Matching Items (149)
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- All Subjects: Computer Science
- Creators: Barrett, The Honors College
- Creators: Burger, Kevin
- Member of: Barrett, The Honors College Thesis/Creative Project Collection
![131525-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-07/131525-Thumbnail%20Image.png?versionId=63qfQsaR9Q31wstjHzPLYB1NIuQa8IOs&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054032Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=78f9cdea5450fa8bc7abca38b6614687a5471b50ea3f42ae9694b61c5cbd2465&itok=vsE5O3f0)
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 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.
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
![131529-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-07/131529-Thumbnail%20Image.png?versionId=3rE5rE5ENQ7pgpQgFyv7G_zwF2WSBlJp&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054032Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=afc6bbf72709910fd5ee03abe0e928e966816a8e501637c10499e9336c377948&itok=JW1pmRVw)
Description
RecyclePlus is an iOS mobile application that allows users to be knowledgeable in the realms of sustainability. It gives encourages users to be environmental responsible by providing them access to recycling information. In particular, it allows users to search up certain materials and learn about its recyclability and how to properly dispose of the material. Some searches will show locations of facilities near users that collect certain materials and dispose of the materials properly. This is a full stack software project that explores open source software and APIs, UI/UX design, and iOS development.
ContributorsTran, Nikki (Author) / Ganesh, Tirupalavanam (Thesis director) / Meuth, Ryan (Committee member) / Watts College of Public Service & Community Solut (Contributor) / Department of Information Systems (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
![134157-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/134157-Thumbnail%20Image.png?versionId=6DgX3fHciwQtI6W4jv_9jSmocDqllhXo&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T053951Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=bc135e795a3d26d2aaf3a4ff4c89e1ece4d8858f7b696cc18a44a8e910a65151&itok=cvlCc1j9)
Description
This paper details the specification and implementation of a single-machine blockchain simulator. It also includes a brief introduction on the history & underlying concepts of blockchain, with explanations on features such as decentralization, openness, trustlessness, and consensus. The introduction features a brief overview of public interest and current implementations of blockchain before stating potential use cases for blockchain simulation software. The paper then gives a brief literature review of blockchain's role, both as a disruptive technology and a foundational technology. The literature review also addresses the potential and difficulties regarding the use of blockchain in Internet of Things (IoT) networks, and also describes the limitations of blockchain in general regarding computational intensity, storage capacity, and network architecture. Next, the paper gives the specification for a generic blockchain structure, with summaries on the behaviors and purposes of transactions, blocks, nodes, miners, public & private key cryptography, signature validation, and hashing. Finally, the author gives an overview of their specific implementation of the blockchain using C/C++ and OpenSSL. The overview includes a brief description of all the classes and data structures involved in the implementation, including their function and behavior. While the implementation meets the requirements set forward in the specification, the results are more qualitative and intuitive, as time constraints did not allow for quantitative measurements of the network simulation. The paper concludes by discussing potential applications for the simulator, and the possibility for future hardware implementations of blockchain.
ContributorsRauschenbach, Timothy Rex (Author) / Vrudhula, Sarma (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
![134286-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/134286-Thumbnail%20Image.png?versionId=7w_Ij8pNKJUWpNa4h4cusOP1GICj5pYk&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054325Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=9cda6feb453fd111966b60c4b9dac5ee12a0712348f64058cacb80f5d5e250f6&itok=m0TLwyQh)
Description
Many researchers aspire to create robotics systems that assist humans in common office tasks, especially by taking over delivery and messaging tasks. For meaningful interactions to take place, a mobile robot must be able to identify the humans it interacts with and communicate successfully with them. It must also be able to successfully navigate the office environment. While mobile robots are well suited for navigating and interacting with elements inside a deterministic office environment, attempting to interact with human beings in an office environment remains a challenge due to the limits on the amount of cost-efficient compute power onboard the robot. In this work, I propose the use of remote cloud services to offload intensive interaction tasks. I detail the interactions required in an office environment and discuss the challenges faced when implementing a human-robot interaction platform in a stochastic office environment. I also experiment with cloud services for facial recognition, speech recognition, and environment navigation and discuss my results. As part of my thesis, I have implemented a human-robot interaction system utilizing cloud APIs into a mobile robot, enabling it to navigate the office environment, identify humans within the environment, and communicate with these humans.
ContributorsDSouza, Daniel Anand (Author) / Kambhampati, Subbarao (Thesis director) / Zhang, Yu (Committee member) / Computer Science and Engineering Program (Contributor) / School of Computing, Informatics, and Decision Systems Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
![134293-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/134293-Thumbnail%20Image.png?versionId=ornLdjheCi3T3ArJdstPTrHYgGz9_9K7&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054322Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=5953b8052320409fe26a674004f3d896eb8cf81d3f17ebc85a26dc0c8eb1ca48&itok=IqxDh9KZ)
Description
Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being subjective, unreliable, inaccurate, and susceptible to deliberate manipulation. Furthermore, critics also believe that the administrator of the test also influences the outcome as well. As a result, the polygraph machine, the contemporary device used for lie detection, has come under scrutiny when used as evidence in the courts. The purpose of this study is to use three entirely different tools and concepts to determine whether eye tracking systems, electroencephalogram (EEG), and Facial Expression Emotion Analysis (FACET) are reliable tools for lie detection. This study found that certain constructs such as where the left eye is looking at in regard to its usual position and engagement levels in eye tracking and EEG respectively could distinguish between truths and lies. However, the FACET proved the most reliable tool out of the three by providing not just one distinguishing variable but seven, all related to emotions derived from movements in the facial muscles during the present study. The emotions associated with the FACET that were documented to possess the ability to distinguish between truthful and lying responses were joy, anger, fear, confusion, and frustration. In addition, an overall measure of the subject's neutral and positive emotional expression were found to be distinctive factors. The implications of this study and future directions are discussed.
ContributorsSeto, Raymond Hua (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
![134294-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/134294-Thumbnail%20Image.png?versionId=GcSr78MNimAUQlxMNCbo0gy_qr220qEb&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054325Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=048548600cab44afe409ee2f53193329f162e7b145449ef0b0b9c8dc16838655&itok=vRep4UAF)
Description
Global violent conflict has become an increasing problem in recent decades, especially in the African continent. Civil wars, terrorism, riots, and political violence has wrought havoc not only on civilian lives, but also on economic foundations. Trade networks are a way to measure these economic foundations. To summarize trade networks clustering coefficient as well as trade quantity/value summation measures are used. To understand effects of global trade on violent conflict, Pearson product-moment correlations are utilized. This work details a comparison of African national economies and violent conflict events using clustering coefficient, trade summation measures and Pearson correlation coefficient.
ContributorsKadambi, Sagarika Sanjay (Author) / Maciejewski, Ross (Thesis director) / Shutters, Shade (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
![135660-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/135660-Thumbnail%20Image.png?versionId=Wk20w1aDKO0IT41XRP.JH1NzrP_hzmAG&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054206Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=2f5a695500b8a425d470b961a156d180ddb9b7997c35366dda7b598d3ee98ccb&itok=y3szM9AZ)
Description
This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can be used to understand the image better through recognizing different features present within the image. Deep CNNs, however, require training sets that can be larger than a million pictures in order to fine tune their feature detectors. For the case of facial expression datasets, none of these large datasets are available. Due to this limited availability of data required to train a new CNN, the idea of using naïve domain adaptation is explored. Instead of creating and using a new CNN trained specifically to extract features related to FER, a previously trained CNN originally trained for another computer vision task is used. Work for this research involved creating a system that can run a CNN, can extract feature vectors from the CNN, and can classify these extracted features. Once this system was built, different aspects of the system were tested and tuned. These aspects include the pre-trained CNN that was used, the layer from which features were extracted, normalization used on input images, and training data for the classifier. Once properly tuned, the created system returned results more accurate than previous attempts on facial expression recognition. Based on these positive results, naïve domain adaptation is shown to successfully leverage advantages of deep CNNs for facial expression recognition.
ContributorsEusebio, Jose Miguel Ang (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
![136728-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/136728-Thumbnail%20Image.png?versionId=rR5HdWgp4qNe6r4snoOCLetXD4UB.ghL&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054212Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=31943b2f75645b6c714467056af0a118bb6b7d8e07bcaf63e9aefa254fe937ac&itok=UdG8_pcG)
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 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
![136785-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/136785-Thumbnail%20Image.png?versionId=Ln41FLECeqnOQ00LfNUmDxQgjnP4uJPY&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054126Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=257bd3d07148593da4880c75bfaa792bbb187ef5d7e6b65fe4ae944cfcbfbcb8&itok=mlFqzYZk)
Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
![136549-Thumbnail Image.png](https://d1rbsgppyrdqq4.cloudfront.net/s3fs-public/styles/width_400/public/2021-05/136549-Thumbnail%20Image.png?versionId=GtrpFM0sKVr6k2_x28Z25U91Y9yZA1EQ&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIASBVQ3ZQ42ZLA5CUJ/20240426/us-west-2/s3/aws4_request&X-Amz-Date=20240426T054413Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=177b99c2c44058019bf0f7fc8fb6497c8778820f635c7c3e31e0c283439a29c4&itok=BOGobeoK)
Description
A primary goal in computer science is to develop autonomous systems. Usually, we provide computers with tasks and rules for completing those tasks, but what if we could extend this type of system to physical technology as well? In the field of programmable matter, researchers are tasked with developing synthetic materials that can change their physical properties \u2014 such as color, density, and even shape \u2014 based on predefined rules or continuous, autonomous collection of input. In this research, we are most interested in particles that can perform computations, bond with other particles, and move. In this paper, we provide a theoretical particle model that can be used to simulate the performance of such physical particle systems, as well as an algorithm to perform expansion, wherein these particles can be used to enclose spaces or even objects.
ContributorsLaff, Miles (Author) / Richa, Andrea (Thesis director) / Bazzi, Rida (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05