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Description
A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple

A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple cumbersome devices which invariably come with steep learning curves. Building new cyber-human systems with simple integrated interfaces while keeping in mind the specific requirements of the target users would help alleviate their mundane yet significant daily needs. Navigation is one such significant need that forms an integral part of everyday life and is one of the areas where individuals with visual impairment face the most discomfort. There is little technology out there to help travelers with navigating new routes. A number of research prototypes have been proposed but none of them are available to the general population. This may be due to the need for special equipment that needs expertise before deployment, or trained professionals needing to calibrate devices or because of the fact that the systems are just not scalable. Another area that needs assistance is the field of education. Lot of the classroom material and textbook material is not readily available in alternate formats for use. Another such area that requires attention is information delivery in the age of web 2.0. Popular websites like Facebook, Amazon, etc are designed with sighted people as target audience. While the mobile editions with their pared down versions make it easier to navigate with screen readers, the truth remains that there is still a long way to go in making such websites truly accessible.
ContributorsPaladugu, Devi Archana (Author) / Li, Baoxin (Thesis advisor) / Hedgpeth, Terri (Committee member) / Atkinson, Robert (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016
Description
Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to

Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR to collaborate in real time.

The study of developing a real-time cross-platform collaboration system between VR and MR takes into consideration a scenario in which multiple device users are connected to a multiplayer network where they are guided to perform various tasks concurrently.

Usability testing was conducted to evaluate participant perceptions of the system. Users were required to assemble a chair in alternating turns; thereafter users were required to fill a survey and give an audio interview. Results collected from the participants showed positive feedback towards using VR and MR for collaboration. However, there are several limitations with the current generation of devices that hinder mass adoption. Devices with better performance factors will lead to wider adoption.
ContributorsSeth, Nayan Sateesh (Author) / Nelson, Brian (Thesis advisor) / Walker, Erin (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated

Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated to work well with young children. In this thesis project, Guardy, an iOS tower defense game, was developed to help children over 8 years old learn about and practice using basic concepts in programming. The game is built with the SpriteKit, a graphics rendering and animation infrastructure in Apple’s integrated development environment Xcode. It simplifies switching among different game scenes and animating game sprites in the development. In a typical game, a sequence of operations is arranged by players to destroy incoming enemy minions. Basic coding concepts like looping, sequencing, conditionals, and classification are integrated in different levels. In later levels, players are required to type in commands and put them in an order to keep playing the game. To reduce the difficulty of the usability testing, a method combining questionnaires and observation was conducted with two groups of college students who either have no programming experience or are familiar with coding. The results show that Guardy has the potential to help children learn programming and practice computational thinking.
ContributorsWang, Xiaoxiao (Author) / Nelson, Brian C. (Thesis advisor) / Turaga, Pavan (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Reading comprehension is a critical aspect of life in America, but many English language learners struggle with this skill. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is a tablet-based interactive learning environment is designed to improve reading comprehension. During use of EMBRACE, all interactions with the system

Reading comprehension is a critical aspect of life in America, but many English language learners struggle with this skill. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is a tablet-based interactive learning environment is designed to improve reading comprehension. During use of EMBRACE, all interactions with the system are logged, including correct and incorrect behaviors and help requests. These interactions could potentially be used to predict the child’s reading comprehension, providing an online measure of understanding. In addition, time-related features have been used for predicting learning by educational data mining models in mathematics and science, and may be relevant in this context. This project investigated the predictive value of data mining models based on user actions for reading comprehension, with and without timing information. Contradictory results of the investigation were obtained. The KNN and SVM models indicated that elapsed time is an important feature, but the linear regression models indicated that elapsed time is not an important feature. Finally, a new statistical test was performed on the KNN algorithm which indicated that the feature selection process may have caused overfitting, where features were chosen due coincidental alignment with the participants’ performance. These results provide important insights which will aid in the development of a reading comprehension predictor that improves the EMBRACE system’s ability to better serve ELLs.
ContributorsDexheimer, Matthew Scott (Author) / Walker, Erin (Thesis advisor) / Glenberg, Arthur (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2017
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Description
There is a demanding need to empower students from kindergarten through high school to learn computer science and be equipped with the computational thinking skills that they need in today's technology driven world. However, introducing computer programming to students can be challenging, especially for those who aren't familiar with the

There is a demanding need to empower students from kindergarten through high school to learn computer science and be equipped with the computational thinking skills that they need in today's technology driven world. However, introducing computer programming to students can be challenging, especially for those who aren't familiar with the nuances of code. Several popular tools are used in curriculum for K-12 students which utilize interactive and visualization approaches to engage young kids in learning computational concepts. Possibilities of using Augmented Reality (AR) in teaching programming to novices are explored in this work.

In this thesis Ogmented, an AR application is designed which includes interactive learning material that covers a range of fundamental Object-Oriented Programming (OOP) concepts. This work aims to exploit the idea to learn abstract concepts via AR by capitalizing the strength of visual-aided and interactive elements. A user study with a group of elementary school students is conducted. It explored how students operated the AR application with the interactive elements and how they wrote codes to solve programming problems. It was observed that students who followed instructions while taking tutorials were successfully able to write fragments of codes in exercise modules. Irrespective of their knowledge about programming, majority of students were able to write executable code snippets for concepts they were taught with use of Ogmented. This shares an initial insight on using AR in classroom to teach abstract programming concepts.
ContributorsPatel, Tanvi (Author) / Hsiao, I-Han (Thesis advisor) / Nelson, Brian (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Electronic books or eBooks have the potential to revolutionize the way humans read and learn. eBooks offer many advantages such as simplicity, ease of use, eco-friendliness, and portability. The advancement of technology has introduced many forms of multimedia objects into eBooks, which may help people learn from them. To hel

Electronic books or eBooks have the potential to revolutionize the way humans read and learn. eBooks offer many advantages such as simplicity, ease of use, eco-friendliness, and portability. The advancement of technology has introduced many forms of multimedia objects into eBooks, which may help people learn from them. To help the readers understand and comprehend a concept that is put forward by the author of an eBook, there is ongoing research involving the use of augmented reality (AR) in education. This study explores how AR and three-dimensional interactive models are integrated into eBooks to help the readers comprehend the content quickly and swiftly. It compares the reading activities of people when they experience these two visual representations within an eBook.

This study required participants to interact with some instructional material presented on an eBook and complete a learning measure. While interacting with the eBook, participants were equipped with a set of physiological devices, namely an ABM EEG headset and eye tracker during the experiment to collect biometric data that could be used to objectively measure their user experience. Fifty college students participated in this study. The data collected from each of the participants was used to analyze the reading activities of people by performing an Independent Samples t-test.
ContributorsJuluru, Kalyan Kumar (Author) / Atkinson, Robert K. (Thesis advisor) / Chen, Yinong (Thesis advisor) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool

Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool that connects paper-based assessments to digital space. I designed a classroom study and collected data from ASU computer science classes. I tracked and modeled students' reviewing and reflecting behaviors based on the use of WPGA. I analyzed students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances. Results showed that students put extra emphasis in reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance or for attendance. In addition, all students paid more attention on reviewing quizzes and exams toward the end of semester.
ContributorsHuang, Po-Kai (Author) / Hsiao, I-Han (Thesis advisor) / Nelson, Brian (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2017
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Description
The increasing volume and complexity of software systems and the growing demand of programming skills calls for efficient information retrieval techniques from source code documents. Programming related information seeking is often challenging for users facing constraints in knowledge and experience. Source code documents contain multi-faceted semi-structured text, having different levels

The increasing volume and complexity of software systems and the growing demand of programming skills calls for efficient information retrieval techniques from source code documents. Programming related information seeking is often challenging for users facing constraints in knowledge and experience. Source code documents contain multi-faceted semi-structured text, having different levels of semantic information like syntax, blueprints, interfaces, flow graphs, dependencies and design patterns. Matching user queries optimally across these levels is a major challenge for information retrieval systems. Code recommendations can help information seeking and retrieval by pro-actively sampling similar examples based on the users context. These recommendations can be beneficial in improving learning via examples or improving code quality by sampling best practices or alternative implementations.

In this thesis, an attempt is made to help programming related information seeking processes via pro-active code recommendations, and information retrieval processes by extracting structural-semantic information from source code. I present CodeReco, a system that recommends semantically similar Java method samples. Conventional code recommendations found in integrated development environments are primarily driven by syntactical compliance and auto-completion, whereas CodeReco is driven by similarities in use of language and structure-semantics. Methods are transformed to a vector space model and a novel metric of similarity is designed. Features in this vector space are categorized as belonging to types signature, structure, concept and language for user personalization.

Offline tests show that CodeReco recommendations cover broader programming concepts and have higher conceptual similarity with their samples. A user study was conducted where users rated Java method recommendations that helped them icomplete two programming problems. 61.5% users were positive that real time method recommendations are helpful, and 50% reported this would reduce time spent in web searches. The empirical utility of CodeReco’s similarity metric on those problems was compared with a purely language based similarity metric (baseline). Baseline received higher ratings from novices, arguably due to lack of structure-semantics in their samples while seeking recommendations.
ContributorsSingh, Shashank Hansraj (Author) / Hsiao, I-Han (Thesis advisor) / Walker, Erin (Committee member) / Parra, Denis (Committee member) / Arizona State University (Publisher)
Created2017
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
Distributed self-assessments and reflections empower learners to take the lead on their knowledge gaining evaluation. Both provide essential elements for practice and self-regulation in learning settings. Nowadays, many sources for practice opportunities are made available to the learners, especially in the Computer Science (CS) and programming domain. They may choose

Distributed self-assessments and reflections empower learners to take the lead on their knowledge gaining evaluation. Both provide essential elements for practice and self-regulation in learning settings. Nowadays, many sources for practice opportunities are made available to the learners, especially in the Computer Science (CS) and programming domain. They may choose to utilize these opportunities to self-assess their learning progress and practice their skill. My objective in this thesis is to understand to what extent self-assess process can impact novice programmers learning and what advanced learning technologies can I provide to enhance the learner’s outcome and the progress. In this dissertation, I conducted a series of studies to investigate learning analytics and students’ behaviors in working on self-assessments and reflection opportunities. To enable this objective, I designed a personalized learning platform named QuizIT that provides daily quizzes to support learners in the computer science domain. QuizIT adopts an Open Social Student Model (OSSM) that supports personalized learning and serves as a self-assessment system. It aims to ignite self-regulating behavior and engage students in the self-assessment and reflective procedure. I designed and integrated the personalized practice recommender to the platform to investigate the self-assessment process. I also evaluated the self-assessment behavioral trails as a predictor to the students’ performance. The statistical indicators suggested that the distributed reflections were associated with the learner's performance. I proceeded to address whether distributed reflections enable self-regulating behavior and lead to better learning in CS introductory courses. From the student interactions with the system, I found distinct behavioral patterns that showed early signs of the learners' performance trajectory. The utilization of the personalized recommender improved the student’s engagement and performance in the self-assessment procedure. When I focused on enhancing reflections impact during self-assessment sessions through weekly opportunities, the learners in the CS domain showed better self-regulating learning behavior when utilizing those opportunities. The weekly reflections provided by the learners were able to capture more reflective features than the daily opportunities. Overall, this dissertation demonstrates the effectiveness of the learning technologies, including adaptive recommender and reflection, to support novice programming learners and their self-assessing processes.
ContributorsAlzaid, Mohammed (Author) / Hsiao, Ihan (Thesis advisor) / Davulcu, Hasan (Thesis advisor) / VanLehn, Kurt (Committee member) / Nelson, Brian (Committee member) / Bansal, Srividya (Committee member) / Arizona State University (Publisher)
Created2022