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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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
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
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
Commercial load balancers are often in use, and the production network at Arizona State University (ASU) is no exception. However, because the load balancer uses IP addresses, the solution does not apply to all applications. One such application is Rsyslog. This software processes syslog packets and stores them in files.

Commercial load balancers are often in use, and the production network at Arizona State University (ASU) is no exception. However, because the load balancer uses IP addresses, the solution does not apply to all applications. One such application is Rsyslog. This software processes syslog packets and stores them in files. The loss rate of incoming log packets is high due to the incoming rate of the data. The Rsyslog servers are overwhelmed by the continuous data stream. To solve this problem a software defined networking (SDN) based load balancer is designed to perform a transport-level load balancing over the incoming load to Rsyslog servers. In this solution the load is forwarded to one Rsyslog server at a time, according to one of a Round-Robin, Random, or Load-Based policy. This gives time to other servers to process the data they have received and prevent them from being overwhelmed. The evaluation of the proposed solution is conducted a physical testbed with the same data feed as the commercial solution. The results suggest that the SDN-based load balancer is competitive with the commercial load balancer. Replacing the software OpenFlow switch with a hardware switch is likely to further improve the results.
ContributorsGhaffarinejad, Ashkan (Author) / Syrotiuk, Violet R. (Thesis advisor) / Xue, Guoliang (Committee member) / Huang, Dijiang (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The increasing usage of smart-phones and mobile devices in work environment and IT

industry has brought about unique set of challenges and opportunities. ARM architecture

in particular has evolved to a point where it supports implementations across wide spectrum

of performance points and ARM based tablets and smart-phones are in demand. The

enhancements to

The increasing usage of smart-phones and mobile devices in work environment and IT

industry has brought about unique set of challenges and opportunities. ARM architecture

in particular has evolved to a point where it supports implementations across wide spectrum

of performance points and ARM based tablets and smart-phones are in demand. The

enhancements to basic ARM RISC architecture allow ARM to have high performance,

small code size, low power consumption and small silicon area. Users want their devices to

perform many tasks such as read email, play games, and run other online applications and

organizations no longer desire to provision and maintain individual’s IT equipment. The

term BYOD (Bring Your Own Device) has come into being from demand of such a work

setup and is one of the motivation of this research work. It brings many opportunities such

as increased productivity and reduced costs and challenges such as secured data access,

data leakage and amount of control by the organization.

To provision such a framework we need to bridge the gap from both organizations side

and individuals point of view. Mobile device users face issue of application delivery on

multiple platforms. For instance having purchased many applications from one proprietary

application store, individuals may want to move them to a different platform/device but

currently this is not possible. Organizations face security issues in providing such a solution

as there are many potential threats from allowing BYOD work-style such as unauthorized

access to data, attacks from the devices within and outside the network.

ARM based Secure Mobile SDN framework will resolve these issues and enable employees

to consolidate both personal and business calls and mobile data access on a single device.

To address application delivery issue we are introducing KVM based virtualization that

will allow host OS to run multiple guest OS. To address the security problem we introduce

SDN environment where host would be running bridged network of guest OS using Open

vSwitch . This would allow a remote controller to monitor the state of guest OS for making

important control and traffic flow decisions based on the situation.
ContributorsChowdhary, Ankur (Author) / Huang, Dijiang (Thesis advisor) / Tong, Hanghang (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Smartphones are pervasive nowadays. They are supported by mobile platforms that allow users to download and run feature-rich mobile applications (apps). While mobile apps help users conveniently process personal data on mobile devices, they also pose security and privacy threats and put user's data at risk. Even though modern mobile

Smartphones are pervasive nowadays. They are supported by mobile platforms that allow users to download and run feature-rich mobile applications (apps). While mobile apps help users conveniently process personal data on mobile devices, they also pose security and privacy threats and put user's data at risk. Even though modern mobile platforms such as Android have integrated security mechanisms to protect users, most mechanisms do not easily adapt to user's security requirements and rapidly evolving threats. They either fail to provide sufficient intelligence for a user to make informed security decisions, or require great sophistication to configure the mechanisms for enforcing security decisions. These limitations lead to a situation where users are disadvantageous against emerging malware on modern mobile platforms. To remedy this situation, I propose automated and systematic approaches to address three security management tasks: monitoring, assessment, and confinement of mobile apps. In particular, monitoring apps helps a user observe and record apps' runtime behaviors as controlled under security mechanisms. Automated assessment distills intelligence from the observed behaviors and the security configurations of security mechanisms. The distilled intelligence further fuels enhanced confinement mechanisms that flexibly and accurately shape apps' behaviors. To demonstrate the feasibility of my approaches, I design and implement a suite of proof-of-concept prototypes that support the three tasks respectively.
ContributorsJing, Yiming (Author) / Ahn, Gail-Joon (Thesis advisor) / Doupe, Adam (Committee member) / Huang, Dijiang (Committee member) / Zhang, Yanchao (Committee member) / Arizona State University (Publisher)
Created2015
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Description
With the software-defined networking trend growing, several network virtualization controllers have been developed in recent years. These controllers, also called network hypervisors, attempt to manage physical SDN based networks so that multiple tenants can safely share the same forwarding plane hardware without risk of being affected by or affecting other

With the software-defined networking trend growing, several network virtualization controllers have been developed in recent years. These controllers, also called network hypervisors, attempt to manage physical SDN based networks so that multiple tenants can safely share the same forwarding plane hardware without risk of being affected by or affecting other tenants. However, many areas remain unexplored by current network hypervisor implementations. This thesis presents and evaluates some of the features offered by network hypervisors, such as full header space availability, isolation, and transparent traffic forwarding capabilities for tenants. Flow setup time and throughput are also measured and compared among different network hypervisors. Three different network hypervisors are evaluated: FlowVisor, VeRTIGO and OpenVirteX. These virtualization tools are assessed with experiments conducted on three different testbeds: an emulated Mininet scenario, a physical single-switch testbed, and also a remote GENI testbed. The results indicate that network hypervisors bring SDN flexibility to network virtualization, making it easier for network administrators to define with precision how the network is sliced and divided among tenants. This increased flexibility, however, may come with the cost of decreased performance, and also brings additional risks of interoperability due to a lack of standardization of virtualization methods.
ContributorsStall Rechia, Felipe (Author) / Syrotiuk, Violet R. (Thesis advisor) / Ahn, Gail-Joon (Committee member) / Huang, Dijiang (Committee member) / Arizona State University (Publisher)
Created2016
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Description
In traditional networks the control and data plane are highly coupled, hindering development. With Software Defined Networking (SDN), the two planes are separated, allowing innovations on either one independently of the other. Here, the control plane is formed by the applications that specify an organization's policy and the data plane

In traditional networks the control and data plane are highly coupled, hindering development. With Software Defined Networking (SDN), the two planes are separated, allowing innovations on either one independently of the other. Here, the control plane is formed by the applications that specify an organization's policy and the data plane contains the forwarding logic. The application sends all commands to an SDN controller which then performs the requested action on behalf of the application. Generally, the requested action is a modification to the flow tables, present in the switches, to reflect a change in the organization's policy. There are a number of ways to control the network using the SDN principles, but the most widely used approach is OpenFlow.

With the applications now having direct access to the flow table entries, it is easy to have inconsistencies arise in the flow table rules. Since the flow rules are structured similar to firewall rules, the research done in analyzing and identifying firewall rule conflicts can be adapted to work with OpenFlow rules.

The main work of this thesis is to implement flow conflict detection logic in OpenDaylight and inspect the applicability of techniques in visualizing the conflicts. A hierarchical edge-bundling technique coupled with a Reingold-Tilford tree is employed to present the relationship between the conflicting rules. Additionally, a table-driven approach is also implemented to display the details of each flow.

Both types of visualization are then tested for correctness by providing them with flows which are known to have conflicts. The conflicts were identified properly and displayed by the views.
ContributorsNatarajan, Janakarajan (Author) / Huang, Dijiang (Thesis advisor) / Syrotiuk, Violet R. (Thesis advisor) / Ahn, Gail-Joon (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Detecting cyber-attacks in cyber systems is essential for protecting cyber infrastructures from cyber-attacks. It is very difficult to detect cyber-attacks in cyber systems due to their high complexity. The accuracy of the attack detection in the cyber systems

Detecting cyber-attacks in cyber systems is essential for protecting cyber infrastructures from cyber-attacks. It is very difficult to detect cyber-attacks in cyber systems due to their high complexity. The accuracy of the attack detection in the cyber systems depends heavily on the completeness of the collected sensor information. In this thesis, two approaches are presented: one to detecting attacks in completely observable cyber systems, and the other to estimating types of states in partially observable cyber systems for attack detection in cyber systems. These two approaches are illustrated using three large data sets of network traffic because the packet-level information of the network traffic data provides details about the cyber systems.

The approach to attack detection in cyber systems is based on a multimodal artificial neural network (MANN) using the collected network traffic data from completely observable cyber systems for training and testing. Since the training of MANN is computationally intensive, to reduce the computational overhead, an efficient feature selection algorithm using the genetic algorithm is developed and incorporated in this approach.

In order to detect attacks in cyber systems in partially observable environments, an approach to estimating the types of states in partially observable cyber systems, which is the first phase of attack detection in cyber systems in partially observable environments, is presented. The types of states of such cyber systems are useful to detecting cyber-attacks in such cyber systems. This approach involves the use of a convolutional neural network (CNN), and unsupervised learning with elbow method and k-means clustering algorithm.
ContributorsGuha, Sayantan (Author) / Yau, Stephen S. (Thesis advisor) / Ahn, Gail-Joon (Committee member) / Huang, Dijiang (Committee member) / Arizona State University (Publisher)
Created2016