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In The Queen of Technicolor, poems draw from the lives of Mexican-Americans as immigrants and their experience of otherness. Facets of a more complex identity—assimilation, language, and a shared human experience—are woven to suggest the need for recognition. The poems are set in the Southwestern United States borderlands as well as Mexico during present day but with a layer of narrative reaching back to the 1940’s and the 1910 Mexican Revolution.

At its core, Leaning finds profound significance in unlikely moments of intimate
detail; the upkeep of a brother's gravesite, for example, is as quietly important as rummaging through a collection of sex toys. Haiku-like in their simplicity, meditation, and declaration, these poems give meaning to the smallness of our world.

CubeSats can encounter a myriad of difficulties in space like cosmic rays, temperature<br/>issues, and loss of control. By creating better, more reliable software, these problems can be<br/>mitigated and increase the chance of success for the mission. This research sets out to answer the<br/>question: how do we create reliable flight software for CubeSats? by providing a concentrated<br/>list of the best flight software development practices. The CubeSat used in this research is the<br/>Deployable Optical Receiver Aperture (DORA) CubeSat, which is a 3U CubeSat that seeks to<br/>demonstrate optical communication data rates of 1 Gbps over long distances. We present an<br/>analysis over many of the flight software development practices currently in use in the industry,<br/>from industry leads NASA, and identify three key flight software development areas of focus:<br/>memory, concurrency, and error handling. Within each of these areas, the best practices were<br/>defined for how to approach the area. These practices were also developed using experience<br/>from the creation of flight software for the DORA CubeSat in order to drive the design and<br/>testing of the system. We analyze DORA’s effectiveness in the three areas of focus, as well as<br/>discuss how following the best practices identified helped to create a more reliable flight<br/>software system for the DORA CubeSat.
The last few years have marked immense growth in the development of digital twins as developers continue to devise strategies to ensure their devices replicate their physical twin’s actions in a real-time virtual environment. The complexity and predictability of these environments can be the deciding factor for adequately testing a digital twin. As of the last year, a digital twin was in development for a capstone project at Arizona State University: CIA Research Labs - Mechanical Systems in Virtual Environments. The virtual device was initially designed for a fixed environment with known ahead-of-time obstacles. Due to the fact that the device was expected only to be traversing set environments, it was unknown how it would handle being driven in an environment with more randomized and unexpected obstacles. For this paper, the device was test driven in the original and environments with various levels of randomization to see how usable and durable the digital twin is despite only being built for environments with expected object locations. The research allowed the creators of this digital twin, utilizing the results of the trial runs and the number of obstacles unsuccessfully avoided, to understand how reliable the controls of the digital twin are when only trained for fixed terrains

When planning a road trip today, there are solutions that let the user know what comes along their route, but the user is often presented with too much information, which can overwhelm the user. They are provided suggestions all along the route, not just at those times when they would be needed. RoutePlanner simply takes all that information and only presents that data to the user, that they would need at a particular time. Gas station suggestions would show when the gas tank range is going to be hit soon, and restaurant suggestions would only be shown around lunch time. The iOS app takes in the users origin and destination and provides the user the route as given by GoogleMaps, and then various stop suggestions at their given time. Each route that is obtained, is broken down into a number of steps, which are basically a connection of coordinate points. These coordinate point collections are used to point to a location at a certain distance or duration away from the origin. Given a coordinate, we query the APIs for places of interest and move to the next stop, until the end of the route.

Digital technologies are quickly being combined with and replacing teacher curriculums and student resource tools. This is particularly true with advances in digital textbooks as it provides a medium for opportunity and growth in the nature of the textbook as it pertains to students in the classroom. Although great strides have been taken in intelligent tutoring systems personalized toward a student's needs there seems to be an overall disconnect between student needs in the classroom in not utilizing or adopting these technologies. In this paper I provide both conflicting and comparable needs of teachers and students surrounding the textbook to reveal the costs and benefits associated with technology adoption. Through 4 teacher interviews and 4 participatory prototyping sessions I found that students and teachers desire the following elements in technology: 1) Collaboration 2) Synchronicity 3) Adaptive 4) Automation. I discuss the implications of implementing such features and how they could be applied in integrated Q&A system to encourage collaborative learning.

Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot detection, we are interested in bots on Twitter that tweet Arabic extremist-like phrases. A testing dataset is collected using the honeypot method, and five different heuristics are measured for their effectiveness in detecting bots. The model underperformed, but we have laid the ground-work for a vastly untapped focus on bot detection: extremist ideal diffusion through bots.

Cyber threats are growing in number and sophistication making it important to continually study and improve all dimensions of digital forensics. Teamwork in forensic analysis has been overlooked in systems even though forensics relies on collaboration. Forensic analysis lacks a system that is flexible and available on different electronic devices which are being used and incorporated into everyday life. For instance, cellphones or tablets that are easy to bring on-the-go to sites where the first steps of forensic analysis is done. Due to the present day conversion to online accessibility, most electronic devices connect to the internet. Squeegee is a proof of concept that forensic analysis can be done on the web. The forensic analysis expansion to the web opens many doors to collaboration and accessibility.

A primary goal in computer science is to develop autonomous systems. Usually, we provide computers with tasks and rules for completing those tasks, but what if we could extend this type of system to physical technology as well? In the field of programmable matter, researchers are tasked with developing synthetic materials that can change their physical properties \u2014 such as color, density, and even shape \u2014 based on predefined rules or continuous, autonomous collection of input. In this research, we are most interested in particles that can perform computations, bond with other particles, and move. In this paper, we provide a theoretical particle model that can be used to simulate the performance of such physical particle systems, as well as an algorithm to perform expansion, wherein these particles can be used to enclose spaces or even objects.

Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect of the project. The players interact on a turn-by-turn basis by speaking commands into the computer's microphone. When the computer recognizes a command, it will respond accordingly by having the player's unit perform an action on screen.