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Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
ContributorsKury, Nizar (Author) / Nelson, Brian C (Thesis advisor) / Hsiao, Ihan (Committee member) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2017
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Description
The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark

The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark fantasy theme. We will first be exploring the challenges that came
with programming my own game - not quite from scratch, but also without a prebuilt
engine - then transition into game design and how Helix has evolved from its original form
to what we see today.
ContributorsDiscipulo, Isaiah K (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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
The topic of my creative project centers on the question of "How can the audience's choices influence dancers' improvisation?" This dance work seeks to redefine the relationship between audience and performers through integration of audience, technology, and movement in real-time. This topic was derived from the fields of Computer Science

The topic of my creative project centers on the question of "How can the audience's choices influence dancers' improvisation?" This dance work seeks to redefine the relationship between audience and performers through integration of audience, technology, and movement in real-time. This topic was derived from the fields of Computer Science and Dance. To answer my main question, I need to explore how I can interconnect the theory of Computer Science/fundamentals of a web application and the elements of dance improvisation. This topic interests me because it focuses on combining two studies that do not seem related. However, I find that when I am coding a web application, I can insert blocks of code. This relates to dance improvisation where I have a movement vocabulary, and I can insert different moves based on the context. The idea of gathering data from an audience in real time also interests me. I find that data is most useful when a story can be deduced from that data. To figure out how I can use dance to create and tell a story about the data that is collected, I find that to be intriguing as well. The main goals of my Creative Project are to learn the skills needed to develop a web application using the knowledge and theory that I am acquiring through Computer Science as well as learning about the skills needed to produce a performance piece. My object for the overall project is to create an audience-interactive experience that presents choices for dancers and creates a connection between two completely different studies: Computer Science and Dance. My project will consist of having the audience enter their answers to preset questions via an online voting application. The stage background screen will be utilized to show the question results in percentages in the form of a chart. The dancers will then serve as a live interpretation of these results. This Creative Project will serve as a gateway between the work that has been cultivated in my studies and the real world. The methods involve exploring movement qualities in improvisation, communicating with my cast about what worked best for the transitions between each section of the piece, and testing for the web applications. I learned the importance of having structure within improvisational movement for the purpose of choreography. The significance of structure is that it provides direction, clarity, and a sense of unification for the dancers. I also learned the basics of the programming language, Python, in order to develop the two real-time web applications. The significance of learning Python is that I will be able to add this to my skillset of programming languages as well as build upon my knowledge of Computer Science and develop more real-world applications in the future.
ContributorsNgai, Courtney Taylor (Author) / Britt, Melissa (Thesis director) / Standley, Eileen (Committee member) / Computer Science and Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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
Description
Tessellation and Screen-Space Ambient Occlusion are algorithms which have been widely-used in real-time rendering in the past decade. They aim to enhance the details of the mesh, cast better shadow effects and improve the quality of the rendered images in real time. WebGL is a web-based graphics library derived from

Tessellation and Screen-Space Ambient Occlusion are algorithms which have been widely-used in real-time rendering in the past decade. They aim to enhance the details of the mesh, cast better shadow effects and improve the quality of the rendered images in real time. WebGL is a web-based graphics library derived from OpenGL ES used for rendering in web applications. It is relatively new and has been rapidly evolving, this has resulted in it supporting a subset of rendering features normally supported by desktop applications. In this thesis, the research is focusing on evaluating Curved PN-Triangles tessellation with Screen Space Ambient Occlusion (SSAO), Horizon-Based Ambient Occlusion (HBAO) and Horizon-Based Ambient Occlusion Plus (HBAO+) in WebGL-based real-time application and comparing its performance to desktop based application and to discuss the capabilities, limitations and bottlenecks of WebGL 1.0.
ContributorsLi, Chenyang (Author) / Amresh, Ashish (Thesis advisor) / Wang, Yalin (Thesis advisor) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Emerging body movement detection and gesture recognition software have opened a gateway of possibilities to make technology more intuitive, engaging, and accessible for people. A vast areaof natural user interfaces is leveraging body motion tracking and gesture recognition technologies and a human’s readily expressive body to extend interactions with software

Emerging body movement detection and gesture recognition software have opened a gateway of possibilities to make technology more intuitive, engaging, and accessible for people. A vast areaof natural user interfaces is leveraging body motion tracking and gesture recognition technologies and a human’s readily expressive body to extend interactions with software beyond mouse clicks and scrolls. However, these interfaces have been limited by hardware and software expenses, high development time and costs, and learning curves. This paper explores different approaches to providing both software developers and designers with easier ways to incorporate computer vision-based body and gesture detection solutions into the development of embodied experiences without suppressing creativity. Gesture.js is a JavaScript framework as a service (FaaS) that is both a thin library on top of the Document Object Model (DOM) consisting of a collection of tools for developing embodied-enabled applications on the web and a landmark computation and processing application programming interface. It wraps MediaPipe, an open-source collection of machine-learning solutions that perform inference over arbitrary sensory data, and additional landmark processing frameworks such as KalidoKit, a 3D model rigging solution, and ports the necessary information through either an object-oriented or an API-oriented implementation. It also comes with its web-based graphical interface for easy connection between Gesture.js and other application clients with little to no JavaScript code. This thesis also details a collection of example applications that demonstrate the usability, capacity, and potential of this framework.
ContributorsFowler, Azaria (Author) / Gowda, Tejaswi (Thesis advisor) / Kuznetsov, Anastasia (Committee member) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2022