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A Tool for Researching and Presenting Evidence in High School and College Debates

Description

Debate provides a valuable educational opportunity for students to learn a variety of portable research and public speaking skills, but many of its goals are hindered by the lack of a dedicated software. Currently, the primary tool for research and

Debate provides a valuable educational opportunity for students to learn a variety of portable research and public speaking skills, but many of its goals are hindered by the lack of a dedicated software. Currently, the primary tool for research and presentation of evidence is paperlessdebate.com's Verbatim, which is built as a template for Microsoft Word. While functional, Verbatim suffers from several shortcomings; its reliance on Word means that it cannot be fully cross-platform, and it also means that it is difficult to streamline Verbatim's workflow for the particular needs of debaters. Thus, the goal of this project was to fill the need for a stand-alone, cross platform application that debaters (and coaches) can use to research and present evidence. The bulk of the project consisted of creating a specialized editor, including a variety of features catered towards usability in a range of debate contexts. Additionally, the software is integrated with a back end database such that it can also replace the mixture of storage solutions (such as Dropbox and Microsoft's OneDrive) that teams currently use to maintain and share their data. In order to make the software more extensible and to improve its accessibility, it is released as free open source software under the GNU General Public License v3.0. This paper describes the core features of the application and the motivation behind those features' implementations, and briefly includes a discussion of the companion mobile app for Android devices. It also reviews the technologies that were used to create the software's implementation.

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2019-05

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Task Organizer Platform for Class and Group Collaboration

Description

There exist many very effective calendar platforms out there, from Google Calendar, to Microsoft’s Outlook, and various implementations by other service providers. While all those services serve their purpose, they may be missing in the capacity to be easily portable

There exist many very effective calendar platforms out there, from Google Calendar, to Microsoft’s Outlook, and various implementations by other service providers. While all those services serve their purpose, they may be missing in the capacity to be easily portable for some, or the capacity to offer to the user a ranking of their various events and tasks in order of priority. This is that, while some of these services do offer reliable support for portability on smaller devices, it could be even more beneficial to the user to constantly have an idea of which calendar entry they should prioritize at a given point in time, based on the necessities of each entry and regardless of which entry occurs first on a chronologic line. Many of these capacities are missing in the technology currently used at ASU for course management. This project attempts to address this issue by providing a Software Application that offers to store a user’s calendar events and present those events back to the user after arranging them by order of priority. The project makes use of technologies such as Fibrease, Angular and Android to make the service available through a web browser as well as an Android mobile client. We explore possible avenues of implementations to make the services of this platform accessible and usable through other existing platforms such as Blackboard or Canvas. We also consider ways to incorporate this software into the already existing workflow of other web platforms such as Google Calendar, Blackboard or Canvas, by allowing one platform to be aware of any item creation or update from the other platform, and thus removing the necessity of creating one calendar entry multiple times in different platforms.

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2019-05

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Developing an iOS Application to Guide Users Around Flooded Areas in Charleston, SC

Description

Charleston, South Carolina currently faces serious annual flooding issues due to tides and rainfall. These issues are expected to get significantly worse within the next few decades reaching a projected 180 days a year of flooding by 2045 (Carter et

Charleston, South Carolina currently faces serious annual flooding issues due to tides and rainfall. These issues are expected to get significantly worse within the next few decades reaching a projected 180 days a year of flooding by 2045 (Carter et al., 2018). Several permanent solutions are in progress by the City of Charleston. However, these solutions are years away at minimum and faced with development issues. This thesis attempts to treat some of the symptoms of flooding, such as navigation, by creating an iPhone application which predicts flooding and helps people navigate around it safely. Specifically, this thesis will take into account rainfall and tide levels to display to users actively flooded areas of downtown Charleston and provide routing to a destination from a user’s location around these flooded areas whenever possible.

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2019-05

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LudoNarrare: A Model for Verb Based Interactive Storytelling

Description

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.

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2015-12

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CourseKarma: Online Community of Student Collaboration

Description

CourseKarma is a web application that engages students in their own learning through peer-driven social networking. The influence of technology on students is advancing faster than the school system, and a major gap still lingers between traditional learning techniques and

CourseKarma is a web application that engages students in their own learning through peer-driven social networking. The influence of technology on students is advancing faster than the school system, and a major gap still lingers between traditional learning techniques and the fast-paced, online culture of today's generation. CourseKarma enriches the educational experience of today's student by creating a space for collaborative inquiry as well as illuminating the opportunities of self and group learning through online collaboration. The features of CourseKarma foster this student-driven environment. The main focus is on a news-feed and Question and Answer component that provides a space for students to share instant updates as well ask and answer questions of the community. The community can be as broad as the entire ASU student body, as specific as students in BIO155, or even more targeted via specific subjects and or skills. CourseKarma also provides reputation points, which are the sum of all of their votes received, identifying the individual's level and or ranking in each subject or class. This not only gamifies the usual day-to-day learning environment, but it also provides an in-depth analysis of the individual's skills, accomplishments, and knowledge. The community is also able to input and utilize course and professor descriptions/feedback. This will be in a review format providing the students an opportunity to share and give feedback on their experience as well as providing incoming students the opportunity to be prepared for their future classes. All of the student's contributions and collaborative activity within CourseKarma is displayed on their personal profile creating a timeline of their academic achievements. The application was created using modern web programming technologies such as AngualrJS, Javascript, jQuery, Bootstrap, HTML5, CSS3 for the styling and front-end development, Mustache.js for client side templating, and Firebase AngularFire as the back-end and NoSQL database. Other technologies such as Pivitol Tracker was used for project management and user story generation, as well as, Github for version control management and repository creation. Object-oreinted programming concepts were heavily present in the creation of the various data structures, as well as, a voting algorithm was used to manage voting of specific posts. Down the road, CourseKarma could even be a necessary add-on within LinkedIn or Facebook that provides a quick yet extremely in-depth look at an individuals' education, skills, and potential to learn \u2014 based all on their actual contribution to their academic community rather than just a text they wrote up.

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Date Created
2015-05

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Exploring the Design of Vibrotactile Cues for Visio-Haptic Sensory Substitution

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.

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.

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2014-05

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Integrating Online and Offline Learning Experiences: Determining Design Opportunities to enhance in-person experiences with academic resources on a college campus

Description

Despite the advancement of online tools for activities related to the core experience of taking classes on a college campus, there has been a relatively small amount of research into implementing online tools for ancillary academic resources (e.g. tutoring centers,

Despite the advancement of online tools for activities related to the core experience of taking classes on a college campus, there has been a relatively small amount of research into implementing online tools for ancillary academic resources (e.g. tutoring centers, review sessions, etc.). Previous work and a study conducted for this paper indicates that there is value in creating these online tools but that there is value in maintaining an in-person component to these services. Based on this, a system which provides personalized, easily-accessible, simple access to these services is proposed. Designs for user-centered online-tools that provides access to and interaction with tutoring centers and review sessions are described and prototypes are developed to demonstrate the application of design principles for online tools for academic services.

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2013-12

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Analysis of Software Testing to Identify Optimal Techniques for Web Applications

Description

Web-application development constantly changes \u2014 new programming languages, testing tools and programming methodologies are often proposed. The focus of this project is on the tool Selenium and the fairly new technique known as High Volume Automated Testing (HVAT). Both of

Web-application development constantly changes \u2014 new programming languages, testing tools and programming methodologies are often proposed. The focus of this project is on the tool Selenium and the fairly new technique known as High Volume Automated Testing (HVAT). Both of these techniques were used to test the Just-in-Time Teaching and Learning Classroom Management System software. Selenium was used with a black-box testing technique and HVAT was employed in a white-box testing technique. Two of the major functionalities of this software were examined, which include the login and the professor functionality. The results of the black-box testing technique showed parts of the login component contain bugs, but the professor component is clean. HVAT white-box testing revealed error free implementation on the code level. We present an analysis on a new technique for HVAT testing with Selenium.

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2013-05

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Modular Tutoring Software

Description

A project about developing software for learning turned into a project for learning about software development. The submission here only includes the journal. However, the journal has a link to the public GitHub repository containing the source code for the

A project about developing software for learning turned into a project for learning about software development. The submission here only includes the journal. However, the journal has a link to the public GitHub repository containing the source code for the thesis. The source code implements a program to facilitate self-study by allowing the user to create quizzes. The journal contains my experience working on the project (both successes and failures).

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2021-05

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Building a Web-Based Platform for Student Communication

Description

Arizona State course enrollment regularly reaches triple digits. Despite the large enrollment numbers, the level of communication among students remain relatively low. Students often create Discord servers to keep in touch with classmates, but this requires each individual student to

Arizona State course enrollment regularly reaches triple digits. Despite the large enrollment numbers, the level of communication among students remain relatively low. Students often create Discord servers to keep in touch with classmates, but this requires each individual student to track down the invite link. The purpose of this project is to create an inviting chat service for students with minimal barriers of entry. This website, https://gibbl.io, offers a chat room for every class at ASU, making it simple for students to maintain communication.

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2021-05