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The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth

The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
ContributorsAmresh, Ashish (Author) / Farin, Gerlad (Thesis advisor) / Razdan, Anshuman (Thesis advisor) / Wonka, Peter (Committee member) / Hansford, Dianne (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack

Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack of tools for visualizing urban areas at night. This is mainly due to difficulties in gathering the light system data, placing the light systems at suitable locations, and rendering millions of lights with complex light intensity distributions (LID). Unlike daytime images, a city can have millions of light sources at night, including street lights, illuminated signs, and light shed from building interiors through windows. In this paper, a Procedural Lighting tool (PL), which predicts the positions and properties of street lights, is presented. The PL tool is used to accomplish three aims: (1) to generate vector data layers for geographic information systems (GIS) with statistically estimated information on lighting designs for streets, as well as the locations, orientations, and models for millions of streetlights; (2) to generate geo-referenced raster data to suitable for use as light maps that cover a large scale urban area so that the effect of millions of street light can be accurately rendered at real time, and (3) to extend existing 3D models by generating detailed light-maps that can be used as UV-mapped textures to render the model. An interactive graphical user interface (GUI) for configuring and previewing lights from a Light System Database (LDB) is also presented. The GUI includes physically accurate information about LID and also the lights' spectral power distributions (SPDs) so that a light-map can be generated for use with any sensor if the sensors luminosity function is known. Finally, for areas where more detail is required, a tool has been developed for editing and visualizing light effects over a 3D building from many light sources including area lights and windows. The above components are integrated in the PL tool to produce a night time urban view for not only a large-scale area but also a detail of a city building.
ContributorsChuang, Chia-Yuan (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2011
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
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
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
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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
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
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Description
The American Heart Association recommended in 1997 the data elements that should be collected from resuscitations in hospitals. (15) Currently, data documentation from resuscitation events in hospitals, termed ‘code blue’ events, utilizes a paper form, which is institution-specific. Problems with data capture and transcription exists, due to the challenges of

The American Heart Association recommended in 1997 the data elements that should be collected from resuscitations in hospitals. (15) Currently, data documentation from resuscitation events in hospitals, termed ‘code blue’ events, utilizes a paper form, which is institution-specific. Problems with data capture and transcription exists, due to the challenges of dynamic documentation of patient, event and outcome variables as the code blue event unfolds.

This thesis is based on the hypothesis that an electronic version of code blue real-time data capture would lead to improved resuscitation data transcription, and enable clinicians to address deficiencies in quality of care. The primary goal of this thesis is to create an iOS based application, primarily designed for iPads, for code blue events at the Mayo Clinic Hospital. The secondary goal is to build an open-source software development framework for converting paper-based hospital protocols into digital format.

The tool created in this study enabled data documentation to be completed electronically rather than on paper for resuscitation outcomes. The tool was evaluated for usability with twenty nurses, the end-users, at Mayo Clinic in Phoenix, Arizona. The results showed the preference of users for the iPad application. Furthermore, a qualitative survey showed the clinicians perceived the electronic version to be more accurate and efficient than paper-based documentation, both of which are essential for an emergency code blue resuscitation procedure.
ContributorsBokhari, Wasif (Author) / Patel, Vimla L. (Thesis advisor) / Amresh, Ashish (Thesis advisor) / Nelson, Brian (Committee member) / Sen, Ayan (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Large datasets of sub-meter aerial imagery represented as orthophoto mosaics are widely available today, and these data sets may hold a great deal of untapped information. This imagery has a potential to locate several types of features; for example, forests, parking lots, airports, residential areas, or freeways in the imagery.

Large datasets of sub-meter aerial imagery represented as orthophoto mosaics are widely available today, and these data sets may hold a great deal of untapped information. This imagery has a potential to locate several types of features; for example, forests, parking lots, airports, residential areas, or freeways in the imagery. However, the appearances of these things vary based on many things including the time that the image is captured, the sensor settings, processing done to rectify the image, and the geographical and cultural context of the region captured by the image. This thesis explores the use of deep convolutional neural networks to classify land use from very high spatial resolution (VHR), orthorectified, visible band multispectral imagery. Recent technological and commercial applications have driven the collection a massive amount of VHR images in the visible red, green, blue (RGB) spectral bands, this work explores the potential for deep learning algorithms to exploit this imagery for automatic land use/ land cover (LULC) classification. The benefits of automatic visible band VHR LULC classifications may include applications such as automatic change detection or mapping. Recent work has shown the potential of Deep Learning approaches for land use classification; however, this thesis improves on the state-of-the-art by applying additional dataset augmenting approaches that are well suited for geospatial data. Furthermore, the generalizability of the classifiers is tested by extensively evaluating the classifiers on unseen datasets and we present the accuracy levels of the classifier in order to show that the results actually generalize beyond the small benchmarks used in training. Deep networks have many parameters, and therefore they are often built with very large sets of labeled data. Suitably large datasets for LULC are not easy to come by, but techniques such as refinement learning allow networks trained for one task to be retrained to perform another recognition task. Contributions of this thesis include demonstrating that deep networks trained for image recognition in one task (ImageNet) can be efficiently transferred to remote sensing applications and perform as well or better than manually crafted classifiers without requiring massive training data sets. This is demonstrated on the UC Merced dataset, where 96% mean accuracy is achieved using a CNN (Convolutional Neural Network) and 5-fold cross validation. These results are further tested on unrelated VHR images at the same resolution as the training set.
ContributorsUba, Nagesh Kumar (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2016
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Description
In the last decade, the number of people who own a mobile phone or portable electronic communication device has grown exponentially. Recent advances in smartphone technology have enabled mobile devices to provide applications (“mHealth apps”) to support delivering interventions, tracking health treatments, or involving a healthcare team into the treatment

In the last decade, the number of people who own a mobile phone or portable electronic communication device has grown exponentially. Recent advances in smartphone technology have enabled mobile devices to provide applications (“mHealth apps”) to support delivering interventions, tracking health treatments, or involving a healthcare team into the treatment process and symptom monitoring. Although the popularity of mHealth apps is increasing, few lessons have been shared regarding user experience design and evaluation for such innovations as they relate to clinical outcomes. Studies assessing usability for mobile apps primarily rely on survey instruments. Though surveys are effective in determining user perception of usability and positive attitudes towards an app, they do not directly assess app feature usage, and whether feature usage and related aspects of app design are indicative of whether intended tasks are completed by users. This is significant in the area of mHealth apps, as proper utilization of the app determines compliance to a clinical study protocol. Therefore it is important to understand how design directly impacts compliance, specifically what design factors are prevalent in non-compliant users. This research studies the impact of usability features on clinical protocol compliance by applying a mixed methods approach to usability assessment, combining traditional surveys, log analysis, and clickstream analysis to determine the connection of design to outcomes. This research is novel in its construction of the mixed methods approach and in its attempt to tie usability results to impacts on clinical protocol compliance. The validation is a case study approach, applying the methods to an mHealth app developed for early prevention of anxiety in middle school students. The results of three empirical studies are shared that support the construction of the mixed methods approach.
ContributorsPatwardhan, Mandar (Author) / Gary, Kevin A (Thesis advisor) / Pina, Armando (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2016