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This paper details the specification and implementation of a single-machine blockchain simulator. It also includes a brief introduction on the history & underlying concepts of blockchain, with explanations on features such as decentralization, openness, trustlessness, and consensus. The introduction features a brief overview of public interest and current implementations of

This paper details the specification and implementation of a single-machine blockchain simulator. It also includes a brief introduction on the history & underlying concepts of blockchain, with explanations on features such as decentralization, openness, trustlessness, and consensus. The introduction features a brief overview of public interest and current implementations of blockchain before stating potential use cases for blockchain simulation software. The paper then gives a brief literature review of blockchain's role, both as a disruptive technology and a foundational technology. The literature review also addresses the potential and difficulties regarding the use of blockchain in Internet of Things (IoT) networks, and also describes the limitations of blockchain in general regarding computational intensity, storage capacity, and network architecture. Next, the paper gives the specification for a generic blockchain structure, with summaries on the behaviors and purposes of transactions, blocks, nodes, miners, public & private key cryptography, signature validation, and hashing. Finally, the author gives an overview of their specific implementation of the blockchain using C/C++ and OpenSSL. The overview includes a brief description of all the classes and data structures involved in the implementation, including their function and behavior. While the implementation meets the requirements set forward in the specification, the results are more qualitative and intuitive, as time constraints did not allow for quantitative measurements of the network simulation. The paper concludes by discussing potential applications for the simulator, and the possibility for future hardware implementations of blockchain.
ContributorsRauschenbach, Timothy Rex (Author) / Vrudhula, Sarma (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The areas of cloud computing and web services have grown rapidly in recent years, resulting in software that is more interconnected and and widely used than ever before. As a result of this proliferation, there needs to be a way to assess the quality of these web services in order

The areas of cloud computing and web services have grown rapidly in recent years, resulting in software that is more interconnected and and widely used than ever before. As a result of this proliferation, there needs to be a way to assess the quality of these web services in order to ensure their reliability and accuracy. This project explores different ways in which services can be tested and evaluated through the design of various testing techniques and their implementations in a web application, which can be used by students or developers to test their web services.
ContributorsHilliker, Mark Paul (Author) / Chen, Yinong (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Many systems in the world \u2014 such as cellular networks, the post service, or transportation pathways \u2014 can be modeled as networks or graphs. The practical applications of graph algorithms generally seek to achieve some goal while minimizing some cost such as money or distance. While the minimum linear arrangement

Many systems in the world \u2014 such as cellular networks, the post service, or transportation pathways \u2014 can be modeled as networks or graphs. The practical applications of graph algorithms generally seek to achieve some goal while minimizing some cost such as money or distance. While the minimum linear arrangement (MLA) problem has been widely-studied amongst graph ordering and embedding problems, there have been no developments into versions of the problem involving degree higher than 2. An application of our problem can be seen in overlay networks in telecommunications. An overlay network is a virtual network that is built on top of another network. It is a logical network where the links between nodes represent the physical paths connecting the nodes in the underlying infrastructure. The underlying physical network may be incomplete, but as long as it is connected, we can build a complete overlay network on top of it. Since some nodes may be overloaded by traffic, we can reduce the strain on the overlay network by limiting the communication between nodes. Some edges, however, may have more importance than others so we must be careful about our selection of which nodes are allowed to communicate with each other. The balance of reducing the degree of the network while maximizing communication forms the basis of our d-degree minimum arrangement problem. In this thesis we will look at several approaches to solving the generalized d-degree minimum arrangement d-MA problem where we embed a graph onto a subgraph of a given degree. We first look into the requirements and challenges of solving the d-MA problem. We will then present a polynomial-time heuristic and compare its performance with the optimal solution derived from integer linear programming. We will show that a simple (d-1)-ary tree construction provides the optimal structure for uniform graphs with large requests sets. Finally, we will present experimental data gathered from running simulations on a variety of graphs to evaluate the efficiency of our heuristic and tree construction.
ContributorsWang, Xiao (Author) / Richa, Andrea (Thesis director) / Nakamura, Mutsumi (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This project is a full integrated development environment implementing the LEGv8 assembly language standard, to be used in classroom settings. The LEGv8 assembly language is defined by the ARM edition of "Computer Organization and Design: The Hardware/Software Interface" by David A. Patterson and John L. Hennessy as a more approachable

This project is a full integrated development environment implementing the LEGv8 assembly language standard, to be used in classroom settings. The LEGv8 assembly language is defined by the ARM edition of "Computer Organization and Design: The Hardware/Software Interface" by David A. Patterson and John L. Hennessy as a more approachable alternative to the full ARMv8 instruction set. The MIPS edition of that same book is used in the Computer Organization course at ASU. This class makes heavy use of the "MARS" MIPS simulator, which allows students to write and run their own MIPS assembly programs. Writing assembly language programs is a key component of the course, as assembly programs have many design difficulties as compared to a high-level language. This project is a fork of the MARS project. The interface and functionality remain largely the same aside from the change to supporting the LEGv8 syntax and instruction set. Faculty used to the MARS environment from teaching Computer Organization should only have to adjust to the new language standard, as the editor and environment will be familiar. The available instructions are basic arithmetic/logical operations, memory interaction, and flow control. Both floating-point and integer operations are supported, with limited support of conditional execution. Only branches can be conditionally executed, per LEGv8. Directives remain in the format supported by MARS, as documentation on ARM-style directives is both sparse and agreeable to this standard. The operating system functions supported by the MARS simulator also remain, as there is no generally standardized requirements for operating system interactions.
ContributorsWhite, Josiah Jeremiah (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
SmartAid aims to target a small, yet relevant issue in a cost effective, easily replicable, and innovative manner. This paper outlines how to replicate the design and building process to create an intelligent first aid kit. SmartAid utilizes Alexa Voice Service technologies to provide a new and improved way to

SmartAid aims to target a small, yet relevant issue in a cost effective, easily replicable, and innovative manner. This paper outlines how to replicate the design and building process to create an intelligent first aid kit. SmartAid utilizes Alexa Voice Service technologies to provide a new and improved way to teach users about the different types of first aid kit items and how to treat minor injuries, step by step. Using Alexa and RaspberryPi, SmartAid was designed as an added attachment to first aid kits. Alexa Services were installed into a RaspberryPi to create a custom Amazon device, and from there, using the Alexa Interaction Model and the Lambda function services, SmartAid was developed. After the designing and coding of the application, a user guide was created to provide users with information on what items are included in the first aid kit, what types of injuries can be treated through first aid, and how to use SmartAid. The
application was tested for its usability and practicality by a small sample of students. Users provided suggestions on how to make the application more versatile and functional, and confirmed that the application made first aid easier and was something that they could see themselves using. While this application is not aimed to replace the current physical guide solution completely, the findings of this project show that SmartAid has potential to stand in as an improved, easy to use, and convenient alternative for first aid guidance.
ContributorsHasan, Bushra Anwara (Author) / Kobayashi, Yoshihiro (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
It is important for organizations and businesses to have some kind of online presence, as there are enormous benefits, including utilizing the power of web languages to provide services for people. However, creating a website is difficult, and often expensive. While successful businesses can use their profits to develop a

It is important for organizations and businesses to have some kind of online presence, as there are enormous benefits, including utilizing the power of web languages to provide services for people. However, creating a website is difficult, and often expensive. While successful businesses can use their profits to develop a costly website, organizations are not so lucky and can't afford to pay large amounts of money for theirs. Thus, the goal of this project was to provide a complete website to the Card Trick Quilters organization found in Show Low, Arizona. The website serves as both a learning experience, to see exactly what it takes to construct a website from the ground up, and a service project that will provide the Card Trick Quilters with a website that performs various services for its members, with functionality that is completely unique to the Arizona quilting community at large. The creation of the website required learning several different skills in regards to web design, such as databases, scripting languages, and even elements of graphic design. The uniqueness of the website comes from the creation of an online submission form for the annual quilt show hosted by the quilters, and an email reminder system where members of the community can submit their addresses and receive emails when there is an upcoming meeting. While there will no doubt be changes and improvements to the website in the future, the website is currently live and ready for the community to use.
Created2016-05
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Description
Machine learning is one of the fastest growing fields and it has applications in almost any industry. Predicting sports games is an obvious use case for machine learning, data is relatively easy to collect, generally complete data is available, and outcomes are easily measurable. Predicting the outcomes of sports events

Machine learning is one of the fastest growing fields and it has applications in almost any industry. Predicting sports games is an obvious use case for machine learning, data is relatively easy to collect, generally complete data is available, and outcomes are easily measurable. Predicting the outcomes of sports events may also be easily profitable, predictions can be taken to a sportsbook and wagered on. A successful prediction model could easily turn a profit. The goal of this project was to build a model using machine learning to predict the outcomes of NBA games.
In order to train the model, data was collected from the NBA statistics website. The model was trained on games dating from the 2010 NBA season through the 2017 NBA season. Three separate models were built, predicting the winner, predicting the total points, and finally predicting the margin of victory for a team. These models learned on 80 percent of the data and validated on the other 20 percent. These models were trained for 40 epochs with a batch size of 15.
The model for predicting the winner achieved an accuracy of 65.61 percent, just slightly below the accuracy of other experts in the field of predicting the NBA. The model for predicting total points performed decently as well, it could beat Las Vegas’ prediction 50.04 percent of the time. The model for predicting margin of victory also did well, it beat Las Vegas 50.58 percent of the time.
Created2019-05