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Description
This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates are examined. The player can get
money more easily in a lower currency

This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates are examined. The player can get
money more easily in a lower currency rate. Two groups of players are formed, and there are 5
players in group A and group B respectively. Players in group A are assigned to play the idle
game with a higher currency rate and players in group B are assigned to play the game with a
lower currency rate. The idle game is created by using Unity and C# language. The feedback
from the players is collected by asking them to finish an 11-question survey. The analysis is
based on the game’s currency rate and survey results. It is concluded that a higher currency rate
lowers players’ enjoyment of the idle game.
ContributorsYang, Yijian (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
This paper is a study of Roman propaganda and legitimizing strategies in the late Republic. To this end, I have imagined a scenario in which Julius Caesar was not assassinated, successfully carried out his plan to invade Parthia, and upon his return, minted a coin commemorating the event. The coin’s

This paper is a study of Roman propaganda and legitimizing strategies in the late Republic. To this end, I have imagined a scenario in which Julius Caesar was not assassinated, successfully carried out his plan to invade Parthia, and upon his return, minted a coin commemorating the event. The coin’s features are enumerated in detail, and questions regarding the specific content and reasoning are raised. Justifications based on historical precedent and analysis of sources are given in the analysis of the coin’s visual vocabulary. The purpose of this study is to consider a hypothetical timeline to gain insights into our timeline and Roman coinage as a method of propaganda.
ContributorsSowers, Colton David (Author) / O'Neill, Joseph (Thesis director) / James, O'Donnell (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
Less than half of all premedical applicants get accepted into a medical school, 39.3% of applicants to be precise, and that statistic is based on the number of matriculants out of the total applicants in 2015. With such a discouraging acceptance rate, many students who start out as premed are

Less than half of all premedical applicants get accepted into a medical school, 39.3% of applicants to be precise, and that statistic is based on the number of matriculants out of the total applicants in 2015. With such a discouraging acceptance rate, many students who start out as premed are often not towards the end of their undergraduate career and post-graduation because they do not feel prepared for medical school. It’s difficult for premed students to find all the information they need in one place rather than going from place to place or school website to school website. Additionally, it can be a hassle for premeds to keep track of all their coursework and calculate separate GPAs for each category especially due to how annoying Excel spread sheets can be. This is where the conceptualization of Premed Portfolio comes in. Premed Portfolio is a prototype mobile application. Premed Portfolio aims to streamline the process of preparing for medical school by guiding students to create a portfolio aimed to address the most important aspects of a medical school application. Students will be able to keep track of their cumulative GPA, BCPM (also known as science/math) GPA, MCAT Scores, prerequisite coursework and many more targeted areas of medical school. Premed Portfolio will also hope to use the stats that students provide and educate them on their chances of getting into medical school.
ContributorsSiddique, Shabab (Co-author, Co-author) / Rahman, Ahnaf (Co-author) / Patel, Dhruv (Co-author) / Sarwat Abdelghany Aly Elsayed, Mohamed (Thesis director) / Coursen, Jerry (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
A web server is a program that responds to your browser's
requests. Often, the response is a HTML document that the browser
renders in a way that looks pleasant to humans. The manner in which it
responds is generally determined before the server is started up; it
is static. The content may change arbitrarily,

A web server is a program that responds to your browser's
requests. Often, the response is a HTML document that the browser
renders in a way that looks pleasant to humans. The manner in which it
responds is generally determined before the server is started up; it
is static. The content may change arbitrarily, but the actual logic
that the server follows resists change while the server is still
running. The goal of this thesis is to explore the possibility of
removing this restriction, allowing a web server's logic to be
modified arbitrarily during runtime by select users. This is why the
term ``Federated'' appears in the title: my goal is to create a system
that can be developed in a decentralized manner, by multiple entities
with similar high-level goals but different ideas at the lower level.
ContributorsKulkarni, Sidharth (Author) / Bazzi, Rida (Thesis director) / Doupe, Adam (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The findings of this project show that through the use of principal component analysis and K-Means clustering, NBA players can be algorithmically classified in distinct clusters, representing a player archetype. Individual player data for the 2018-2019 regular season was collected for 150 players, and this included regular per game statistics,

The findings of this project show that through the use of principal component analysis and K-Means clustering, NBA players can be algorithmically classified in distinct clusters, representing a player archetype. Individual player data for the 2018-2019 regular season was collected for 150 players, and this included regular per game statistics, such as rebounds, assists, field goals, etc., and advanced statistics, such as usage percentage, win shares, and value over replacement players. The analysis was achieved using the statistical programming language R on the integrated development environment RStudio. The principal component analysis was computed first in order to produce a set of five principal components, which explain roughly 82.20% of the total variance within the player data. These five principal components were then used as the parameters the players were clustered against in the K-Means clustering algorithm implemented in R. It was determined that eight clusters would best represent the groupings of the players, and eight clusters were created with a unique set of players belonging to each one. Each cluster was analyzed based on the players making up the cluster and a player archetype was established to define each of the clusters. The reasoning behind the player archetypes given to each cluster was explained, providing details as to why the players were clustered together and the main data features that influenced the clustering results. Besides two of the clusters, the archetypes were proven to be independent of the player's position. The clustering results can be expanded on in the future to include a larger sample size of players, and it can be used to make inferences regarding NBA roster construction. The clustering can highlight key weaknesses in rosters and show which combinations of player archetypes lead to team success.
ContributorsElam, Mason Matthew (Author) / Armbruster, Dieter (Thesis director) / Gel, Esma (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Mobile app development has been the fastest growing software development since the release of the iPhone in 2007 and the creation of the App Store in 2008. After the rise in popularity of the smartphone and mobile app development, businesses started to shift from browser-based software to mobile platforms. There

Mobile app development has been the fastest growing software development since the release of the iPhone in 2007 and the creation of the App Store in 2008. After the rise in popularity of the smartphone and mobile app development, businesses started to shift from browser-based software to mobile platforms. There are multiple reasons that any company would want to reach out in the mobile environment, including attracting new customers, creating a better experience, expanding their brand, being more accessible, and overall growth. Developers started to build new platforms that would make it easy for not only their own company but anyone else to develop new applications at a faster pace. Today there are three different ways to create a mobile application: a native app, a hybrid app, and a web app. At DriveTime, we spent time researching and developing possible options for how we could make a mobile application to expand our user involvement. Our conclusion was to use a hybrid application that would incorporate our already existing web app and relaunch it as a native app. I took over this project for DriveTime and planned to implement two new features for their mobile application. Using Apache Cordova, I dived into the Software Development Life Cycle to create and deploy a Rate and Review feature and Push Notification functionality. In the end, I was only able to implement the Rate and Review feature due to some unexpected delays in development. I assumed all roles of a standard Agile development team to understand all of the different aspects that go into planning, creating, and publishing software.
ContributorsAnderson, Jacob Scott (Author) / Balasooriya, Janaka (Thesis director) / Irwin, Don (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In this update to the ESPBot, we have introduced new libraries for a small OLED display and a beeper. This functionality can be easily expanded to multiple beepers and displays, but requires more GPIO pins, or for the user to not use some of the infrared sensors or the ultrasonic

In this update to the ESPBot, we have introduced new libraries for a small OLED display and a beeper. This functionality can be easily expanded to multiple beepers and displays, but requires more GPIO pins, or for the user to not use some of the infrared sensors or the ultrasonic sensor. We have also relocated some of the pins. The display can be updated to display 1 of 4 predefined shapes, or to display user-defined text. New shapes can be added by defining new methods within display.ino and calling the appropriate functions while parsing the JSON data in viple.ino. The beeper can be controlled by user-defined input to play any frequency for any amount of time. There is also a function added to play the happy birthday song. More songs can be added by defining new methods within beeper.ino and calling the appropriate functions while parsing the JSON data in viple.ino. More functionality can be added to allow the user to input a list of frequencies along with a list of time so the user can define their own songs or sequences on the fly.
ContributorsWelfert, Monica Michelle (Co-author) / Nguyen, Van (Co-author) / Chen, Yinong (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
Ad hoc wireless networks present several interesting problems, one of which is Medium Access Control (MAC). Medium Access Control is a fundamental problem deciding who get to transmit next. MAC protocols for ad hoc wireless networks must also be distributed, because the network is multi-hop. The 802.11 Wi-Fi protocol is

Ad hoc wireless networks present several interesting problems, one of which is Medium Access Control (MAC). Medium Access Control is a fundamental problem deciding who get to transmit next. MAC protocols for ad hoc wireless networks must also be distributed, because the network is multi-hop. The 802.11 Wi-Fi protocol is often used in ad hoc networking. An alternative protocol, REACT, uses the metaphor of an auction to compute airtime allocations for each node, then realizes those allocations by tuning the contention window parameter using a tuning protocol called SALT. 802.11 is inherently unfair due to how it returns the contention window to its minimum size after successfully transmitting, while REACT’s distributed auction nature allows nodes to negotiate an allocation where all nodes get a fair portion of the airtime. A common application in the network is audio streaming. Audio streams are dependent on having good Quality of Service (QoS) metrics, such as delay or jitter, due to their real-time nature.

Experiments were conducted to determine the performance of REACT/SALT compared to 802.11 in a streaming audio application on a physical wireless testbed, w-iLab.t. Four experiments were designed, using four different wireless node topologies, and QoS metrics were collected using Qosium. REACT performs better in these these topologies, when the mean value is calculated across each run. For the butterfly and star topology, the variance was higher for REACT even though the mean was lower. In the hidden terminal and exposed node topology, the performance of REACT was much better than 802.11 and converged more tightly, but had drops in quality occasionally.
ContributorsKulenkamp, Daniel (Author) / Syrotiuk, Violet R. (Thesis director) / Colbourn, Charles J. (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
91% of smartphone and tablet users experience a problem with their device screen being oriented the wrong way during use [11]. In [11], the authors proposed iRotate, a previous solution which uses computer vision to solve the orientation problem. We propose iLieDown, an improved method of automatically rotating smartphones, tablets,

91% of smartphone and tablet users experience a problem with their device screen being oriented the wrong way during use [11]. In [11], the authors proposed iRotate, a previous solution which uses computer vision to solve the orientation problem. We propose iLieDown, an improved method of automatically rotating smartphones, tablets, and other device displays. This paper introduces a new algorithm to correctly orient the display relative to the user’s face using a convolutional neural network (CNN). The CNN model is trained to predict the rotation of faces in various environments through data augmentation, uses a confidence threshold, and analyzes multiple images to be accurate and robust. iLieDown is battery and CPU efficient, causes no noticeable lag to the user during use, and is 6x more accurate than iRotate.
ContributorsTallman, Riley Paul (Author) / Yang, Yezhou (Thesis director) / Fang, Zhiyuan (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
As the Internet of Things continues to expand, not only must our computing power grow
alongside it, our very approach must evolve. While the recent trend has been to centralize our
computing resources in the cloud, it now looks beneficial to push more computing power
towards the “edge” with so called edge computing,

As the Internet of Things continues to expand, not only must our computing power grow
alongside it, our very approach must evolve. While the recent trend has been to centralize our
computing resources in the cloud, it now looks beneficial to push more computing power
towards the “edge” with so called edge computing, reducing the immense strain on cloud
servers and the latency experienced by IoT devices. A new computing paradigm also brings
new opportunities for innovation, and one such innovation could be the use of FPGAs as edge
servers. In this research project, I learn the design flow for developing OpenCL kernels and
custom FPGA BSPs. Using these tools, I investigate the viability of using FPGAs as standalone
edge computing devices. Concluding that—although the technology is a great fit—the current
necessity of dynamically reprogrammable FPGAs to be closely coupled with a host CPU is
holding them back from this purpose. I propose a modification to the architecture of the Intel
Arria 10 GX that would allow it to be decoupled from its host CPU, allowing it to truly serve as a
viable edge computing solution.
ContributorsBarth, Brandon Albert (Author) / Ren, Fengbo (Thesis director) / Vrudhula, Sarma (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05