Matching Items (33)

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State Press Live

Description

As our relationship with technology continues to encourage people to spend more time engaged online, traditional means of journalism must adapt in order to communicate with audiences. While many news organizations default to social media outlets, the goal of this

As our relationship with technology continues to encourage people to spend more time engaged online, traditional means of journalism must adapt in order to communicate with audiences. While many news organizations default to social media outlets, the goal of this project is to allow users a more direct experience with reporters, photographers and editors. It will allow The State Press, the official, student-run news organization covering ASU, to create content within Slack, an internal messaging platform commonly used in newsrooms. Secondly, it will provide a means for viewers to conveniently ingest their news as it unfolds, with updates, media, and analysis appearing in front of them without having to refresh the page.

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Created

Date Created
2018-05

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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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Created

Date Created
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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Created

Date Created
2019-05

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From Artificial Intelligence to Actual Intelligence: A Technological Evolution

Description

The direction of artificial intelligence is one of the most important and popular topics of technological development. Both experts and the average person agree AI will continue to play a massive role in virtually all industries. Despite this shared belief,

The direction of artificial intelligence is one of the most important and popular topics of technological development. Both experts and the average person agree AI will continue to play a massive role in virtually all industries. Despite this shared belief, AI has continued to progress at a limited rate, limited by conventional schools of thought and mathematical approaches. In order for truly intelligent technology to exist, one must succeed in modeling the human brain as a system, not its functionalities. Conventional AI attempts to account for all the variables and permutations of a given situation rather than creating a closed system that can implicitly utilize data to form completely unique conclusions without human intervention. By bridging the gap between mathematics, biology, and neurology, Igni will become the world's first hyper intelligent artificial intelligence system. In order to understand Igni, one must first understand the progression of conventional AI and its limitations. Then they can understanding the major components of Igni and how this technology overcomes conventional limitations in its journey to revolutionize most industries.

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Agent

Created

Date Created
2018-12

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CDA: Career Development Application

Description

CDA is a mobile application that helps students, specifically those without a mentor, break into the competitive investment banking industry. Investment banking is arguably one of the most competitive industries to break into because it is widely viewed as the

CDA is a mobile application that helps students, specifically those without a mentor, break into the competitive investment banking industry. Investment banking is arguably one of the most competitive industries to break into because it is widely viewed as the premier finance career available out of undergraduate school. The industry is unique in the sense that there are many unwritten rules on how to break into the industry. The large investment banks receive tens of thousands of applications every year, but only an extremely small percentage of those applications are viewed. This is a problem for a majority of students, who believe that simply having a high GPA and a passion for finance and submitting an application is adequate to get into investment banking. Many students who successfully make it into the industry are provided with programs and mentors to teach them everything necessary to do so, but I have noticed that there are many other qualified students that are not given these resources and are, accordingly, not as successful getting into the industry. This application is designed to provide some of the custom mentorship advice necessary to get into investment banking. I will approach this project as a business venture and will develop methods to monetize the services this program provides.

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Created

Date Created
2018-05

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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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Created

Date Created
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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Date Created
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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Created

Date Created
2015-05

The Examination of Efficacy in Miniature Horse Breeding Practices

Description

There are problems in the breeding practices of miniature horses. This study seeks to determine the source of these detrimental outcomes based on an evaluation of primary attributes selected for by breeders and the lack of genetic information and understanding

There are problems in the breeding practices of miniature horses. This study seeks to determine the source of these detrimental outcomes based on an evaluation of primary attributes selected for by breeders and the lack of genetic information and understanding of these attributes. In order to do this a program model was created to test the effects of selection criteria on breeder behavior and the resultant foals of these crosses. Moving forwards this program will evolve into a database of the equine genome for different horses. This will allow breeders to input their horses and do faux crosses in order to decrease the incidence of negative and detrimental outcomes.

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Date Created
2016-05

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ASU Oculus Fitness Correlation

Description

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.

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Date Created
2016-05