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Description
Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot

Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot detection, we are interested in bots on Twitter that tweet Arabic extremist-like phrases. A testing dataset is collected using the honeypot method, and five different heuristics are measured for their effectiveness in detecting bots. The model underperformed, but we have laid the ground-work for a vastly untapped focus on bot detection: extremist ideal diffusion through bots.
ContributorsKarlsrud, Mark C. (Author) / Liu, Huan (Thesis director) / Morstatter, Fred (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
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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
Description
One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to

One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to implement a series of states or decisions instead to give the illusion of intelligence. Despite this limitation, games can still generate a wide range of experiences for the player. The Hybrid Game AI Framework is an AI system that combines the benefits of two commonly used approaches to developing game AI: Behavior Trees and Finite State Machines. Developed in the Unity Game Engine and the C# programming language, this AI Framework represents the research that went into studying modern approaches to game AI and my own attempt at implementing the techniques learned. Object-oriented programming concepts such as inheritance, abstraction, and low coupling are utilized with the intent to create game AI that's easy to implement and expand upon. The final goal was to create a flexible yet structured AI data structure while also minimizing drawbacks by combining Behavior Trees and Finite State Machines.
ContributorsRamirez Cordero, Erick Alberto (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Exabytes of data are created online every day. This deluge of data is no more apparent than it is on social media. Naturally, finding ways to leverage this unprecedented source of human information is an active area of research. Social media platforms have become laboratories for conducting experiments about people

Exabytes of data are created online every day. This deluge of data is no more apparent than it is on social media. Naturally, finding ways to leverage this unprecedented source of human information is an active area of research. Social media platforms have become laboratories for conducting experiments about people at scales thought unimaginable only a few years ago.

Researchers and practitioners use social media to extract actionable patterns such as where aid should be distributed in a crisis. However, the validity of these patterns relies on having a representative dataset. As this dissertation shows, the data collected from social media is seldom representative of the activity of the site itself, and less so of human activity. This means that the results of many studies are limited by the quality of data they collect.

The finding that social media data is biased inspires the main challenge addressed by this thesis. I introduce three sets of methodologies to correct for bias. First, I design methods to deal with data collection bias. I offer a methodology which can find bias within a social media dataset. This methodology works by comparing the collected data with other sources to find bias in a stream. The dissertation also outlines a data collection strategy which minimizes the amount of bias that will appear in a given dataset. It introduces a crawling strategy which mitigates the amount of bias in the resulting dataset. Second, I introduce a methodology to identify bots and shills within a social media dataset. This directly addresses the concern that the users of a social media site are not representative. Applying these methodologies allows the population under study on a social media site to better match that of the real world. Finally, the dissertation discusses perceptual biases, explains how they affect analysis, and introduces computational approaches to mitigate them.

The results of the dissertation allow for the discovery and removal of different levels of bias within a social media dataset. This has important implications for social media mining, namely that the behavioral patterns and insights extracted from social media will be more representative of the populations under study.
ContributorsMorstatter, Fred (Author) / Liu, Huan (Thesis advisor) / Kambhampati, Subbarao (Committee member) / Maciejewski, Ross (Committee member) / Carley, Kathleen M. (Committee member) / Arizona State University (Publisher)
Created2017
Description
Social media bot detection has been a signature challenge in recent years in online social networks. Many scholars agree that the bot detection problem has become an "arms race" between malicious actors, who seek to create bots to influence opinion on these networks, and the social media platforms to remove

Social media bot detection has been a signature challenge in recent years in online social networks. Many scholars agree that the bot detection problem has become an "arms race" between malicious actors, who seek to create bots to influence opinion on these networks, and the social media platforms to remove these accounts. Despite this acknowledged issue, bot presence continues to remain on social media networks. So, it has now become necessary to monitor different bots over time to identify changes in their activities or domain. Since monitoring individual accounts is not feasible, because the bots may get suspended or deleted, bots should be observed in smaller groups, based on their characteristics, as types. Yet, most of the existing research on social media bot detection is focused on labeling bot accounts by only distinguishing them from human accounts and may ignore differences between individual bot accounts. The consideration of these bots' types may be the best solution for researchers and social media companies alike as it is in both of their best interests to study these types separately. However, up until this point, bot categorization has only been theorized or done manually. Thus, the goal of this research is to automate this process of grouping bots by their respective types. To accomplish this goal, the author experimentally demonstrates that it is possible to use unsupervised machine learning to categorize bots into types based on the proposed typology by creating an aggregated dataset, subsequent to determining that the accounts within are bots, and utilizing an existing typology for bots. Having the ability to differentiate between types of bots automatically will allow social media experts to analyze bot activity, from a new perspective, on a more granular level. This way, researchers can identify patterns related to a given bot type's behaviors over time and determine if certain detection methods are more viable for that type.
ContributorsDavis, Matthew William (Author) / Liu, Huan (Thesis advisor) / Xue, Guoliang (Committee member) / Morstatter, Fred (Committee member) / Arizona State University (Publisher)
Created2019
Description

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose of this paper is to describe the methodology used in the creation of a new set of curricula for those attempting to learn how to use the Dynamic Traffic Simulation Package with Multi-Resolution Modeling. The current DLSim curriculum currently relates information via high-concept terms and complicated graphics. The information in this paper aims to provide a streamlined set of curricula for new users of DLSim, including lesson plans and improved infographics.

ContributorsMills, Alexander (Author) / Zhou, Xuesong (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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ContributorsMills, Alexander (Author) / Zhou, Xuesong (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05
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ContributorsMills, Alexander (Author) / Zhou, Xuesong (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05
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ContributorsMills, Alexander (Author) / Zhou, Xuesong (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05