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Description
Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide

Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide a rigorous, collaborative, and relevant academic program emphasizing an innovative, problem-based curriculum that develops literacy in the sciences, mathematics, and the arts, thus cultivating critical thinkers, creative problem-solvers, and compassionate citizens, who are able to thrive in our increasingly complex and technological communities." Computational thinking is an important part in developing a future problem solver Bioscience High School is looking to produce. Bioscience High School is unique in the fact that every student has a computer available for him or her to use. Therefore, it makes complete sense for the school to add computer science to their curriculum because one of the school's goals is to be able to utilize their resources to their full potential. However, the school's attempt at computer science integration falls short due to the lack of expertise amongst the math and science teachers. The lack of training and support has postponed the development of the program and they are desperately in need of someone with expertise in the field to help reboot the program. As a result, I've decided to create a course that is focused on teaching students the concepts of computational thinking and its application through Scratch and Arduino programming.
ContributorsLiu, Deming (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This project was centered around designing a processor model (using the C programming language) based on the Coldfire computer architecture that will run on third party software known as Open Virtual Platforms. The end goal is to have a fully functional processor that can run Coldfire instructions and utilize peripheral

This project was centered around designing a processor model (using the C programming language) based on the Coldfire computer architecture that will run on third party software known as Open Virtual Platforms. The end goal is to have a fully functional processor that can run Coldfire instructions and utilize peripheral devices in the same way as the hardware used in the embedded systems lab at ASU. This project would cut down the substantial amount of time students spend commuting to the lab. Having the processor directly at their disposal would also encourage them to spend more time outside of class learning the hardware and familiarizing themselves with development on an embedded micro-controller. The model will be accurate, fast and reliable. These aspects will be achieved through rigorous unit testing and use of the OVP platform which provides instruction accurate simulations at hundreds of MIPS (million instructions per second) for the specified model. The end product was able to accurately simulate a subset of the Coldfire instructions at very high rates.
ContributorsDunning, David Connor (Author) / Burger, Kevin (Thesis director) / Meuth, Ryan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-12
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Description
The purpose of this project was to program a Raspberry Pi to be able to play music from both local storage on the Pi and from internet radio stations such as Pandora. The Pi also needs to be able to play various types of file formats, such as mp3 and

The purpose of this project was to program a Raspberry Pi to be able to play music from both local storage on the Pi and from internet radio stations such as Pandora. The Pi also needs to be able to play various types of file formats, such as mp3 and FLAC. Finally, the project is also to be driven by a mobile app running on a smartphone or tablet. To achieve this, a client server design was employed where the Raspberry Pi acts as the server and the mobile app is the client. The server functionality was achieved using a Python script that listens on a socket and calls various executables that handle the different formats of music being played. The client functionality was achieved by programming an Android app in Java that sends encoded commands to the server, which the server decodes and begins playing the music that command dictates. The designs for both the client and server are easily extensible and allow for any future modifications to the project to be easily made.
ContributorsStorto, Michael Olson (Author) / Burger, Kevin (Thesis director) / Meuth, Ryan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
Electromyography (EMG) and Electroencephalography (EEG) are techniques used to detect electrical activity produced by the human body. EMG detects electrical activity in the skeletal muscles, while EEG detects electrical activity from the scalp. The purpose of this study is to capture different types of EMG and EEG signals and to

Electromyography (EMG) and Electroencephalography (EEG) are techniques used to detect electrical activity produced by the human body. EMG detects electrical activity in the skeletal muscles, while EEG detects electrical activity from the scalp. The purpose of this study is to capture different types of EMG and EEG signals and to determine if the signals can be distinguished between each other and processed into output signals to trigger events in prosthetics. Results from the study suggest that the PSD estimates can be used to compare signals that have significant differences such as the wrist, scalp, and fingers, but it cannot fully distinguish between signals that are closely related, such as two different fingers. The signals that were identified were able to be translated into the physical output simulated on the Arduino circuit.
ContributorsJanis, William Edward (Author) / LaBelle, Jeffrey (Thesis director) / Santello, Marco (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-12
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Description
Abstract
This work details the process of designing and implementing an embedded system
utilized to take measurements from a water cooler and post that data onto a publicly accessible web server. It embraces the Web 4.0, Internet of Things, mindset of making everyday appliances web accessible. The project was designed to satisfy

Abstract
This work details the process of designing and implementing an embedded system
utilized to take measurements from a water cooler and post that data onto a publicly accessible web server. It embraces the Web 4.0, Internet of Things, mindset of making everyday appliances web accessible. The project was designed to satisfy the needs of a local faculty member who wished to know the water levels available in his office water cooler, potentially saving him the disappointment of discovering an empty container. 


This project utilizes an Arduino microprocessor, an ESP 8266 Wi-Fi module, and a variety of sensors to detect water levels in filtered water unit located on the fourth floor of the the Brickyard Building, BYENG, at Arizona State University. This implementation will not interfere with the system already set in place to store and transfer water. The level of accuracy in water levels is expected to give the ability to discern +/- 1.5 liters of water. This system will send will send information to a created web service from which anyone with internet capabilities can gain access. The interface will display current water levels and attempt to predict at what time the water levels will be depleted. In the short term, this information will be useful for individuals on the floor to discern when they are able to extract water from the system. Overtime, the information this system gathers will map the drinking trends of the floor and can allow for a scheduling of water delivery that is more consistent with the demand of those working on the floor.
ContributorsEnriquez, Alexander (Author) / Meuth, Ryan (Thesis director) / Burger, Kevin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Alongside the many challenges of Covid-19, the pandemic also disrupted the normal structure of education for students. As classes were being transferred to online formats, computer science students started learning more through constructivism principles rather than the traditionally taught, in-person lectures. This quantitative assessment hopes to determine whether constructivist principles

Alongside the many challenges of Covid-19, the pandemic also disrupted the normal structure of education for students. As classes were being transferred to online formats, computer science students started learning more through constructivism principles rather than the traditionally taught, in-person lectures. This quantitative assessment hopes to determine whether constructivist principles or traditional/visual cognition principles are better for teaching computer science topics. Determinations will be made through a social behavioral experiment teaching pointers to participants. Participants were split into three groups: a control group, a constructivist group, and a visual cognition group. Each group took part in an assessment testing their knowledge retention about pointers after having a lecture based around each teaching method. The assessment evaluated retries per assessment, time per correct answer, time per question, and the average time taken in total. The results of the experiment led to a conclusion that, according to the resulting data, constructivism teaching principles benefited participant scores, and visual cognition teaching principles worsened participant scores. However, a definitive answer of which teaching method is better for computer science could not be made due to insufficient sample size. When reflecting on the first iteration of this experiment, it is clear that future iterations of this experiment would benefit from a higher sample size, an easier assignment for the constructivist group, a feedback survey, and a longer period to experiment.
ContributorsTiruchinapalli, Sai Santosh (Author) / Burger, Kevin (Thesis director) / Hartwell, Leland (Committee member) / Barrett, The Honors College (Contributor)
Created2023-05
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Description

Among classes in the Computer Science curriculum at Arizona State University, Automata Theory is widely considered to be one of the most difficult. Many Computer Science concepts have strong visual components that make them easier to understand. Binary trees, Dijkstra's algorithm, pointers, and even more basic concepts such as arrays

Among classes in the Computer Science curriculum at Arizona State University, Automata Theory is widely considered to be one of the most difficult. Many Computer Science concepts have strong visual components that make them easier to understand. Binary trees, Dijkstra's algorithm, pointers, and even more basic concepts such as arrays all have very strong visual components. Not only that, but resources for them are abundantly available online. Automata Theory, on the other hand, is the first Computer Science course students encounter that has a significant focus on deep theory. Many
of the concepts can be difficult to visualize, or at least take a lot of effort to do so. Furthermore, visualizers for finite state machines are hard to come by. Because I thoroughly enjoyed learning about Automata Theory and parsers, I wanted to create a program that involved the two. Additionally, I thought creating a program for visualizing automata would help students who struggle with Automata Theory develop a stronger understanding of it.

ContributorsSmith, Andrew (Author) / Burger, Kevin (Thesis director) / Meuth, Ryan (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2021-12