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Description
Mobile apps have improved human lifestyle in various aspects ranging from instant messaging to tele-health. In the current app development paradigm, apps are being developed individually and agnostic of each other. The goal of this thesis is to allow a new world where multiple apps communicate with each other to

Mobile apps have improved human lifestyle in various aspects ranging from instant messaging to tele-health. In the current app development paradigm, apps are being developed individually and agnostic of each other. The goal of this thesis is to allow a new world where multiple apps communicate with each other to achieve synergistic benefits. To enable integration between apps, manual communication between developers is needed, which can be problematic on many levels. In order to promote app integration, a systematic approach towards data sharing between multiple apps is essential. However, current approaches to app integration require large code modifications to reap the benefits of shared data such as requiring developers to provide APIs or use large, invasive middlewares. In this thesis, a data sharing framework was developed providing a non-invasive interface between mobile apps for data sharing and integration. A separate app acts as a registry to allow apps to register database tables to be shared and query this information. Two health monitoring apps were developed to evaluate the sharing framework and different methods of data integration between apps to promote synergistic feedback. The health monitoring apps have shown non-invasive solutions can provide data sharing functionality without large code modifications and manual communication between developers.
ContributorsMilazzo, Joseph (Author) / Gupta, Sandeep K.S. (Thesis advisor) / Varsamopoulos, Georgios (Committee member) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this

Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this work has integrated context-aware search principles with applications of preference based re-ranking and query modifications. This research investigates several aspects of context-aware search principles, specifically context-sensitive and preference based re-ranking of results which take user inputs as to their preferred content, and combines this with search query modifications which automatically search for a variety of modified terms based on the given search query, integrating these results into the overall re-ranking for the context. The result of this work is a novel web search algorithm which could be applied to any online learning environment attempting to collect relevant resources for learning about a given topic. The algorithm has been evaluated through user studies comparing traditional search results to the context-aware results returned through the algorithm for a given topic. These studies explore how this integration of methods could provide improved relevance in the search results returned when compared against other modern search engines.
ContributorsVan Egmond, Eric (Author) / Burleson, Winslow (Thesis advisor) / Syrotiuk, Violet (Thesis advisor) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Online programming communities are widely used by programmers for troubleshooting or various problem solving tasks. Large and ever increasing volume of posts on these communities demands more efforts to read and comprehend thus making it harder to find relevant information. In my thesis; I designed and studied an alternate approach

Online programming communities are widely used by programmers for troubleshooting or various problem solving tasks. Large and ever increasing volume of posts on these communities demands more efforts to read and comprehend thus making it harder to find relevant information. In my thesis; I designed and studied an alternate approach by using interactive network visualization to represent relevant search results for online programming discussion forums.

I conducted user study to evaluate the effectiveness of this approach. Results show that users were able to identify relevant information more precisely via visual interface as compared to traditional list based approach. Network visualization demonstrated effective search-result navigation support to facilitate user’s tasks and improved query quality for successive queries. Subjective evaluation also showed that visualizing search results conveys more semantic information in efficient manner and makes searching more effective.
ContributorsMehta, Vishal Vimal (Author) / Hsiao, Ihan (Thesis advisor) / Walker, Erin (Committee member) / Sarwat, Mohamed (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
ContributorsKury, Nizar (Author) / Nelson, Brian C (Thesis advisor) / Hsiao, Ihan (Committee member) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Social Computing is an area of computer science concerned with dynamics of communities and cultures, created through computer-mediated social interaction. Various social media platforms, such as social network services and microblogging, enable users to come together and create social movements expressing their opinions on diverse sets of issues, events, complaints,

Social Computing is an area of computer science concerned with dynamics of communities and cultures, created through computer-mediated social interaction. Various social media platforms, such as social network services and microblogging, enable users to come together and create social movements expressing their opinions on diverse sets of issues, events, complaints, grievances, and goals. Methods for monitoring and summarizing these types of sociopolitical trends, its leaders and followers, messages, and dynamics are needed. In this dissertation, a framework comprising of community and content-based computational methods is presented to provide insights for multilingual and noisy political social media content. First, a model is developed to predict the emergence of viral hashtag breakouts, using network features. Next, another model is developed to detect and compare individual and organizational accounts, by using a set of domain and language-independent features. The third model exposes contentious issues, driving reactionary dynamics between opposing camps. The fourth model develops community detection and visualization methods to reveal underlying dynamics and key messages that drive dynamics. The final model presents a use case methodology for detecting and monitoring foreign influence, wherein a state actor and news media under its control attempt to shift public opinion by framing information to support multiple adversarial narratives that facilitate their goals. In each case, a discussion of novel aspects and contributions of the models is presented, as well as quantitative and qualitative evaluations. An analysis of multiple conflict situations will be conducted, covering areas in the UK, Bangladesh, Libya and the Ukraine where adversarial framing lead to polarization, declines in social cohesion, social unrest, and even civil wars (e.g., Libya and the Ukraine).
ContributorsAlzahrani, Sultan (Author) / Davulcu, Hasan (Thesis advisor) / Corman, Steve R. (Committee member) / Li, Baoxin (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Fraud is defined as the utilization of deception for illegal gain by hiding the true nature of the activity. While organizations lose around $3.7 trillion in revenue due to financial crimes and fraud worldwide, they can affect all levels of society significantly. In this dissertation, I focus on credit card

Fraud is defined as the utilization of deception for illegal gain by hiding the true nature of the activity. While organizations lose around $3.7 trillion in revenue due to financial crimes and fraud worldwide, they can affect all levels of society significantly. In this dissertation, I focus on credit card fraud in online transactions. Every online transaction comes with a fraud risk and it is the merchant's liability to detect and stop fraudulent transactions. Merchants utilize various mechanisms to prevent and manage fraud such as automated fraud detection systems and manual transaction reviews by expert fraud analysts. Many proposed solutions mostly focus on fraud detection accuracy and ignore financial considerations. Also, the highly effective manual review process is overlooked. First, I propose Profit Optimizing Neural Risk Manager (PONRM), a selective classifier that (a) constitutes optimal collaboration between machine learning models and human expertise under industrial constraints, (b) is cost and profit sensitive. I suggest directions on how to characterize fraudulent behavior and assess the risk of a transaction. I show that my framework outperforms cost-sensitive and cost-insensitive baselines on three real-world merchant datasets. While PONRM is able to work with many supervised learners and obtain convincing results, utilizing probability outputs directly from the trained model itself can pose problems, especially in deep learning as softmax output is not a true uncertainty measure. This phenomenon, and the wide and rapid adoption of deep learning by practitioners brought unintended consequences in many situations such as in the infamous case of Google Photos' racist image recognition algorithm; thus, necessitated the utilization of the quantified uncertainty for each prediction. There have been recent efforts towards quantifying uncertainty in conventional deep learning methods (e.g., dropout as Bayesian approximation); however, their optimal use in decision making is often overlooked and understudied. Thus, I present a mixed-integer programming framework for selective classification called MIPSC, that investigates and combines model uncertainty and predictive mean to identify optimal classification and rejection regions. I also extend this framework to cost-sensitive settings (MIPCSC) and focus on the critical real-world problem, online fraud management and show that my approach outperforms industry standard methods significantly for online fraud management in real-world settings.
ContributorsYildirim, Mehmet Yigit (Author) / Davulcu, Hasan (Thesis advisor) / Bakkaloglu, Bertan (Committee member) / Huang, Dijiang (Committee member) / Hsiao, Ihan (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Due to large data resources generated by online educational applications, Educational Data Mining (EDM) has improved learning effects in different ways: Students Visualization, Recommendations for students, Students Modeling, Grouping Students, etc. A lot of programming assignments have the features like automating submissions, examining the test cases to verify the correctness,

Due to large data resources generated by online educational applications, Educational Data Mining (EDM) has improved learning effects in different ways: Students Visualization, Recommendations for students, Students Modeling, Grouping Students, etc. A lot of programming assignments have the features like automating submissions, examining the test cases to verify the correctness, but limited studies compared different statistical techniques with latest frameworks, and interpreted models in a unified approach.

In this thesis, several data mining algorithms have been applied to analyze students’ code assignment submission data from a real classroom study. The goal of this work is to explore

and predict students’ performances. Multiple machine learning models and the model accuracy were evaluated based on the Shapley Additive Explanation.

The Cross-Validation shows the Gradient Boosting Decision Tree has the best precision 85.93% with average 82.90%. Features like Component grade, Due Date, Submission Times have higher impact than others. Baseline model received lower precision due to lack of non-linear fitting.
ContributorsTian, Wenbo (Author) / Hsiao, Ihan (Thesis advisor) / Bazzi, Rida (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2019
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
This thesis investigates students' learning behaviors through their interaction with an educational technology, Web Programming Grading Assistant. The technology was developed to facilitate the grading of paper-based examinations in large lecture-based classrooms and to provide richer and more meaningful feedback to students. A classroom study was designed and data was

This thesis investigates students' learning behaviors through their interaction with an educational technology, Web Programming Grading Assistant. The technology was developed to facilitate the grading of paper-based examinations in large lecture-based classrooms and to provide richer and more meaningful feedback to students. A classroom study was designed and data was gathered from an undergraduate computer-programming course in the fall of 2016. Analysis of the data revealed that there was a negative correlation between time lag of first review attempt and performance. A survey was developed and disseminated that gave insight into how students felt about the technology and what they normally do to study for programming exams. In conclusion, the knowledge gained in this study aids in the quest to better educate students in computer programming in large in-person classrooms.
ContributorsMurphy, Hannah (Author) / Hsiao, Ihan (Thesis director) / Nelson, Brian (Committee member) / School of Computing, Informatics, and Decision Systems Engineering (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05