. The problem is formalized as multi-class classification with special attention to accuracy and speed. Subsequently, Chapter 3 builds an ensemble learning framework to aggregate different ML models for better prediction. Next, to tackle high-volume data quickly, a tensor as the multi-dimensional array is used to store and process data, yielding compact and informative vectors for fast inference. Finally, if no labels exist, Chapter 3 uses physical properties to generate labels for learning. Chapter 4 deals with scenario (iii) and a doable process is to transfer knowledge from similar systems, under the framework of Transfer Learning (TL). Chapter 4 proposes cutting-edge system-level TL by considering the network structure, complex spatial-temporal correlations, and different physical information.
ContributorsLi, Haoran (Author) / Weng, Yang (Thesis advisor) / Tong, Hanghang (Committee member) / Dasarathy, Gautam (Committee member) / Sankar, Lalitha (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Machine learning models are increasingly being deployed in real-world applications where their predictions are used to make critical decisions in a variety of domains. The proliferation of such models has led to a burgeoning need to ensure the reliability and safety of these models, given the potential negative consequences of

Machine learning models are increasingly being deployed in real-world applications where their predictions are used to make critical decisions in a variety of domains. The proliferation of such models has led to a burgeoning need to ensure the reliability and safety of these models, given the potential negative consequences of model vulnerabilities. The complexity of machine learning models, along with the extensive data sets they analyze, can result in unpredictable and unintended outcomes. Model vulnerabilities may manifest due to errors in data input, algorithm design, or model deployment, which can have significant implications for both individuals and society. To prevent such negative outcomes, it is imperative to identify model vulnerabilities at an early stage in the development process. This will aid in guaranteeing the integrity, dependability, and safety of the models, thus mitigating potential risks and enabling the full potential of these technologies to be realized. However, enumerating vulnerabilities can be challenging due to the complexity of the real-world environment. Visual analytics, situated at the intersection of human-computer interaction, computer graphics, and artificial intelligence, offers a promising approach for achieving high interpretability of complex black-box models, thus reducing the cost of obtaining insights into potential vulnerabilities of models. This research is devoted to designing novel visual analytics methods to support the identification and analysis of model vulnerabilities. Specifically, generalizable visual analytics frameworks are instantiated to explore vulnerabilities in machine learning models concerning security (adversarial attacks and data perturbation) and fairness (algorithmic bias). In the end, a visual analytics approach is proposed to enable domain experts to explain and diagnose the model improvement of addressing identified vulnerabilities of machine learning models in a human-in-the-loop fashion. The proposed methods hold the potential to enhance the security and fairness of machine learning models deployed in critical real-world applications.
ContributorsXie, Tiankai (Author) / Maciejewski, Ross (Thesis advisor) / Liu, Huan (Committee member) / Bryan, Chris (Committee member) / Tong, Hanghang (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Teams are increasingly indispensable to achievements in any organizations. Despite the organizations' substantial dependency on teams, fundamental knowledge about the conduct of team-enabled operations is lacking, especially at the {\it social, cognitive} and {\it information} level in relation to team performance and network dynamics. The goal of this dissertation is

Teams are increasingly indispensable to achievements in any organizations. Despite the organizations' substantial dependency on teams, fundamental knowledge about the conduct of team-enabled operations is lacking, especially at the {\it social, cognitive} and {\it information} level in relation to team performance and network dynamics. The goal of this dissertation is to create new instruments to {\it predict}, {\it optimize} and {\it explain} teams' performance in the context of composite networks (i.e., social-cognitive-information networks).

Understanding the dynamic mechanisms that drive the success of high-performing teams can provide the key insights into building the best teams and hence lift the productivity and profitability of the organizations. For this purpose, novel predictive models to forecast the long-term performance of teams ({\it point prediction}) as well as the pathway to impact ({\it trajectory prediction}) have been developed. A joint predictive model by exploring the relationship between team level and individual level performances has also been proposed.

For an existing team, it is often desirable to optimize its performance through expanding the team by bringing a new team member with certain expertise, or finding a new candidate to replace an existing under-performing member. I have developed graph kernel based performance optimization algorithms by considering both the structural matching and skill matching to solve the above enhancement scenarios. I have also worked towards real time team optimization by leveraging reinforcement learning techniques.

With the increased complexity of the machine learning models for predicting and optimizing teams, it is critical to acquire a deeper understanding of model behavior. For this purpose, I have investigated {\em explainable prediction} -- to provide explanation behind a performance prediction and {\em explainable optimization} -- to give reasons why the model recommendations are good candidates for certain enhancement scenarios.
ContributorsLi, Liangyue (Author) / Tong, Hanghang (Thesis advisor) / Baral, Chitta (Committee member) / Liu, Huan (Committee member) / Buchler, Norbou (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The popularity of social media has generated abundant large-scale social networks, which advances research on network analytics. Good representations of nodes in a network can facilitate many network mining tasks. The goal of network representation learning (network embedding) is to learn low-dimensional vector representations of social network nodes that capture

The popularity of social media has generated abundant large-scale social networks, which advances research on network analytics. Good representations of nodes in a network can facilitate many network mining tasks. The goal of network representation learning (network embedding) is to learn low-dimensional vector representations of social network nodes that capture certain properties of the networks. With the learned node representations, machine learning and data mining algorithms can be applied for network mining tasks such as link prediction and node classification. Because of its ability to learn good node representations, network representation learning is attracting increasing attention and various network embedding algorithms are proposed.

Despite the success of these network embedding methods, the majority of them are dedicated to static plain networks, i.e., networks with fixed nodes and links only; while in social media, networks can present in various formats, such as attributed networks, signed networks, dynamic networks and heterogeneous networks. These social networks contain abundant rich information to alleviate the network sparsity problem and can help learn a better network representation; while plain network embedding approaches cannot tackle such networks. For example, signed social networks can have both positive and negative links. Recent study on signed networks shows that negative links have added value in addition to positive links for many tasks such as link prediction and node classification. However, the existence of negative links challenges the principles used for plain network embedding. Thus, it is important to study signed network embedding. Furthermore, social networks can be dynamic, where new nodes and links can be introduced anytime. Dynamic networks can reveal the concept drift of a user and require efficiently updating the representation when new links or users are introduced. However, static network embedding algorithms cannot deal with dynamic networks. Therefore, it is important and challenging to propose novel algorithms for tackling different types of social networks.

In this dissertation, we investigate network representation learning in social media. In particular, we study representative social networks, which includes attributed network, signed networks, dynamic networks and document networks. We propose novel frameworks to tackle the challenges of these networks and learn representations that not only capture the network structure but also the unique properties of these social networks.
ContributorsWang, Suhang (Author) / Liu, Huan (Thesis advisor) / Aggarwal, Charu (Committee member) / Sen, Arunabha (Committee member) / Tong, Hanghang (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Social media refers computer-based technology that allows the sharing of information and building the virtual networks and communities. With the development of internet based services and applications, user can engage with social media via computer and smart mobile devices. In recent years, social media has taken the form

Social media refers computer-based technology that allows the sharing of information and building the virtual networks and communities. With the development of internet based services and applications, user can engage with social media via computer and smart mobile devices. In recent years, social media has taken the form of different activities such as social network, business network, text sharing, photo sharing, blogging, etc. With the increasing popularity of social media, it has accumulated a large amount of data which enables understanding the human behavior possible. Compared with traditional survey based methods, the analysis of social media provides us a golden opportunity to understand individuals at scale and in turn allows us to design better services that can tailor to individuals’ needs. From this perspective, we can view social media as sensors, which provides online signals from a virtual world that has no geographical boundaries for the real world individual's activity.

One of the key features for social media is social, where social media users actively interact to each via generating content and expressing the opinions, such as post and comment in Facebook. As a result, sentiment analysis, which refers a computational model to identify, extract or characterize subjective information expressed in a given piece of text, has successfully employs user signals and brings many real world applications in different domains such as e-commerce, politics, marketing, etc. The goal of sentiment analysis is to classify a user’s attitude towards various topics into positive, negative or neutral categories based on textual data in social media. However, recently, there is an increasing number of people start to use photos to express their daily life on social media platforms like Flickr and Instagram. Therefore, analyzing the sentiment from visual data is poise to have great improvement for user understanding.

In this dissertation, I study the problem of understanding human sentiments from large scale collection of social images based on both image features and contextual social network features. We show that neither

visual features nor the textual features are by themselves sufficient for accurate sentiment prediction. Therefore, we provide a way of using both of them, and formulate sentiment prediction problem in two scenarios: supervised and unsupervised. We first show that the proposed framework has flexibility to incorporate multiple modalities of information and has the capability to learn from heterogeneous features jointly with sufficient training data. Secondly, we observe that negative sentiment may related to human mental health issues. Based on this observation, we aim to understand the negative social media posts, especially the post related to depression e.g., self-harm content. Our analysis, the first of its kind, reveals a number of important findings. Thirdly, we extend the proposed sentiment prediction task to a general multi-label visual recognition task to demonstrate the methodology flexibility behind our sentiment analysis model.
ContributorsWang, Yilin (Author) / Li, Baoxin (Thesis advisor) / Liu, Huan (Committee member) / Tong, Hanghang (Committee member) / Chang, Yi (Committee member) / Arizona State University (Publisher)
Created2018