Matching Items (23)

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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

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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Agent

Created

Date Created
  • 2018-05

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ReL GoalD (Reinforcement Learning for Goal Dependencies)

Description

In this project, the use of deep neural networks for the process of selecting actions to execute within an environment to achieve a goal is explored. Scenarios like this are

In this project, the use of deep neural networks for the process of selecting actions to execute within an environment to achieve a goal is explored. Scenarios like this are common in crafting based games such as Terraria or Minecraft. Goals in these environments have recursive sub-goal dependencies which form a dependency tree. An agent operating within these environments have access to low amounts of data about the environment before interacting with it, so it is crucial that this agent is able to effectively utilize a tree of dependencies and its environmental surroundings to make judgements about which sub-goals are most efficient to pursue at any point in time. A successful agent aims to minimizes cost when completing a given goal. A deep neural network in combination with Q-learning techniques was employed to act as the agent in this environment. This agent consistently performed better than agents using alternate models (models that used dependency tree heuristics or human-like approaches to make sub-goal oriented choices), with an average performance advantage of 33.86% (with a standard deviation of 14.69%) over the best alternate agent. This shows that machine learning techniques can be consistently employed to make goal-oriented choices within an environment with recursive sub-goal dependencies and low amounts of pre-known information.

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Agent

Created

Date Created
  • 2018-05

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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.

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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Agent

Created

Date Created
  • 2016-05

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Development and Evaluation of an Electrical Engineering and Math Curriculum Module for High School Students

Description

Parents in STEM careers are more apt to guide their kids towards STEM careers (Sherburne-Michigan, 2017). There are STEM programs and classes for students who are interested in related fields,

Parents in STEM careers are more apt to guide their kids towards STEM careers (Sherburne-Michigan, 2017). There are STEM programs and classes for students who are interested in related fields, but the conundrum is that students need to be interested in order to choose to participate. The goal of this creative project was to introduce engineering concepts in a high school class to reveal and investigate the ways in which engineering concepts can be successfully introduced to a larger student populace to increase interest in engineering programs, courses, and degrees. A lesson plan and corresponding materials - including circuit kits and a simulated ball launching station with graphical display - were made to accomplish this goal. Throughout the lesson students were asked to (1) use given materials to accomplish a goal, (2) predict outcomes based on conceptual understanding and mathematical calculations, (3) test predictions, (4) record data, and (5) analyze data to generate results. The students first created a simple circuit to understand the circuit components and learn general electrical engineering concepts. A simple light dimmer circuit let students demonstrate understanding of electrical concepts (e.g., voltage, current resistance) before using the circuit to a simulated motor in order to launch a ball. The students were then asked to predict the time and height of a ball launched with various settings of their control circuit. The students were able to test their theories with the simulated launcher test set up shown in Figure 25 and collect data to create a parabolic height versus time graph. Based on the measured graph, the students were able to record their results and compare calculated values to real-world measured values. The results of the study suggest ways to introduce students to engineering while developing hands-on concept modeling of projectile motion and circuit design in math classrooms. Additionally, this lesson identifies a rich topic for teachers and STEM education researchers to explore lesson plans with interdisciplinary connections to engineering. This report will include the inspiration for the product, related work, iterative design process, and the final design. This information will be followed by user feedback, a project reflection, and lessons learned. The report will conclude with a summary and a discussion of future work.

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Created

Date Created
  • 2018-05

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The History and Application of Optical Communications in Deep Space

Description

Optical Communications are at a high point of interest by the space engineering community. After successful projects like the Lunar Laser Communications Demonstration (LLCD), NASA has become interested in augmenting

Optical Communications are at a high point of interest by the space engineering community. After successful projects like the Lunar Laser Communications Demonstration (LLCD), NASA has become interested in augmenting their current Deep Space Network (DSN) with optical communication links. One such link is Deep Space Optical Communications (DSOC) which will be launching with the Psyche mission. To gain a full understanding of the advantages of this network, this thesis will go over the history and benefits of optical communications both on Earth and in space. This thesis will then go in depth on NASAs DSOC project through an algorithmic implementation of the communications channel.

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Created

Date Created
  • 2018-05

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An iOS Application for Palliative Care Patients

Description

As technology's influence pushes every industry to change, healthcare professionals must move to a more connected model. The nearly ubiquitous presence of smartphones presents a unique opportunity for physicians to

As technology's influence pushes every industry to change, healthcare professionals must move to a more connected model. The nearly ubiquitous presence of smartphones presents a unique opportunity for physicians to collect and process data from their patients more frequently. The Mayo Clinic, in partnership with the Barrett Honors College, has designed and developed a prototype smartphone application targeting palliative care patients. The application collects symptom data from the patients and presents it to the doctors. This development project serves as a proof-of-concept for the application, and shows how such an application might look and function. Additionally, the project has revealed significant possibilities for the future of the application.

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Date Created
  • 2015-05

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A Nonintrusive Unit Testing Framework for C, using LLVM/Clang

Description

Dynamic languages like Java enjoy robust and powerful testing tools like JUnit and Cobertura. On the other hand, while there is no shortage of unit testing frameworks for C, the

Dynamic languages like Java enjoy robust and powerful testing tools like JUnit and Cobertura. On the other hand, while there is no shortage of unit testing frameworks for C, the nature of C makes it difficult to make frameworks as powerful as those for other languages. In this paper, we describe ZTest, a testing framework that addresses some of these shortcomings in the C unit testing landscape. We also discuss results of its application to a medium-sized C project.

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Date Created
  • 2015-05

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Investigation in Prolog-based Machine Translation with English-Hungarian Case Study

Description

This undergraduate thesis explores the efficacy of developing a translator generator in the Prolog programming language using Lexical Functional Grammars. A bidirectional machine translator between English and Hungarian, developed as

This undergraduate thesis explores the efficacy of developing a translator generator in the Prolog programming language using Lexical Functional Grammars. A bidirectional machine translator between English and Hungarian, developed as a proof-of-concept case study, is discussed and assessed. The benefits and drawbacks of this approach as generalized to Machine Translation systems are also discussed, along with possible areas of future work.

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Date Created
  • 2015-05