Matching Items (177)
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Description
Service based software (SBS) systems are software systems consisting of services based on the service oriented architecture (SOA). Each service in SBS systems provides partial functionalities and collaborates with other services as workflows to provide the functionalities required by the systems. These services may be developed and/or owned by different

Service based software (SBS) systems are software systems consisting of services based on the service oriented architecture (SOA). Each service in SBS systems provides partial functionalities and collaborates with other services as workflows to provide the functionalities required by the systems. These services may be developed and/or owned by different entities and physically distributed across the Internet. Compared with traditional software system components which are usually specifically designed for the target systems and bound tightly, the interfaces of services and their communication protocols are standardized, which allow SBS systems to support late binding, provide better interoperability, better flexibility in dynamic business logics, and higher fault tolerance. The development process of SBS systems can be divided to three major phases: 1) SBS specification, 2) service discovery and matching, and 3) service composition and workflow execution. This dissertation focuses on the second phase, and presents a privacy preserving service discovery and ranking approach for multiple user QoS requirements. This approach helps service providers to register services and service users to search services through public, but untrusted service directories with the protection of their privacy against the service directories. The service directories can match the registered services with service requests, but do not learn any information about them. Our approach also enforces access control on services during the matching process, which prevents unauthorized users from discovering services. After the service directories match a set of services that satisfy the service users' functionality requirements, the service discovery approach presented in this dissertation further considers service users' QoS requirements in two steps. First, this approach optimizes services' QoS by making tradeoff among various QoS aspects with users' QoS requirements and preferences. Second, this approach ranks services based on how well they satisfy users' QoS requirements to help service users select the most suitable service to develop their SBSs.
ContributorsYin, Yin (Author) / Yau, Stephen S. (Thesis advisor) / Candan, Kasim (Committee member) / Dasgupta, Partha (Committee member) / Santanam, Raghu (Committee member) / Arizona State University (Publisher)
Created2011
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Description
This thesis proposed a novel approach to establish the trust model in a social network scenario based on users' emails. Email is one of the most important social connections nowadays. By analyzing email exchange activities among users, a social network trust model can be established to judge the trust rate

This thesis proposed a novel approach to establish the trust model in a social network scenario based on users' emails. Email is one of the most important social connections nowadays. By analyzing email exchange activities among users, a social network trust model can be established to judge the trust rate between each two users. The whole trust checking process is divided into two steps: local checking and remote checking. Local checking directly contacts the email server to calculate the trust rate based on user's own email communication history. Remote checking is a distributed computing process to get help from user's social network friends and built the trust rate together. The email-based trust model is built upon a cloud computing framework called MobiCloud. Inside MobiCloud, each user occupies a virtual machine which can directly communicate with others. Based on this feature, the distributed trust model is implemented as a combination of local analysis and remote analysis in the cloud. Experiment results show that the trust evaluation model can give accurate trust rate even in a small scale social network which does not have lots of social connections. With this trust model, the security in both social network services and email communication could be improved.
ContributorsZhong, Yunji (Author) / Huang, Dijiang (Thesis advisor) / Dasgupta, Partha (Committee member) / Syrotiuk, Violet (Committee member) / Arizona State University (Publisher)
Created2011
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Description

In this creative thesis project I use digital “scrolleytelling” (an interactive scroll-based storytelling) to investigate diversity & inclusion at big tech companies. I wanted to know why diversity numbers were flatlining at Facebook, Apple, Amazon, Microsoft and Google, and took a data journalism approach to explore the relationship between what

In this creative thesis project I use digital “scrolleytelling” (an interactive scroll-based storytelling) to investigate diversity & inclusion at big tech companies. I wanted to know why diversity numbers were flatlining at Facebook, Apple, Amazon, Microsoft and Google, and took a data journalism approach to explore the relationship between what corporations were saying versus what they were doing. Finally, I critiqued diversity and inclusion by giving examples of how the current way we are addressing D&I is not fixing the problem.

ContributorsBrust, Jiaying Eliza (Author) / Coleman, Grisha (Thesis director) / Tinapple, David (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix

Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix Children’s Hospital, and uses a qualitative analysis of three semi-structured interviews with currently employed Child Life Specialists to understand and analyze the use of medical play, a form of play intervention with a medical theme or medical equipment. We explore the goals and benefits of medical play for hospitalized pediatric patients, the process of using medical play as an intervention, including the activity design process, the assessments and adjustments made throughout the child’s hospitalization, and the considerations and limitations to implementing medical play activities. Ultimately, we found that the element of fun that defines play can be channeled into medical play activities implemented by skilled Child Life Specialists, who are experts in their field, in clinical settings to promote several different and beneficial goals, including pediatric patient coping.

ContributorsGarciapena, Danae (Co-author) / Aguiar, Lara (Co-author) / Loebenberg, Abby (Thesis director) / Swanson, Jodi (Committee member) / College of Health Solutions (Contributor) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix

Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix Children’s Hospital, and uses a qualitative analysis of three semi-structured interviews with currently employed Child Life Specialists to understand and analyze the use of medical play, a form of play intervention with a medical theme or medical equipment. We explore the goals and benefits of medical play for hospitalized pediatric patients, the process of using medical play as an intervention, including the activity design process, the assessments and adjustments made throughout the child’s hospitalization, and the considerations and limitations to implementing medical play activities. Ultimately, we found that the element of fun that defines play can be channeled into medical play activities implemented by skilled Child Life Specialists, who are experts in their field, in clinical settings to promote several different and beneficial goals, including pediatric patient coping.

ContributorsAguiar, Lara (Co-author) / Garciapeña, Danae (Co-author) / Loebenberg, Abby (Thesis director) / Swanson, Jodi (Committee member) / School of Life Sciences (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In my creative project I created a video essay examining the mechanical differences found in the games, Dark Souls and Sekiro: Shadow's Die Twice from developer, FromSoftware. I analyze these mechanical changes and their potential impact on players mindsets and playstyles. I pull from my own experience as well as

In my creative project I created a video essay examining the mechanical differences found in the games, Dark Souls and Sekiro: Shadow's Die Twice from developer, FromSoftware. I analyze these mechanical changes and their potential impact on players mindsets and playstyles. I pull from my own experience as well as Katherine Isbister, and the wider internet discourse on game design.

ContributorsStaples, Joshua H. (Author) / Greene, Jacob (Thesis director) / Moran, Stacey (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.

ContributorsFotias, Demos James (Author) / Selgrad, Justin (Thesis director) / Lahey, Byron (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Through this creative project, I analyzed how COVID-19 has affected the theatre industry. I created a mini-documentary following ASU’s production of Runaways, which was performed without an audience. The final product was a combination of pre-filmed and self-taped scenes. I documented how students were still able to learn and cultivate

Through this creative project, I analyzed how COVID-19 has affected the theatre industry. I created a mini-documentary following ASU’s production of Runaways, which was performed without an audience. The final product was a combination of pre-filmed and self-taped scenes. I documented how students were still able to learn and cultivate their skills during a time where most things are virtual. In addition, I analyzed how the shift to filmed theatre has changed the definition of live theatre, including increased accessibility. I also explored the importance of theatre through analyzing the themes of musical theatre performances such as Rent and Runaways. During a time where people cannot gather, artists are still finding a way to create and tell stories.

ContributorsDavis, Elizabeth Nelson (Author) / Moran, Stacey (Thesis director) / Yatso, Toby (Committee member) / Arts, Media and Engineering Sch T (Contributor) / School of Community Resources and Development (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This research describes software based remote attestation schemes for obtaining the integrity of an executing user application and the Operating System (OS) text section of an untrusted client platform. A trusted external entity issues a challenge to the client platform. The challenge is executable code which the client must execute,

This research describes software based remote attestation schemes for obtaining the integrity of an executing user application and the Operating System (OS) text section of an untrusted client platform. A trusted external entity issues a challenge to the client platform. The challenge is executable code which the client must execute, and the code generates results which are sent to the external entity. These results provide the external entity an assurance as to whether the client application and the OS are in pristine condition. This work also presents a technique where it can be verified that the application which was attested, did not get replaced by a different application after completion of the attestation. The implementation of these three techniques was achieved entirely in software and is backward compatible with legacy machines on the Intel x86 architecture. This research also presents two approaches to incorporating software based "root of trust" using Virtual Machine Monitors (VMMs). The first approach determines the integrity of an executing Guest OS from the Host OS using Linux Kernel-based Virtual Machine (KVM) and qemu emulation software. The second approach implements a small VMM called MIvmm that can be utilized as a trusted codebase to build security applications such as those implemented in this research. MIvmm was conceptualized and implemented without using any existing codebase; its minimal size allows it to be trustworthy. Both the VMM approaches leverage processor support for virtualization in the Intel x86 architecture.
ContributorsSrinivasan, Raghunathan (Author) / Dasgupta, Partha (Thesis advisor) / Colbourn, Charles (Committee member) / Shrivastava, Aviral (Committee member) / Huang, Dijiang (Committee member) / Dewan, Prashant (Committee member) / Arizona State University (Publisher)
Created2011
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Description

This thesis paper examines the challenges and opportunities that are present for nonprofit organizations seeking to engage in social media marketing. By analyzing the rise of social media as a prevalent tool for business-consumer outreach the paper proposes a dialogic approach to social media for nonprofits to effectively engage with

This thesis paper examines the challenges and opportunities that are present for nonprofit organizations seeking to engage in social media marketing. By analyzing the rise of social media as a prevalent tool for business-consumer outreach the paper proposes a dialogic approach to social media for nonprofits to effectively engage with their audiences, develop relationships with them, and mobilize them towards a common mission.

ContributorsPando, Isabella G (Author) / Moran, Stacey (Thesis director) / deLusé, Stephanie (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05