Matching Items (12)
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Description
Since the advent of the internet and even more after social media platforms, the explosive growth of textual data and its availability has made analysis a tedious task. Information extraction systems are available but are generally too specific and often only extract certain kinds of information they deem necessary and

Since the advent of the internet and even more after social media platforms, the explosive growth of textual data and its availability has made analysis a tedious task. Information extraction systems are available but are generally too specific and often only extract certain kinds of information they deem necessary and extraction worthy. Using data visualization theory and fast, interactive querying methods, leaving out information might not really be necessary. This thesis explores textual data visualization techniques, intuitive querying, and a novel approach to all-purpose textual information extraction to encode large text corpus to improve human understanding of the information present in textual data.

This thesis presents a modified traversal algorithm on dependency parse output of text to extract all subject predicate object pairs from text while ensuring that no information is missed out. To support full scale, all-purpose information extraction from large text corpuses, a data preprocessing pipeline is recommended to be used before the extraction is run. The output format is designed specifically to fit on a node-edge-node model and form the building blocks of a network which makes understanding of the text and querying of information from corpus quick and intuitive. It attempts to reduce reading time and enhancing understanding of the text using interactive graph and timeline.
ContributorsHashmi, Syed Usama (Author) / Bansal, Ajay (Thesis advisor) / Bansal, Srividya (Committee member) / Gonzalez Sanchez, Javier (Committee member) / Arizona State University (Publisher)
Created2018
Description
There exists extensive research on the use of twisty puzzles, such as the Rubik's Cube, in educational contexts to assist in developing critical thinking skills and in teaching abstract concepts, such as group theory. However, the existing research does not consider the use of twisty puzzles in developing language proficiency.

There exists extensive research on the use of twisty puzzles, such as the Rubik's Cube, in educational contexts to assist in developing critical thinking skills and in teaching abstract concepts, such as group theory. However, the existing research does not consider the use of twisty puzzles in developing language proficiency. Furthermore, there remain methodological issues in integrating standard twisty puzzles into a class curriculum due to the ease with which erroneous cube twists occur, leading to a puzzle scramble that deviates from the intended teaching goal. To address these issues, an extensive examination of the "smart cube" market took place in order to determine whether a device that virtualizes twisty puzzles while maintaining the intuitive tactility of manipulating such puzzles can be employed both to fill the language education void and to mitigate the potential frustration experienced by students who unintentionally scramble a puzzle due to executing the wrong moves. This examination revealed the presence of Bluetooth smart cubes, which are capable of interfacing with a companion web or mobile application that visualizes and reacts to puzzle manipulations. This examination also revealed the presence of a device called the WOWCube, which is a 2x2x2 smart cube entertainment system that has 24 Liquid Crystal Display (LCD) screens, one for each face's square, enabling better integration of the application with the puzzle hardware. Developing applications both for the Bluetooth smart cube using React Native and for the WOWCube demonstrated the higher feasibility of developing with the WOWCube due to its streamlined development kit as well as its ability to tie the application to the device hardware, enhancing the tactile immersion of the players with the application itself. Using the WOWCube, a word puzzle game featuring three game modes was implemented to assist in teaching players English vocabulary. Due to its incorporation of features that enable dynamic puzzle generation and resetting, players who participated in a user survey found that the game was compelling and that it exercised their critical thinking skills. This demonstrates the feasibility of smart cube applications in both critical thinking and language skills.
ContributorsHreshchyshyn, Jacob (Author) / Bansal, Ajay (Thesis advisor) / Mehlhase, Alexandra (Committee member) / Baron, Tyler (Committee member) / Arizona State University (Publisher)
Created2023
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Description
SLAM (Simultaneous Localization and Mapping) is a problem that has existed for a long time in robotics and autonomous navigation. The objective of SLAM is for a robot to simultaneously figure out its position in space and map its environment. SLAM is especially useful and mandatory for robots that want

SLAM (Simultaneous Localization and Mapping) is a problem that has existed for a long time in robotics and autonomous navigation. The objective of SLAM is for a robot to simultaneously figure out its position in space and map its environment. SLAM is especially useful and mandatory for robots that want to navigate autonomously. The description might make it seem like a chicken and egg problem, but numerous methods have been proposed to tackle SLAM. Before the rise in the popularity of deep learning and AI (Artificial Intelligence), most existing algorithms involved traditional hard-coded algorithms that would receive and process sensor information and convert it into some solvable sensor-agnostic problem. The challenge for these sorts of methods is having to tackle dynamic environments. The more variety in the environment, the poorer the results. Also due to the increase in computational power and the capability of deep learning-based image processing, visual SLAM has become extremely viable and maybe even preferable to traditional SLAM algorithms. In this research, a deep learning-based solution to the SLAM problem is proposed, specifically monocular visual SLAM which is solving the problem of SLAM purely with a singular camera as the input, and the model is tested on the KITTI (Karlsruhe Institute of Technology & Toyota Technological Institute) odometry dataset.
ContributorsRupaakula, Krishna Sandeep (Author) / Bansal, Ajay (Thesis advisor) / Baron, Tyler (Committee member) / Acuna, Ruben (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Frontend development often involves the repetitive and time-consuming task of transforming a Graphical User interface (GUI) design into Frontend Code. The GUI design could either be an image or a design created on tools like Figma, Sketch, etc. This process can be particularly challenging when the website designs are experimental

Frontend development often involves the repetitive and time-consuming task of transforming a Graphical User interface (GUI) design into Frontend Code. The GUI design could either be an image or a design created on tools like Figma, Sketch, etc. This process can be particularly challenging when the website designs are experimental and undergo multiple iterations before the final version gets deployed. In such cases, developers work with the designers to make continuous changes and improve the look and feel of the website. This can lead to a lot of reworks and a poorly managed codebase that requires significant developer resources. To tackle this problem, researchers are exploring ways to automate the process of transforming image designs into functional websites instantly. This thesis explores the use of machine learning, specifically Recurrent Neural networks (RNN) to generate an intermediate code from an image design and then compile it into a React web frontend code. By utilizing this approach, designers can essentially transform an image design into a functional website, granting them creative freedom and the ability to present working prototypes to stockholders in real-time. To overcome the limitations of existing publicly available datasets, the thesis places significant emphasis on generating synthetic datasets. As part of this effort, the research proposes a novel method to double the size of the pix2code [2] dataset by incorporating additional complex HTML elements such as login forms, carousels, and cards. This approach has the potential to enhance the quality and diversity of training data available for machine learning models. Overall, the proposed approach offers a promising solution to the repetitive and time-consuming task of transforming GUI designs into frontend code.
ContributorsSingh, Ajitesh Janardan (Author) / Bansal, Ajay (Thesis advisor) / Mehlhase, Alexandra (Committee member) / Baron, Tyler (Committee member) / Arizona State University (Publisher)
Created2023
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Description
The drone industry is worth nearly 50 billion dollars in the public sector, and drone flight anomalies can cost up to 12 million dollars per drone. The project's objective is to explore various machine-learning techniques to identify anomalies in drone flight and express these anomalies effectively by creating relevant visualizations.

The drone industry is worth nearly 50 billion dollars in the public sector, and drone flight anomalies can cost up to 12 million dollars per drone. The project's objective is to explore various machine-learning techniques to identify anomalies in drone flight and express these anomalies effectively by creating relevant visualizations. The research goal is to solve the problem of finding anomalies inside drones to determine severity levels. The solution was visualization and statistical models, and the contribution was visualizations, patterns, models, and the interface.
ContributorsElenes Cazares, Jose R (Author) / Bryan, Chris (Thesis advisor) / Banerjee, Ayan (Committee member) / Gonzalez Sanchez, Javier (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing

Serious or educational games have been a subject of research for a long time. They usually have game mechanics, game content, and content assessment all tied together to make a specialized game intended to impart learning of the associated content to its players. While this approach is good for developing games for teaching highly specific topics, it consumes a lot of time and money. Being able to re-use the same mechanics and assessment for creating games that teach different contents would lead to a lot of savings in terms of time and money. The Content Agnostic Game Engineering (CAGE) Architecture mitigates the problem by disengaging the content from game mechanics. Moreover, the content assessment in games is often quite explicit in the way that it disturbs the flow of the players and thus hampers the learning process, as it is not integrated into the game flow. Stealth assessment helps to alleviate this problem by keeping the player engagement intact while assessing them at the same time. Integrating stealth assessment into the CAGE framework in a content-agnostic way will increase its usability and further decrease in game and assessment development time and cost. This research presents an evaluation of the learning outcomes in content-agnostic game-based assessment developed using the CAGE framework.
ContributorsVerma, Vipin (Author) / Craig, Scotty D (Thesis advisor) / Bansal, Ajay (Thesis advisor) / Amresh, Ashish (Committee member) / Baron, Tyler (Committee member) / Levy, Roy (Committee member) / Arizona State University (Publisher)
Created2021
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Description
There has been a substantial development in the field of data transmission in the last two decades. One does not have to wait much for a high-definition video to load on the systems anymore. Data compression is one of the most important technologies that helped achieve this seamless data transmission

There has been a substantial development in the field of data transmission in the last two decades. One does not have to wait much for a high-definition video to load on the systems anymore. Data compression is one of the most important technologies that helped achieve this seamless data transmission experience. It helps to store or send more data using less memory or network resources. However, it appears that there is a limit on the amount of compression that can be achieved with the existing lossless data compression techniques because they rely on the frequency of characters or set of characters in the data. The thesis proposes a lossless data compression technique in which the data is compressed by representing it as a set of parameters that can reproduce the original data without any loss when given to the corresponding mathematical equation. The mathematical equation used in the thesis is the sum of the first N terms in a geometric series. Various changes are made to this mathematical equation so that any given data can be compressed and decompressed. According to the proposed technique, the whole data is taken as a single decimal number and replaced with one of the terms of the used equation. All the other terms of the equation are computed and stored as a compressed file. The performance of the developed technique is evaluated in terms of compression ratio, compression time and decompression time. The evaluation metrics are then compared with the other existing techniques of the same domain.
ContributorsGrewal, Karandeep Singh (Author) / Gonzalez Sanchez, Javier (Thesis advisor) / Bansal, Ajay (Committee member) / Findler, Michael (Committee member) / Arizona State University (Publisher)
Created2021
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Description
As autonomous vehicle development rapidly accelerates, it is important to not lose sight of what the worst case scenario is during the drive of an autonomous vehicle. Autonomous vehicles are not perfect, and will not be perfect for the foreseeable future. These vehicles will shift the responsibility of driving to

As autonomous vehicle development rapidly accelerates, it is important to not lose sight of what the worst case scenario is during the drive of an autonomous vehicle. Autonomous vehicles are not perfect, and will not be perfect for the foreseeable future. These vehicles will shift the responsibility of driving to the passenger in front of the wheel, regardless if said passenger is prepared to do so. However, by studying the human reaction to an autonomous vehicle crash, researchers can mitigate the risk to the passengers in an autonomous vehicle. Located on the ASU Polytechnic campus, there is a car simulation lab, or SIM lab, that enables users to create and simulate various driving scenarios using the Drive Safety and HyperDrive software. Using this simulator and the Window of Intervention, the time a driver has to avoid a crash, vital research into human reaction time while in an autonomous environment can be safely performed. Understanding the Window of Intervention is critical to the development of solutions that can accurately and efficiently help a human driver. After first describing the simulator and its operation in depth, a deeper look will be offered into the autonomous vehicle field, followed by an in-depth explanation into the Window of Intervention and how it is studied and an experiment that looks to study both the Window of Intervention and human reactions to certain events. Finally, additional insight from one of the authors of this paper will be given documenting their contributions to the study as a whole and their concerns about using the simulator for further research.
ContributorsSalceda, Rhiannon (Co-author) / Baratti, Alexander (Co-author) / Gaffar, Ashraf (Thesis director) / Gonzalez Sanchez, Javier (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Intelli-Trail is a game where the player plays as a small blue man with the simple goal of reaching the purple door. The player will primarily interact with the game through combat. The game itself will react to the patterns in the players behavior to progressively become harder

Intelli-Trail is a game where the player plays as a small blue man with the simple goal of reaching the purple door. The player will primarily interact with the game through combat. The game itself will react to the patterns in the players behavior to progressively become harder for the player to win.
ContributorsCurtin, Ethan (Author) / Gonzalez Sanchez, Javier (Thesis director) / Baron, Tyler (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
DescriptionThis document explains the design of a traffic simulator based on an integral-based state machine. This simulator is different from existing traffic simulators because it is driven by a flexible model that supports many different light configurations and has a user-friendly interface.
ContributorsSapp, Curtis Mark (Author) / Gaffar, Ashraf (Thesis director) / Gonzalez Sanchez, Javier (Committee member) / Software Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05