Matching Items (26)
Filtering by

Clear all filters

152236-Thumbnail Image.png
Description
Continuous Delivery, as one of the youngest and most popular member of agile model family, has become a popular concept and method in software development industry recently. Instead of the traditional software development method, which requirements and solutions must be fixed before starting software developing, it promotes adaptive planning, evolutionary

Continuous Delivery, as one of the youngest and most popular member of agile model family, has become a popular concept and method in software development industry recently. Instead of the traditional software development method, which requirements and solutions must be fixed before starting software developing, it promotes adaptive planning, evolutionary development and delivery, and encourages rapid and flexible response to change. However, several problems prevent Continuous Delivery to be introduced into education world. Taking into the consideration of the barriers, we propose a new Cloud based Continuous Delivery Software Developing System. This system is designed to fully utilize the whole life circle of software developing according to Continuous Delivery concepts in a virtualized environment in Vlab platform.
ContributorsDeng, Yuli (Author) / Huang, Dijiang (Thesis advisor) / Davulcu, Hasan (Committee member) / Chen, Yinong (Committee member) / Arizona State University (Publisher)
Created2013
151370-Thumbnail Image.png
Description
The focus of this document is the examination of a new robot simulator developed to aid students in learning robotics programming and provide the ability to test their programs in a simulated world. The simulator, accessed via a website, provides a simulated environment, programming interface, and the ability to control

The focus of this document is the examination of a new robot simulator developed to aid students in learning robotics programming and provide the ability to test their programs in a simulated world. The simulator, accessed via a website, provides a simulated environment, programming interface, and the ability to control a simulated robot. The simulated environment consists of a user-customizable maze and a robot, which can be controlled manually, via Web service, or by utilizing the Web programming interface. The Web programming interface provides dropdown boxes from which the users may select various options to program their implementations. It is designed to aid new students in the learning of basic skills and thought processes used to program robots. Data was collected and analyzed to determine how effective this system is in helping students learn. This included how quickly students were able to program the algorithms assigned to them and how many lines of code were used to implement them. Students' performance was also monitored to determine how well they were able to use the program and if there were any significant problems. The students also completed surveys to communicate how well the website helped them learn and understand various concepts. The data collected shows that the website was a helpful learning tool for the students and that they were able to use the programming interface quickly and effectively.
ContributorsDrown, Garrett (Author) / Tsai, Wei-Tek (Thesis advisor) / Chen, Yinong (Thesis advisor) / Claveau, David (Committee member) / Arizona State University (Publisher)
Created2012
151431-Thumbnail Image.png
Description
Debugging is a boring, tedious, time consuming but inevitable step of software development and debugging multiple threaded applications with user interactions is even more complicated. Since concurrency and synchronism are normal features in Android mobile applications, the order of thread execution may vary in every run even with the same

Debugging is a boring, tedious, time consuming but inevitable step of software development and debugging multiple threaded applications with user interactions is even more complicated. Since concurrency and synchronism are normal features in Android mobile applications, the order of thread execution may vary in every run even with the same input. To make things worse, the target erroneous cases may happen just in a few specific runs. Besides, the randomness of user interactions makes the whole debugging procedure more unpredictable. Thus, debugging a multiple threaded application is a tough and challenging task. This thesis introduces a replay mechanism for debugging user interactive multiple threaded Android applications. The approach is based on the 'Lamport Clock' concept, 'Event Driven' implementation and 'Client-Server' architecture. The debugger tool described in this thesis provides a user controlled debugging environment where users or developers are allowed to use modified record application to generate a log file. During the record time, all the necessary events like thread creation, synchronization and user input are recorded. Therefore, based on the information contained in the generated log files, the debugger tool can replay the application off-line since log files provide the deterministic order of execution. In this case, user or developers can replay an application as many times as they need to pinpoint the errors in the applications.
ContributorsLu, He (Author) / Lee, Yann-Hang (Thesis advisor) / Fainekos, Georgios (Committee member) / Chen, Yinong (Committee member) / Arizona State University (Publisher)
Created2012
153384-Thumbnail Image.png
Description
Computational thinking, the creative thought process behind algorithmic design and programming, is a crucial introductory skill for both computer scientists and the population in general. In this thesis I perform an investigation into introductory computer science education in the United States and find that computational thinking is not effectively taught

Computational thinking, the creative thought process behind algorithmic design and programming, is a crucial introductory skill for both computer scientists and the population in general. In this thesis I perform an investigation into introductory computer science education in the United States and find that computational thinking is not effectively taught at either the high school or the college level. To remedy this, I present a new educational system intended to teach computational thinking called Genost. Genost consists of a software tool and a curriculum based on teaching computational thinking through fundamental programming structures and algorithm design. Genost's software design is informed by a review of eight major computer science educational software systems. Genost's curriculum is informed by a review of major literature on computational thinking. In two educational tests of Genost utilizing both college and high school students, Genost was shown to significantly increase computational thinking ability with a large effect size.
ContributorsWalliman, Garret (Author) / Atkinson, Robert (Thesis advisor) / Chen, Yinong (Thesis advisor) / Lee, Yann-Hang (Committee member) / Arizona State University (Publisher)
Created2015
156904-Thumbnail Image.png
Description
Machine learning tutorials often employ an application and runtime specific solution for a given problem in which users are expected to have a broad understanding of data analysis and software programming. This thesis focuses on designing and implementing a new, hands-on approach to teaching machine learning by streamlining the process

Machine learning tutorials often employ an application and runtime specific solution for a given problem in which users are expected to have a broad understanding of data analysis and software programming. This thesis focuses on designing and implementing a new, hands-on approach to teaching machine learning by streamlining the process of generating Inertial Movement Unit (IMU) data from multirotor flight sessions, training a linear classifier, and applying said classifier to solve Multi-rotor Activity Recognition (MAR) problems in an online lab setting. MAR labs leverage cloud computing and data storage technologies to host a versatile environment capable of logging, orchestrating, and visualizing the solution for an MAR problem through a user interface. MAR labs extends Arizona State University’s Visual IoT/Robotics Programming Language Environment (VIPLE) as a control platform for multi-rotors used in data collection. VIPLE is a platform developed for teaching computational thinking, visual programming, Internet of Things (IoT) and robotics application development. As a part of this education platform, this work also develops a 3D simulator capable of simulating the programmable behaviors of a robot within a maze environment and builds a physical quadrotor for use in MAR lab experiments.
ContributorsDe La Rosa, Matthew Lee (Author) / Chen, Yinong (Thesis advisor) / Collofello, James (Committee member) / Huang, Dijiang (Committee member) / Arizona State University (Publisher)
Created2018
156851-Thumbnail Image.png
Description
There currently exist various challenges in learning cybersecuirty knowledge, along with a shortage of experts in the related areas, while the demand for such talents keeps growing. Unlike other topics related to the computer system such as computer architecture and computer network, cybersecurity is a multidisciplinary topic involving scattered technologies,

There currently exist various challenges in learning cybersecuirty knowledge, along with a shortage of experts in the related areas, while the demand for such talents keeps growing. Unlike other topics related to the computer system such as computer architecture and computer network, cybersecurity is a multidisciplinary topic involving scattered technologies, which yet remains blurry for its future direction. Constructing a knowledge graph (KG) in cybersecurity education is a first step to address the challenges and improve the academic learning efficiency.

With the advancement of big data and Natural Language Processing (NLP) technologies, constructing large KGs and mining concepts, from unstructured text by using learning methodologies, become possible. The NLP-based KG with the semantic similarity between concepts has brought inspiration to different industrial applications, yet far from completeness in the domain expertise, including education in computer science related fields.

In this research work, a KG in cybersecurity area has been constructed using machine-learning-based word embedding (i.e., mapping a word or phrase onto a vector of low dimensions) and hyperlink-based concept mining from the full dataset of words available using the latest Wikipedia dump. The different approaches in corpus training are compared and the performance based on different similarity tasks is evaluated. As a result, the best performance of trained word vectors has been applied, which is obtained by using Skip-Gram model of Word2Vec, to construct the needed KG. In order to improve the efficiency of knowledge learning, a web-based front-end is constructed to visualize the KG, which provides the convenience in browsing related materials and searching for cybersecurity-related concepts and independence relations.
ContributorsLin, Fanjie (Author) / Huang, Dijiang (Thesis advisor) / Hsiao, I-Han (Committee member) / Chen, Yinong (Committee member) / Arizona State University (Publisher)
Created2018
135246-Thumbnail Image.png
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
134769-Thumbnail Image.png
Description
In order to adequately introduce students to computer science and robotics in an exciting and engaging manner certain teaching techniques should be used. In recent years some of the most popular paradigms are Visual Programming Languages. Visual Programming Languages are meant to introduce problem solving skills and basic programming constructs

In order to adequately introduce students to computer science and robotics in an exciting and engaging manner certain teaching techniques should be used. In recent years some of the most popular paradigms are Visual Programming Languages. Visual Programming Languages are meant to introduce problem solving skills and basic programming constructs inherent to all modern day languages by allowing users to write programs visually as opposed to textually. By bypassing the need to learn syntax students can focus on the thinking behind developing an algorithm and see immediate results that help generate excitement for the field and reduce disinterest due to startup complexity and burnout. The Introduction to Engineering course at Arizona State University supports this approach by teaching students the basics of autonomous maze traversing algorithms and using ASU VIPLE, a Visual Programming Language developed to connect with and direct real-world robots. However, some startup time is needed to learn how to interface with these robots using ASU VIPLE. That is why the HTML5 Autonomous Robot Web Simulator was created -- by encouraging students to use the simulator the problem solving behind autonomous maze traversing algorithms can be introduced more quickly and with immediate affirmation. Our goal was to improve this simulator and add features so that the simulator could be accessed and used for a more wide variety of introductory Computer Science lessons. Features scattered across past implementations of robotic simulators were aggregated in a cross platform solution. Upon initial development, a classroom test group revealed usability concerns and a demonstration of students' mental models. Mean time for task completion was 8.1min - compared to 2min for the authors. The simulator was updated in response to test group feedback and new instructor requirements. The new implementation reduces programming overhead while maintaining a learning environment with support for even the most complex applications.
ContributorsRodewald, Spencer (Co-author, Co-author) / Patel, Ankit (Co-author) / Chen, Yinong (Thesis director) / Chattin, Linda (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
132901-Thumbnail Image.png
Description
A common challenge faced by students is that they often have questions about course material that they cannot ask during lecture time. There are many ways for students to have these questions answered, such as office hours and online discussion boards. However, office hours may be at inconvenient times or

A common challenge faced by students is that they often have questions about course material that they cannot ask during lecture time. There are many ways for students to have these questions answered, such as office hours and online discussion boards. However, office hours may be at inconvenient times or locations, and online discussion boards are difficult to navigate and may be inactive. The purpose of this project was to create an Alexa skill that allows users to ask their Alexa-equipped device a question concerning their course material and to receive an answer retrieved from discussion board data. User questions are mapped to discussion board posts by use of the cosine similarity algorithm. In this algorithm, posts from the discussion board and the user’s question are converted into mathematical vectors, with each term in the vector corresponding to a word. The values of these terms are computed based on the word’s frequency within the vector’s corresponding document, the frequency of that word within all the documents, and the length of the document. After the question and candidate posts are converted into vectors, the algorithm determines the post most similar to the user’s question by computing the angle between the vectors. With the most similar discussion board post determined, the user receives the replies to the post, if any, as their answer. Users are able to indicate to their Alexa device whether they were satisfied by the answer, and if they were unsatisfied then they are given the opportunity to either rephrase their question or to have the question sent to a database of unanswered questions. The professor can view and answer the questions in this database on a website hosted by use of Amazon’s Simple Storage Service. The Alexa skill does well at answering questions that have already been asked in the discussion board. However, the skill depends heavily on the user’s word choice. Two questions that are semantically identical but different in phrasing are often given different answers. This is because the cosine algorithm measures similarity on the basis of word overlap, not semantic meaning, and thus the application never truly “understands” what type of answer the user desires. Improving the performance of this Alexa skill will require a more advanced question answering algorithm, but the limitations of Amazon Web Services as a development platform make implementing such an algorithm difficult. Nevertheless, this project has created the basis of a question answering Alexa skill by demonstrating a feasible way that the resources offered by Amazon can be utilized in order to build such an application.
ContributorsBaker, Matthew Elias (Author) / Chen, Yinong (Thesis director) / Balasooriya, Janaka (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
155829-Thumbnail Image.png
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