Matching Items (39)
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Description
In recent years, deep learning systems have outperformed traditional machine learning systems in most domains. There has been a lot of research recently in the field of hand gesture recognition using wearable sensors due to the numerous advantages these systems have over vision-based ones. However, due to the lack of

In recent years, deep learning systems have outperformed traditional machine learning systems in most domains. There has been a lot of research recently in the field of hand gesture recognition using wearable sensors due to the numerous advantages these systems have over vision-based ones. However, due to the lack of extensive datasets and the nature of the Inertial Measurement Unit (IMU) data, there are difficulties in applying deep learning techniques to them. Although many machine learning models have good accuracy, most of them assume that training data is available for every user while other works that do not require user data have lower accuracies. MirrorGen is a technique which uses wearable sensor data and generates synthetic videos using hand movements and it mitigates the traditional challenges of vision based recognition such as occlusion, lighting restrictions, lack of viewpoint variations, and environmental noise. In addition, MirrorGen allows for user-independent recognition involving minimal human effort during data collection. It also helps leverage the advances in vision-based recognition by using various techniques like optical flow extraction, 3D convolution. Projecting the orientation (IMU) information to a video helps in gaining position information of the hands. To validate these claims, we perform entropy analysis on various configurations such as raw data, stick model, hand model and real video. Human hand model is found to have an optimal entropy that helps in achieving user independent recognition. It also serves as a pervasive option as opposed to a video-based recognition. The average user independent recognition accuracy of 99.03% was achieved for a sign language dataset with 59 different users, 20 different signs with 20 repetitions each for a total of 23k training instances. Moreover, synthetic videos can be used to augment real videos to improve recognition accuracy.
ContributorsRamesh, Arun Srivatsa (Author) / Gupta, Sandeep K S (Thesis advisor) / Banerjee, Ayan (Committee member) / Yang, Yezhou (Committee member) / Arizona State University (Publisher)
Created2018
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Description
This thesis dives into the world of artificial intelligence by exploring the functionality of a single layer artificial neural network through a simple housing price classification example while simultaneously considering its impact from a data management perspective on both the software and hardware level. To begin this study, the universally

This thesis dives into the world of artificial intelligence by exploring the functionality of a single layer artificial neural network through a simple housing price classification example while simultaneously considering its impact from a data management perspective on both the software and hardware level. To begin this study, the universally accepted model of an artificial neuron is broken down into its key components and then analyzed for functionality by relating back to its biological counterpart. The role of a neuron is then described in the context of a neural network, with equal emphasis placed on how it individually undergoes training and then for an entire network. Using the technique of supervised learning, the neural network is trained with three main factors for housing price classification, including its total number of rooms, bathrooms, and square footage. Once trained with most of the generated data set, it is tested for accuracy by introducing the remainder of the data-set and observing how closely its computed output for each set of inputs compares to the target value. From a programming perspective, the artificial neuron is implemented in C so that it would be more closely tied to the operating system and therefore make the collected profiler data more precise during the program's execution. The program is designed to break down each stage of the neuron's training process into distinct functions. In addition to utilizing more functional code, the struct data type is used as the underlying data structure for this project to not only represent the neuron but for implementing the neuron's training and test data. Once fully trained, the neuron's test results are then graphed to visually depict how well the neuron learned from its sample training set. Finally, the profiler data is analyzed to describe how the program operated from a data management perspective on the software and hardware level.
ContributorsRichards, Nicholas Giovanni (Author) / Miller, Phillip (Thesis director) / Meuth, Ryan (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Even in the largest public university in the country, computer related degrees such as Computer Science, Computer Systems Engineering and Software Engineering have low enrollment rates and high dropout rates. This is interesting because the careers that require these degrees are marketed as the highest paying and most powerful. The

Even in the largest public university in the country, computer related degrees such as Computer Science, Computer Systems Engineering and Software Engineering have low enrollment rates and high dropout rates. This is interesting because the careers that require these degrees are marketed as the highest paying and most powerful. The goal of this project was to find out what the students of Arizona State University (ASU) thought about these majors and why they did or did not pick them. A total of 206 students were surveyed from a variety of sources including upper level classes, lower level classes and Barrett, the Honors College. Survey questions asked why the students picked their current major, if they had a previous major and why did they switch, and if the students had considered one of the three computer related degrees. Almost all questions were open ended, meaning the students did not have multiple choice answers and instead could write as short or as long of a response as needed. Responses were grouped based on a set of initial hypotheses and any emerging trends. These groups were displayed in several different bar graphs broken down by gender, grade level and category of student (stayed in a computer related degree, left one, joined one or picked a non-computer related degree). Trends included students of all grade levels picking their major because they were passionate or interested in the subject. This may suggest that college students are set in their path and will not switch majors easily. Students also reported seeing computer related degrees as too difficult and intimidating. However, given the low (when compared to all of ASU) number of students surveyed, the conclusions and trends given cannot be representative of ASU as a whole. Rather, they are just representative of this sample population. Further work on this study, if time permitted, would be to try to survey more students and question some of the trends established to find more specific answers.
ContributorsMeza, Edward L (Author) / Meuth, Ryan (Thesis director) / Miller, Phillip (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
Description
This research ventures to adjust the Algebra 2 Core Standards set by the Arizona Department of Education so that computer science concepts may be taught in parallel with the mathematical concepts in Algebra 2 in order to facilitate a better understanding of both subjects. The close relation to computer science

This research ventures to adjust the Algebra 2 Core Standards set by the Arizona Department of Education so that computer science concepts may be taught in parallel with the mathematical concepts in Algebra 2 in order to facilitate a better understanding of both subjects. The close relation to computer science and mathematics make this course possible. Students will be more prepared for university level education when they understand how technology works rather than simply how to use it. The solution is to create an online set of modules that can be taught alongside the high school mathematics course, Algebra 2. The solution contains a set of five modules that parallel with the Arizona core standards of the class. There are several obstacles that needed to be overcome in order to create online modules that would fit the needs of schools, students and teachers. This solution will reach students quickly as the hope is that it will become a requirement according to the Arizona Department of Education core standards. The course will be easily accessible to students as it is online and the course will fit into the existing education system, which would not require state laws to be passed in order to require the teaching of computer science. The goal is to bridge the gap between secondary education and college level S.T.E.M. education specifically in reference to computer science so that students start college with a strong understanding of how technology works in order to help them become more successful in the future.
ContributorsHickie, Kendall Shea (Author) / Miller, Phillip (Thesis director) / Meuth, Ryan (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
A medical control system, a real-time controller, uses a predictive model of human physiology for estimation and controlling of drug concentration in the human body. Artificial Pancreas (AP) is an example of the control system which regulates blood glucose in T1D patients. The predictive model in the control system

A medical control system, a real-time controller, uses a predictive model of human physiology for estimation and controlling of drug concentration in the human body. Artificial Pancreas (AP) is an example of the control system which regulates blood glucose in T1D patients. The predictive model in the control system such as Bergman Minimal Model (BMM) is based on physiological modeling technique which separates the body into the number of anatomical compartments and each compartment's effect on body system is determined by their physiological parameters. These models are less accurate due to unaccounted physiological factors effecting target values. Estimation of a large number of physiological parameters through optimization algorithm is computationally expensive and stuck in local minima. This work evaluates a machine learning(ML) framework which has an ML model guided through physiological models. A support vector regression model guided through modified BMM is implemented for estimation of blood glucose levels. Physical activity and Endogenous glucose production are key factors that contribute in the increased hypoglycemia events thus, this work modifies Bergman Minimal Model ( Bergman et al. 1981) for more accurate estimation of blood glucose levels. Results show that the SVR outperformed BMM by 0.164 average RMSE for 7 different patients in the free-living scenario. This computationally inexpensive data driven model can potentially learn parameters more accurately with time. In conclusion, advised prediction model is promising in modeling the physiology elements in living systems.
ContributorsAgrawal, Anurag (Author) / Gupta, Sandeep K. S. (Thesis advisor) / Banerjee, Ayan (Committee member) / Kudva, Yogish (Committee member) / Arizona State University (Publisher)
Created2017
Description

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology<br/>We decided to focus on India due to its large economic stature, cultural influence, and influence

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology<br/>We decided to focus on India due to its large economic stature, cultural influence, and influence on the technology industry.

ContributorsBabbepalli Venkata, Sai Sandilya (Co-author) / Raka, Khyati (Co-author) / Banerjee, Ayan (Thesis director) / Finn, Edward (Thesis director) / Fortunato, Joseph (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and influence on the technology industry.

ContributorsRaka, Khyati Pravin (Co-author) / Babbepalli Venkata, Sai Sandilya (Co-author) / Finn, Edward (Thesis director) / Banerjee, Ayan (Thesis director) / Fortunato, Joseph (Committee member) / Computer Science and Engineering Program (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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

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).

ContributorsRoper, Branden Gerald (Author) / Miller, Phillip (Thesis director) / Zazkis, Dov (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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 track down the invite link. The purpose of this project

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.

Created2021-05
Description

This creative project develops an environment in which three species inhabit a shared land and models the movement of the creatures to determine the survival rates over time in specific conditions. The three species modelled include a predator and a prey species with movement capabilities as well as a stagnant

This creative project develops an environment in which three species inhabit a shared land and models the movement of the creatures to determine the survival rates over time in specific conditions. The three species modelled include a predator and a prey species with movement capabilities as well as a stagnant fruit species. There are a variety of configurable variables that can be used to modify and control the simulation to observe how the resulting population charts change. The big difference between this project and a normal approach to simulating a predation relationship is that actual creatures themselves are being created and their movement is simulated in this virtual environment which then leads to population counts, rather than integrating differential equations relating the population sizes of both species and purely tracking the populations but not the creatures themselves. Because of this difference, my simulation is not meant to handle all the complexities of life that come in the real-world but instead is intended as a simplified approach to simulating creatures' lives with the purpose of conveying the idea of a real predation relationship. Thus, the main objective of my simulation is to produce data representative of real-world predator-prey relationships, with the overall cyclical pattern that is observed in natural achieved through simulating creature movement and life itself rather than estimating population size change.

ContributorsPerry, Jordan (Author) / Burger, Kevin (Thesis director) / Miller, Phillip (Committee member) / Barrett, The Honors College (Contributor) / Department of Physics (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05