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Description
In the sport of competitive water skiing, the skill of a human boat driver can affect athletic performance. Driver influence is not necessarily inhibitive to skiers, however, it reduces the fairness and credibility of the sport overall. In response to the stated problem, this thesis proposes a vision-based real-time control

In the sport of competitive water skiing, the skill of a human boat driver can affect athletic performance. Driver influence is not necessarily inhibitive to skiers, however, it reduces the fairness and credibility of the sport overall. In response to the stated problem, this thesis proposes a vision-based real-time control system designed specifically for tournament waterski boats. The challenges addressed in this thesis include: one, the segmentation of floating objects in frame sequences captured by a moving camera, two, the identification of segmented objects which fit a predefined model, and three, the accurate and fast estimation of camera position and orientation from coplanar point correspondences. This thesis discusses current ideas and proposes new methods for the three challenges mentioned. In the end, a working prototype is produced.
ContributorsWalker, Collin (Author) / Li, Baoxin (Thesis advisor) / Turaga, Pavan (Committee member) / Claveau, David (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Data breaches have been on a rise and financial sector is among the top targeted. It can take a few months and upto a few years to identify the occurrence of a data breach. A major motivation behind data breaches is financial gain, hence most of the data ends u

Data breaches have been on a rise and financial sector is among the top targeted. It can take a few months and upto a few years to identify the occurrence of a data breach. A major motivation behind data breaches is financial gain, hence most of the data ends up being on sale on the darkweb websites. It is important to identify sale of such stolen information on a timely and relevant manner. In this research, we present a system for timely identification of sale of stolen data on darkweb websites. We frame identifying sale of stolen data as a multi-label classification problem and leverage several machine learning approaches based on the thread content (textual) and social network analysis of the user communication seen on darkweb websites. The system generates alerts about trends based on popularity amongst the users of such websites. We evaluate our system using the K-fold cross validation as well as manual evaluation of blind (unseen) data. The method of combining social network and textual features outperforms baseline method i.e only using textual features, by 15 to 20 % improved precision. The alerts provide a good insight and we illustrate our findings by cases studies of the results.
ContributorsDharaiya, Krishna Tushar (Author) / Shakarian, Paulo (Thesis advisor) / Doupe, Adam (Committee member) / Shoshitaishvili, Yan (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The connections between different entities define different kinds of networks, and many such networked phenomena are influenced by their underlying geographical relationships. By integrating network and geospatial analysis, the goal is to extract information about interaction topologies and the relationships to related geographical constructs. In the recent decades, much work

The connections between different entities define different kinds of networks, and many such networked phenomena are influenced by their underlying geographical relationships. By integrating network and geospatial analysis, the goal is to extract information about interaction topologies and the relationships to related geographical constructs. In the recent decades, much work has been done analyzing the dynamics of spatial networks; however, many challenges still remain in this field. First, the development of social media and transportation technologies has greatly reshaped the typologies of communications between different geographical regions. Second, the distance metrics used in spatial analysis should also be enriched with the underlying network information to develop accurate models.

Visual analytics provides methods for data exploration, pattern recognition, and knowledge discovery. However, despite the long history of geovisualizations and network visual analytics, little work has been done to develop visual analytics tools that focus specifically on geographically networked phenomena. This thesis develops a variety of visualization methods to present data values and geospatial network relationships, which enables users to interactively explore the data. Users can investigate the connections in both virtual networks and geospatial networks and the underlying geographical context can be used to improve knowledge discovery. The focus of this thesis is on social media analysis and geographical hotspots optimization. A framework is proposed for social network analysis to unveil the links between social media interactions and their underlying networked geospatial phenomena. This will be combined with a novel hotspot approach to improve hotspot identification and boundary detection with the networks extracted from urban infrastructure. Several real world problems have been analyzed using the proposed visual analytics frameworks. The primary studies and experiments show that visual analytics methods can help analysts explore such data from multiple perspectives and help the knowledge discovery process.
ContributorsWang, Feng (Author) / Maciejewski, Ross (Thesis advisor) / Davulcu, Hasan (Committee member) / Grubesic, Anthony (Committee member) / Shakarian, Paulo (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Compressive sensing theory allows to sense and reconstruct signals/images with lower sampling rate than Nyquist rate. Applications in resource constrained environment stand to benefit from this theory, opening up many possibilities for new applications at the same time. The traditional inference pipeline for computer vision sequence reconstructing the image from

Compressive sensing theory allows to sense and reconstruct signals/images with lower sampling rate than Nyquist rate. Applications in resource constrained environment stand to benefit from this theory, opening up many possibilities for new applications at the same time. The traditional inference pipeline for computer vision sequence reconstructing the image from compressive measurements. However,the reconstruction process is a computationally expensive step that also provides poor results at high compression rate. There have been several successful attempts to perform inference tasks directly on compressive measurements such as activity recognition. In this thesis, I am interested to tackle a more challenging vision problem - Visual question answering (VQA) without reconstructing the compressive images. I investigate the feasibility of this problem with a series of experiments, and I evaluate proposed methods on a VQA dataset and discuss promising results and direction for future work.
ContributorsHuang, Li-Chin (Author) / Turaga, Pavan (Thesis advisor) / Yang, Yezhou (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
In this research, I try to solve multi-class multi-label classication problem, where

the goal is to automatically assign one or more labels(tags) to discussion topics seen

in deepweb. I observed natural hierarchy in our dataset, and I used dierent

techniques to ensure hierarchical integrity constraint on the predicted tag list. To

solve `class imbalance'

In this research, I try to solve multi-class multi-label classication problem, where

the goal is to automatically assign one or more labels(tags) to discussion topics seen

in deepweb. I observed natural hierarchy in our dataset, and I used dierent

techniques to ensure hierarchical integrity constraint on the predicted tag list. To

solve `class imbalance' and `scarcity of labeled data' problems, I developed semisupervised

model based on elastic search(ES) document relevance score. I evaluate

our models using standard K-fold cross-validation method. Ensuring hierarchical

integrity constraints improved F1 score by 11.9% over standard supervised learning,

while our ES based semi-supervised learning model out-performed other models in

terms of precision(78.4%) score while maintaining comparable recall(21%) score.
ContributorsPatil, Revanth (Author) / Shakarian, Paulo (Thesis advisor) / Doupe, Adam (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The performance of most of the visual computing tasks depends on the quality of the features extracted from the raw data. Insightful feature representation increases the performance of many learning algorithms by exposing the underlying explanatory factors of the output for the unobserved input. A good representation should also handle

The performance of most of the visual computing tasks depends on the quality of the features extracted from the raw data. Insightful feature representation increases the performance of many learning algorithms by exposing the underlying explanatory factors of the output for the unobserved input. A good representation should also handle anomalies in the data such as missing samples and noisy input caused by the undesired, external factors of variation. It should also reduce the data redundancy. Over the years, many feature extraction processes have been invented to produce good representations of raw images and videos.

The feature extraction processes can be categorized into three groups. The first group contains processes that are hand-crafted for a specific task. Hand-engineering features requires the knowledge of domain experts and manual labor. However, the feature extraction process is interpretable and explainable. Next group contains the latent-feature extraction processes. While the original feature lies in a high-dimensional space, the relevant factors for a task often lie on a lower dimensional manifold. The latent-feature extraction employs hidden variables to expose the underlying data properties that cannot be directly measured from the input. Latent features seek a specific structure such as sparsity or low-rank into the derived representation through sophisticated optimization techniques. The last category is that of deep features. These are obtained by passing raw input data with minimal pre-processing through a deep network. Its parameters are computed by iteratively minimizing a task-based loss.

In this dissertation, I present four pieces of work where I create and learn suitable data representations. The first task employs hand-crafted features to perform clinically-relevant retrieval of diabetic retinopathy images. The second task uses latent features to perform content-adaptive image enhancement. The third task ranks a pair of images based on their aestheticism. The goal of the last task is to capture localized image artifacts in small datasets with patch-level labels. For both these tasks, I propose novel deep architectures and show significant improvement over the previous state-of-art approaches. A suitable combination of feature representations augmented with an appropriate learning approach can increase performance for most visual computing tasks.
ContributorsChandakkar, Parag Shridhar (Author) / Li, Baoxin (Thesis advisor) / Yang, Yezhou (Committee member) / Turaga, Pavan (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Decades of research in cyberpsychology and human-computer interaction has pointed to a strong distinction between the online and offline worlds, suggesting that attitudes and behaviors in one domain do not necessarily generalize to the other. However, as humans spend increasing amounts of time in the digital world, psychological understandings of

Decades of research in cyberpsychology and human-computer interaction has pointed to a strong distinction between the online and offline worlds, suggesting that attitudes and behaviors in one domain do not necessarily generalize to the other. However, as humans spend increasing amounts of time in the digital world, psychological understandings of safety may begin to influence human perceptions of threat while online. This dissertation therefore examines whether perceived threat generalizes between domains across archival, correlational, and experimental research methods. Four studies offer insight into the relationship between objective indicators of physical and online safety on the levels of nation and state; the relationship between perceptions of these forms of safety on the individual level; and whether experimental manipulations of one form of threat influence perceptions of threat in the opposite domain. In addition, this work explores the impact of threat perception-related personal and situational factors, as well as the impact of threat type (i.e., self-protection, resource), on this hypothesized relationship.

Collectively, these studies evince a positive relationship between physical and online safety in macro-level actuality and individual-level perception. Among individuals, objective indicators of community safety—as measured by zip code crime data—were a positive reflection of perceptions of physical safety; these perceptions, in turn, mapped onto perceived online safety. The generalization between perceived physical threat and online threat was stronger after being exposed to self-protection threat manipulations, possibly underscoring the more dire nature of threats to bodily safety than those to valuable resources. Most notably, experimental findings suggest that it is not the physical that informs the digital, but rather the opposite: Online threats blur more readily into physical domains, possibly speaking to the concern that dangers specific to the digital world will bleed into the physical one. This generalization of threat may function as a strategy to prepare oneself for future dangers wherever they might appear; and indeed, perceived threat in either world positively influenced desires to act on recommended safety practices. Taken together, this research suggests that in the realm of threat perception, the boundaries between physical and digital are less rigid than may have been previously believed.
ContributorsBodford, Jessica E (Author) / Kwan, Virginia S. Y. (Thesis advisor) / Adame, Bradley (Committee member) / Kenrick, Douglas T. (Committee member) / Shakarian, Paulo (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated

Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated to work well with young children. In this thesis project, Guardy, an iOS tower defense game, was developed to help children over 8 years old learn about and practice using basic concepts in programming. The game is built with the SpriteKit, a graphics rendering and animation infrastructure in Apple’s integrated development environment Xcode. It simplifies switching among different game scenes and animating game sprites in the development. In a typical game, a sequence of operations is arranged by players to destroy incoming enemy minions. Basic coding concepts like looping, sequencing, conditionals, and classification are integrated in different levels. In later levels, players are required to type in commands and put them in an order to keep playing the game. To reduce the difficulty of the usability testing, a method combining questionnaires and observation was conducted with two groups of college students who either have no programming experience or are familiar with coding. The results show that Guardy has the potential to help children learn programming and practice computational thinking.
ContributorsWang, Xiaoxiao (Author) / Nelson, Brian C. (Thesis advisor) / Turaga, Pavan (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Computer Vision as a eld has gone through signicant changes in the last decade.

The eld has seen tremendous success in designing learning systems with hand-crafted

features and in using representation learning to extract better features. In this dissertation

some novel approaches to representation learning and task learning are studied.

Multiple-instance learning which is

Computer Vision as a eld has gone through signicant changes in the last decade.

The eld has seen tremendous success in designing learning systems with hand-crafted

features and in using representation learning to extract better features. In this dissertation

some novel approaches to representation learning and task learning are studied.

Multiple-instance learning which is generalization of supervised learning, is one

example of task learning that is discussed. In particular, a novel non-parametric k-

NN-based multiple-instance learning is proposed, which is shown to outperform other

existing approaches. This solution is applied to a diabetic retinopathy pathology

detection problem eectively.

In cases of representation learning, generality of neural features are investigated

rst. This investigation leads to some critical understanding and results in feature

generality among datasets. The possibility of learning from a mentor network instead

of from labels is then investigated. Distillation of dark knowledge is used to eciently

mentor a small network from a pre-trained large mentor network. These studies help

in understanding representation learning with smaller and compressed networks.
ContributorsVenkatesan, Ragav (Author) / Li, Baoxin (Thesis advisor) / Turaga, Pavan (Committee member) / Yang, Yezhou (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Live streaming has risen to significant popularity in the recent past and largely this live streaming is a feature of existing social networks like Facebook, Instagram, and Snapchat. However, there does exist at least one social network entirely devoted to live streaming, and specifically the live streaming of video games,

Live streaming has risen to significant popularity in the recent past and largely this live streaming is a feature of existing social networks like Facebook, Instagram, and Snapchat. However, there does exist at least one social network entirely devoted to live streaming, and specifically the live streaming of video games, Twitch. This social network is unique for a number of reasons, not least because of its hyper-focus on live content and this uniqueness has challenges for social media researchers.

Despite this uniqueness, almost no scientific work has been performed on this public social network. Thus, it is unclear what user interaction features present on other social networks exist on Twitch. Investigating the interactions between users and identifying which, if any, of the common user behaviors on social network exist on Twitch is an important step in understanding how Twitch fits in to the social media ecosystem. For example, there are users that have large followings on Twitch and amass a large number of viewers, but do those users exert influence over the behavior of other user the way that popular users on Twitter do?

This task, however, will not be trivial. The same hyper-focus on live content that makes Twitch unique in the social network space invalidates many of the traditional approaches to social network analysis. Thus, new algorithms and techniques must be developed in order to tap this data source. In this thesis, a novel algorithm for finding games whose releases have made a significant impact on the network is described as well as a novel algorithm for detecting and identifying influential players of games. In addition, the Twitch network is described in detail along with the data that was collected in order to power the two previously described algorithms.
ContributorsJones, Isaac (Author) / Liu, Huan (Thesis advisor) / Maciejewski, Ross (Committee member) / Shakarian, Paulo (Committee member) / Agarwal, Nitin (Committee member) / Arizona State University (Publisher)
Created2019