Matching Items (29)
Filtering by

Clear all filters

152593-Thumbnail Image.png
Description
Mobile apps have improved human lifestyle in various aspects ranging from instant messaging to tele-health. In the current app development paradigm, apps are being developed individually and agnostic of each other. The goal of this thesis is to allow a new world where multiple apps communicate with each other to

Mobile apps have improved human lifestyle in various aspects ranging from instant messaging to tele-health. In the current app development paradigm, apps are being developed individually and agnostic of each other. The goal of this thesis is to allow a new world where multiple apps communicate with each other to achieve synergistic benefits. To enable integration between apps, manual communication between developers is needed, which can be problematic on many levels. In order to promote app integration, a systematic approach towards data sharing between multiple apps is essential. However, current approaches to app integration require large code modifications to reap the benefits of shared data such as requiring developers to provide APIs or use large, invasive middlewares. In this thesis, a data sharing framework was developed providing a non-invasive interface between mobile apps for data sharing and integration. A separate app acts as a registry to allow apps to register database tables to be shared and query this information. Two health monitoring apps were developed to evaluate the sharing framework and different methods of data integration between apps to promote synergistic feedback. The health monitoring apps have shown non-invasive solutions can provide data sharing functionality without large code modifications and manual communication between developers.
ContributorsMilazzo, Joseph (Author) / Gupta, Sandeep K.S. (Thesis advisor) / Varsamopoulos, Georgios (Committee member) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
153127-Thumbnail Image.png
Description
Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this

Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this work has integrated context-aware search principles with applications of preference based re-ranking and query modifications. This research investigates several aspects of context-aware search principles, specifically context-sensitive and preference based re-ranking of results which take user inputs as to their preferred content, and combines this with search query modifications which automatically search for a variety of modified terms based on the given search query, integrating these results into the overall re-ranking for the context. The result of this work is a novel web search algorithm which could be applied to any online learning environment attempting to collect relevant resources for learning about a given topic. The algorithm has been evaluated through user studies comparing traditional search results to the context-aware results returned through the algorithm for a given topic. These studies explore how this integration of methods could provide improved relevance in the search results returned when compared against other modern search engines.
ContributorsVan Egmond, Eric (Author) / Burleson, Winslow (Thesis advisor) / Syrotiuk, Violet (Thesis advisor) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
153265-Thumbnail Image.png
Description
Corporations invest considerable resources to create, preserve and analyze

their data; yet while organizations are interested in protecting against

unauthorized data transfer, there lacks a comprehensive metric to discriminate

what data are at risk of leaking.

This thesis motivates the need for a quantitative leakage risk metric, and

provides a risk assessment system,

Corporations invest considerable resources to create, preserve and analyze

their data; yet while organizations are interested in protecting against

unauthorized data transfer, there lacks a comprehensive metric to discriminate

what data are at risk of leaking.

This thesis motivates the need for a quantitative leakage risk metric, and

provides a risk assessment system, called Whispers, for computing it. Using

unsupervised machine learning techniques, Whispers uncovers themes in an

organization's document corpus, including previously unknown or unclassified

data. Then, by correlating the document with its authors, Whispers can

identify which data are easier to contain, and conversely which are at risk.

Using the Enron email database, Whispers constructs a social network segmented

by topic themes. This graph uncovers communication channels within the

organization. Using this social network, Whispers determines the risk of each

topic by measuring the rate at which simulated leaks are not detected. For the

Enron set, Whispers identified 18 separate topic themes between January 1999

and December 2000. The highest risk data emanated from the legal department

with a leakage risk as high as 60%.
ContributorsWright, Jeremy (Author) / Syrotiuk, Violet (Thesis advisor) / Davulcu, Hasan (Committee member) / Yau, Stephen (Committee member) / Arizona State University (Publisher)
Created2014
150382-Thumbnail Image.png
Description
This thesis proposed a novel approach to establish the trust model in a social network scenario based on users' emails. Email is one of the most important social connections nowadays. By analyzing email exchange activities among users, a social network trust model can be established to judge the trust rate

This thesis proposed a novel approach to establish the trust model in a social network scenario based on users' emails. Email is one of the most important social connections nowadays. By analyzing email exchange activities among users, a social network trust model can be established to judge the trust rate between each two users. The whole trust checking process is divided into two steps: local checking and remote checking. Local checking directly contacts the email server to calculate the trust rate based on user's own email communication history. Remote checking is a distributed computing process to get help from user's social network friends and built the trust rate together. The email-based trust model is built upon a cloud computing framework called MobiCloud. Inside MobiCloud, each user occupies a virtual machine which can directly communicate with others. Based on this feature, the distributed trust model is implemented as a combination of local analysis and remote analysis in the cloud. Experiment results show that the trust evaluation model can give accurate trust rate even in a small scale social network which does not have lots of social connections. With this trust model, the security in both social network services and email communication could be improved.
ContributorsZhong, Yunji (Author) / Huang, Dijiang (Thesis advisor) / Dasgupta, Partha (Committee member) / Syrotiuk, Violet (Committee member) / Arizona State University (Publisher)
Created2011
154160-Thumbnail Image.png
Description
Exhaustive testing is generally infeasible except in the smallest of systems. Research

has shown that testing the interactions among fewer (up to 6) components is generally

sufficient while retaining the capability to detect up to 99% of defects. This leads to a

substantial decrease in the number of tests. Covering arrays are combinatorial

Exhaustive testing is generally infeasible except in the smallest of systems. Research

has shown that testing the interactions among fewer (up to 6) components is generally

sufficient while retaining the capability to detect up to 99% of defects. This leads to a

substantial decrease in the number of tests. Covering arrays are combinatorial objects

that guarantee that every interaction is tested at least once.

In the absence of direct constructions, forming small covering arrays is generally

an expensive computational task. Algorithms to generate covering arrays have been

extensively studied yet no single algorithm provides the smallest solution. More

recently research has been directed towards a new technique called post-optimization.

These algorithms take an existing covering array and attempt to reduce its size.

This thesis presents a new idea for post-optimization by representing covering

arrays as graphs. Some properties of these graphs are established and the results are

contrasted with existing post-optimization algorithms. The idea is then generalized to

close variants of covering arrays with surprising results which in some cases reduce

the size by 30%. Applications of the method to generation and test prioritization are

studied and some interesting results are reported.
ContributorsKaria, Rushang Vinod (Author) / Colbourn, Charles J (Thesis advisor) / Syrotiuk, Violet (Committee member) / Richa, Andréa W. (Committee member) / Arizona State University (Publisher)
Created2015
156392-Thumbnail Image.png
Description
Medium access control (MAC) is a fundamental problem in wireless networks.

In ad-hoc wireless networks especially, many of the performance and scaling issues

these networks face can be attributed to their use of the core IEEE 802.11 MAC

protocol: distributed coordination function (DCF). Smoothed Airtime Linear Tuning

(SALT) is a new contention window tuning

Medium access control (MAC) is a fundamental problem in wireless networks.

In ad-hoc wireless networks especially, many of the performance and scaling issues

these networks face can be attributed to their use of the core IEEE 802.11 MAC

protocol: distributed coordination function (DCF). Smoothed Airtime Linear Tuning

(SALT) is a new contention window tuning algorithm proposed to address some of the

deficiencies of DCF in 802.11 ad-hoc networks. SALT works alongside a new user level

and optimized implementation of REACT, a distributed resource allocation protocol,

to ensure that each node secures the amount of airtime allocated to it by REACT.

The algorithm accomplishes that by tuning the contention window size parameter

that is part of the 802.11 backoff process. SALT converges more tightly on airtime

allocations than a contention window tuning algorithm from previous work and this

increases fairness in transmission opportunities and reduces jitter more than either

802.11 DCF or the other tuning algorithm. REACT and SALT were also extended

to the multi-hop flow scenario with the introduction of a new airtime reservation

algorithm. With a reservation in place multi-hop TCP throughput actually increased

when running SALT and REACT as compared to 802.11 DCF, and the combination of

protocols still managed to maintain its fairness and jitter advantages. All experiments

were performed on a wireless testbed, not in simulation.
ContributorsMellott, Matthew (Author) / Syrotiuk, Violet (Thesis advisor) / Colbourn, Charles (Committee member) / Tinnirello, Ilenia (Committee member) / Arizona State University (Publisher)
Created2018
136516-Thumbnail Image.png
Description
Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot

Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot detection, we are interested in bots on Twitter that tweet Arabic extremist-like phrases. A testing dataset is collected using the honeypot method, and five different heuristics are measured for their effectiveness in detecting bots. The model underperformed, but we have laid the ground-work for a vastly untapped focus on bot detection: extremist ideal diffusion through bots.
ContributorsKarlsrud, Mark C. (Author) / Liu, Huan (Thesis director) / Morstatter, Fred (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
134486-Thumbnail Image.png
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
134100-Thumbnail Image.png
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