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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
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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
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Description
Computational thinking, the creative thought process behind algorithmic design and programming, is a crucial introductory skill for both computer scientists and the population in general. In this thesis I perform an investigation into introductory computer science education in the United States and find that computational thinking is not effectively taught

Computational thinking, the creative thought process behind algorithmic design and programming, is a crucial introductory skill for both computer scientists and the population in general. In this thesis I perform an investigation into introductory computer science education in the United States and find that computational thinking is not effectively taught at either the high school or the college level. To remedy this, I present a new educational system intended to teach computational thinking called Genost. Genost consists of a software tool and a curriculum based on teaching computational thinking through fundamental programming structures and algorithm design. Genost's software design is informed by a review of eight major computer science educational software systems. Genost's curriculum is informed by a review of major literature on computational thinking. In two educational tests of Genost utilizing both college and high school students, Genost was shown to significantly increase computational thinking ability with a large effect size.
ContributorsWalliman, Garret (Author) / Atkinson, Robert (Thesis advisor) / Chen, Yinong (Thesis advisor) / Lee, Yann-Hang (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Lots of previous studies have analyzed human tutoring at great depths and have shown expert human tutors to produce effect sizes, which is twice of that produced by an intelligent tutoring system (ITS). However, there has been no consensus on which factor makes them so effective. It is important to

Lots of previous studies have analyzed human tutoring at great depths and have shown expert human tutors to produce effect sizes, which is twice of that produced by an intelligent tutoring system (ITS). However, there has been no consensus on which factor makes them so effective. It is important to know this, so that same phenomena can be replicated in an ITS in order to achieve the same level of proficiency as expert human tutors. Also, to the best of my knowledge no one has looked at student reactions when they are working with a computer based tutor. The answers to both these questions are needed in order to build a highly effective computer-based tutor. My research focuses on the second question. In the first phase of my thesis, I analyzed the behavior of students when they were working with a step-based tutor Andes, using verbal-protocol analysis. The accomplishment of doing this was that I got to know of some ways in which students use a step-based tutor which can pave way for the creation of more effective computer-based tutors. I found from the first phase of the research that students often keep trying to fix errors by guessing repeatedly instead of asking for help by clicking the hint button. This phenomenon is known as hint refusal. Surprisingly, a large portion of the student's foundering was due to hint refusal. The hypothesis tested in the second phase of the research is that hint refusal can be significantly reduced and learning can be significantly increased if Andes uses more unsolicited hints and meta hints. An unsolicited hint is a hint that is given without the student asking for one. A meta-hint is like an unsolicited hint in that it is given without the student asking for it, but it just prompts the student to click on the hint button. Two versions of Andes were compared: the original version and a new version that gave more unsolicited and meta-hints. During a two-hour experiment, there were large, statistically reliable differences in several performance measures suggesting that the new policy was more effective.
ContributorsRanganathan, Rajagopalan (Author) / VanLehn, Kurt (Thesis advisor) / Atkinson, Robert (Committee member) / Burleson, Winslow (Committee member) / Arizona State University (Publisher)
Created2011
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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
For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model

For this master's thesis, an open learner model is integrated with Quinn, a teachable robotic agent developed at Arizona State University. This system is represented as a feedback system, which aims to improve a student’s understanding of a subject. It also helps to understand the effect of the learner model when it is represented by performance of the teachable agent. The feedback system represents performance of the teachable agent, and not of a student. Data in the feedback system is thus updated according to a student's understanding of the subject. This provides students an opportunity to enhance their understanding of a subject by analyzing their performance. To test the effectiveness of the feedback system, student understanding in two different conditions is analyzed. In the first condition a feedback report is not provided to the students, while in the second condition the feedback report is provided in the form of the agent’s performance.
ContributorsUpadhyay, Abha (Author) / Walker, Erin (Thesis advisor) / Nelson, Brian (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2016
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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
With the advent of Massive Open Online Courses (MOOCs) educators have the opportunity to collect data from students and use it to derive insightful information about the students. Specifically, for programming based courses the ability to identify the specific areas or topics that need more attention from the students can

With the advent of Massive Open Online Courses (MOOCs) educators have the opportunity to collect data from students and use it to derive insightful information about the students. Specifically, for programming based courses the ability to identify the specific areas or topics that need more attention from the students can be of immense help. But the majority of traditional, non-virtual classes lack the ability to uncover such information that can serve as a feedback to the effectiveness of teaching. In majority of the schools paper exams and assignments provide the only form of assessment to measure the success of the students in achieving the course objectives. The overall grade obtained in paper exams and assignments need not present a complete picture of a student’s strengths and weaknesses. In part, this can be addressed by incorporating research-based technology into the classrooms to obtain real-time updates on students' progress. But introducing technology to provide real-time, class-wide engagement involves a considerable investment both academically and financially. This prevents the adoption of such technology thereby preventing the ideal, technology-enabled classrooms. With increasing class sizes, it is becoming impossible for teachers to keep a persistent track of their students progress and to provide personalized feedback. What if we can we provide technology support without adding more burden to the existing pedagogical approach? How can we enable semantic enrichment of exams that can translate to students' understanding of the topics taught in the class? Can we provide feedback to students that goes beyond only numbers and reveal areas that need their focus. In this research I focus on bringing the capability of conducting insightful analysis to paper exams with a less intrusive learning analytics approach that taps into the generic classrooms with minimum technology introduction. Specifically, the work focuses on automatic indexing of programming exam questions with ontological semantics. The thesis also focuses on designing and evaluating a novel semantic visual analytics suite for in-depth course monitoring. By visualizing the semantic information to illustrate the areas that need a student’s focus and enable teachers to visualize class level progress, the system provides a richer feedback to both sides for improvement.
ContributorsPandhalkudi Govindarajan, Sesha Kumar (Author) / Hsiao, I-Han (Thesis advisor) / Nelson, Brian (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016
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Description
A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple

A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple cumbersome devices which invariably come with steep learning curves. Building new cyber-human systems with simple integrated interfaces while keeping in mind the specific requirements of the target users would help alleviate their mundane yet significant daily needs. Navigation is one such significant need that forms an integral part of everyday life and is one of the areas where individuals with visual impairment face the most discomfort. There is little technology out there to help travelers with navigating new routes. A number of research prototypes have been proposed but none of them are available to the general population. This may be due to the need for special equipment that needs expertise before deployment, or trained professionals needing to calibrate devices or because of the fact that the systems are just not scalable. Another area that needs assistance is the field of education. Lot of the classroom material and textbook material is not readily available in alternate formats for use. Another such area that requires attention is information delivery in the age of web 2.0. Popular websites like Facebook, Amazon, etc are designed with sighted people as target audience. While the mobile editions with their pared down versions make it easier to navigate with screen readers, the truth remains that there is still a long way to go in making such websites truly accessible.
ContributorsPaladugu, Devi Archana (Author) / Li, Baoxin (Thesis advisor) / Hedgpeth, Terri (Committee member) / Atkinson, Robert (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016
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