Matching Items (143)
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Description
Assemblers and compilers provide feedback to a programmer in the form of error messages. These error messages become input to the debugging model of the programmer. For the programmer to fix an error, they should first locate the error in the program, understand what is causing that error, and finally

Assemblers and compilers provide feedback to a programmer in the form of error messages. These error messages become input to the debugging model of the programmer. For the programmer to fix an error, they should first locate the error in the program, understand what is causing that error, and finally resolve that error. Error messages play an important role in all three stages of fixing of errors. This thesis studies the effects of error messages in the context of teaching programming. Given an error message, this work investigates how it effects student’s way of 1) understanding the error, and 2) fixing the error. As part of the study, three error message types were developed – Default, Link and Example, to better understand the effects of error messages. The Default type provides an assembler-centric single line error message, the Link type provides a program-centric detailed error description with a hyperlink for more information, and the Example type provides a program centric detailed error description with a relevant example. All these error message types were developed for assembly language programming. A think aloud programming exercise was conducted as part of the study to capture the student programmer’s knowledge model. Different codes were developed to analyze the data collected as part of think aloud exercise. After transcribing, coding, and analyzing the data, it was found that the Link type of error message helped to fix the error in less time and with fewer steps. Among the three types, the Link type of error message also resulted in a significantly higher ratio of correct to incorrect steps taken by the programmer to fix the error.
ContributorsBeejady Murthy Kadekar, Harsha Kadekar (Author) / Sohoni, Sohum (Thesis advisor) / Craig, Scotty D. (Committee member) / Jordan, Shawn S (Committee member) / Gary, Kevin A (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Each programming language has a compiler associated with it which helps to identify logical or syntactical errors in the program. These compiler error messages play important part in the form of formative feedback for the programmer. Thus, the error messages should be constructed carefully, considering the affective and cognitive needs

Each programming language has a compiler associated with it which helps to identify logical or syntactical errors in the program. These compiler error messages play important part in the form of formative feedback for the programmer. Thus, the error messages should be constructed carefully, considering the affective and cognitive needs of programmers. This is especially true for systems that are used in educational settings, as the messages are typically seen by students who are novice programmers. If the error messages are hard to understand then they might discourage students from understanding or learning the programming language. The primary goal of this research is to identify methods to make the error messages more effective so that students can understand them better and simultaneously learn from their mistakes. This study is focused on understanding how the error message affects the understanding of the error and the approach students take to solve the error. In this study, three types of error messages were provided to the students. The first type is Default type error message which is an assembler centric error message. The second type is Link type error message which is a descriptive error message along with a link to the appropriate section of the PLP manual. The third type is Example type error message which is again a descriptive error message with an example of the similar type of error along with correction step. All these error types were developed for the PLP assembly language. A think-aloud experiment was designed and conducted on the students. The experiment was later transcribed and coded to understand different approach students take to solve different type of error message. After analyzing the result of the think-aloud experiment it was found that student read the Link type error message completely and they understood and learned from the error message to solve the error. The results also indicated that Link type was more helpful compare to other types of error message. The Link type made error solving process more effective compared to other error types.
ContributorsTanpure, Siddhant Bapusaheb (Author) / Sohoni, Sohum (Thesis advisor) / Gary, Kevin A (Committee member) / Craig, Scotty D. (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The inception of the human-powered water pump began during my trip to Maasailand in Kenya over the Summer of 2017. Being one of the few Broadening the Reach of Engineering through Community Engagement (BRECE) Scholars at Arizona State University, I was given the opportunity to join Prescott College (PC) on

The inception of the human-powered water pump began during my trip to Maasailand in Kenya over the Summer of 2017. Being one of the few Broadening the Reach of Engineering through Community Engagement (BRECE) Scholars at Arizona State University, I was given the opportunity to join Prescott College (PC) on their annual trip to the Maasai Education, Research, and Conservation (MERC) Institute in rural Kenya. The ASU BRECE scholars that choose to travel were asked to collaborate with the local Maasai community to help develop functional and sustainable engineering solutions to problems identified alongside community members using rudimentary technology and tools that were available in this resource-constrained setting. This initiative evolved into multiple projects from the installation of GravityLights (a local invention that powers LEDs with falling sandbags), the construction/installation of smokeless stoves, and development of a much-needed solution to move water from the rainwater collection tanks around camp to other locations. This last project listed was prototyped once in camp, and this report details subsequent iterations of this human-powered pump.
ContributorsMiller, Miles Edward (Author) / Henderson, Mark (Thesis director) / Abbas, James (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The field of robotics is rapidly expanding, and with it, the methods of teaching and introducing students must also advance alongside new technologies. There is a challenge in robotics education, especially at high school levels, to expose them to more modern and practical robots. One way to bridge this ga

The field of robotics is rapidly expanding, and with it, the methods of teaching and introducing students must also advance alongside new technologies. There is a challenge in robotics education, especially at high school levels, to expose them to more modern and practical robots. One way to bridge this gap is human-robot interaction for a more hands-on and impactful experience that will leave students more interested in pursuing the field. Our project is a Robotic Head Kit that can be used in an educational setting to teach about its electrical, mechanical, programming, and psychological concepts. We took an existing robot head prototype and further advanced it so it can be easily assembled while still maintaining human complexity. Our research for this project dove into the electronics, mechanics, software, and even psychological barriers present in order to advance the already existing head design. The kit we have developed combines the field of robotics with psychology to create and add more life-like features and functionality to the robot, nicknamed "James Junior." The goal of our Honors Thesis was to initially fix electrical, mechanical, and software problems present. We were then tasked to run tests with high school students to validate our assembly instructions while gathering their observations and feedback about the robot's programmed reactions and emotions. The electrical problems were solved with custom PCBs designed to power and program the existing servo motors on the head. A new set of assembly instructions were written and modifications to the 3D printed parts were made for the kit. In software, existing code was improved to implement a user interface via keypad and joystick to give students control of the robot head they construct themselves. The results of our tests showed that we were not only successful in creating an intuitive robot head kit that could be easily assembled by high school students, but we were also successful in programming human-like expressions that could be emotionally perceived by the students.
ContributorsRathke, Benjamin (Co-author) / Rivera, Gerardo (Co-author) / Sodemann, Angela (Thesis director) / Itagi, Manjunath (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In past literature, automobile crash data is analyzed using time-series prediction

37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In past literature, automobile crash data is analyzed using time-series prediction technicques to identify road segments and/or intersections likely to experience future crashes (Lord & Mannering, 2010). After dangerous zones have been identified road modifications can be implemented improving public safety. This project introduces a historical safety metric for evaluating the relative danger of roads in a road network. The historical safety metric can be used to update routing choices of individual drivers improving public safety by avoiding historically more dangerous routes. The metric is constructed using crash frequency, severity, location and traffic information. An analysis of publically-available crash and traffic data in Allgeheny County, Pennsylvania is used to generate the historical safety metric for a specific road network. Methods for evaluating routes based on the presented historical safety metric are included using the Mann Whitney U Test to evaluate the significance of routing decisions. The evaluation method presented requires routes have at least 20 crashes to be compared with significance testing. The safety of the road network is visualized using a heatmap to present distribution of the metric throughout Allgeheny County.
ContributorsGupta, Ariel Meron (Author) / Bansal, Ajay (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
This thesis proposes the concept of soft robotic supernumerary limbs to assist the wearer in the execution of tasks, whether it be to share loads or replace an assistant. These controllable extra arms are made using soft robotics to reduce the weight and cost of the device, and are not

This thesis proposes the concept of soft robotic supernumerary limbs to assist the wearer in the execution of tasks, whether it be to share loads or replace an assistant. These controllable extra arms are made using soft robotics to reduce the weight and cost of the device, and are not limited in size and location to the user's arm as with exoskeletal devices. Soft robotics differ from traditional robotics in that they are made using soft materials such as silicone elastomers rather than hard materials such as metals or plastics. This thesis presents the design, fabrication, and testing of the arm, including the joints and the actuators to move them, as well as the design and fabrication of the human-body interface to unite man and machine. This prototype utilizes two types of pneumatically-driven actuators, pneumatic artificial muscles and fiber-reinforced actuators, to actuate the elbow and shoulder joints, respectively. The robotic limb is mounted at the waist on a backpack frame to avoid interfering with the wearer's biological arm. Through testing and evaluation, this prototype device proves the feasibility of soft supernumerary limbs, and opens up opportunities for further development into the field.
ContributorsOlson, Weston Roscoe (Author) / Polygerinos, Panagiotis (Thesis director) / Zhang, Wenlong (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
As robotics technology advances, robots are being created for use in situations where they collaborate with humans on complex tasks.  For this to be safe and successful, it is important to understand what causes humans to trust robots more or less during a collaborative task.  This research project aims to

As robotics technology advances, robots are being created for use in situations where they collaborate with humans on complex tasks.  For this to be safe and successful, it is important to understand what causes humans to trust robots more or less during a collaborative task.  This research project aims to investigate human-robot trust through a collaborative game of logic that can be played with a human and a robot together. This thesis details the development of a game of logic that could be used for this purpose. The game of logic is based upon a popular game in AI research called ‘Wumpus World’. The original Wumpus World game was a low-interactivity game to be played by humans alone. In this project, the Wumpus World game is modified for a high degree of interactivity with a human player, while also allowing the game to be played simultaneously by an AI algorithm.
ContributorsBoateng, Andrew Owusu (Author) / Sodemann, Angela (Thesis director) / Martin, Thomas (Committee member) / Software Engineering (Contributor) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Adaptive expertise is a model of learning that posits two dimensions of development: efficiency and innovation. The mindset of an adaptive expert will serve any engineer by drawing upon diverse experiences to develop novel solutions to problems. Their mindset is based in lifelong learning, characterized by applying past experience to

Adaptive expertise is a model of learning that posits two dimensions of development: efficiency and innovation. The mindset of an adaptive expert will serve any engineer by drawing upon diverse experiences to develop novel solutions to problems. Their mindset is based in lifelong learning, characterized by applying past experience to current design challenges. Solution design requires a process, and a breadth of experience is among the adaptive expert's greatest tools in identifying the approach to take in an unfamiliar situation. The fluidity and agility of their mind allows them to work effectively throughout their career in technical design, as the situation of an engineer's design work can vary drastically over the course of time. This paper describes a study on an innovative junior-level electrical and robotic systems project course taught at a large southwestern university that encourages students to develop adaptive expertise in the context of real-world design projects. By fabricating prototypes, students learn strategies for troubleshooting and technical design, and iterations of the part demand reflection on previous design thinking. This study seeks to answer the following research questions: (1) How does user-centered design stimulate abstractive design thinking? (2) How does fabrication of prototypes stimulate active design thinking? And (3) How is the classroom culture enabling engineering design in the optimal adaptability corridor? Critical incident interviews were conducted with stakeholders in the course, and a thematic analysis of the transcripts conducted. Results show that this project-based curriculum fosters adaptive expertise by stimulating both abstractive and active design thinking. This provides a framework for practicing adaptive design thinking in classrooms. Disseminating these findings to curriculum designers will encourage more engaging, effective classes that graduate adaptive experts.
ContributorsLarson, James Robert (Author) / Jordan, Shawn (Thesis director) / Lande, Micah (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week consuming or engaging in eSports content, (2) follow multiple eSports

This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week consuming or engaging in eSports content, (2) follow multiple eSports personas (players or teams), and (3) have streamed or attended at least one eSports tournament. This segment of the eSports fanbase is targeted because it represents a very invested portion of the 380 million total eSports fans engaged with streaming and potentially attending live events and purchasing team merchandise (Newzoo 2018). The eSports industry itself is expected to reach almost a billion dollars in 2018, and Pulse will seek by capitalize on this record valuation by connecting fans to the highlights they love and performance metrics they wish to see for a given eSports Participant.

Pulse will stand out from its competitors by offering the hardcore eSports fan a digital space that provides them everything they care about eSports at a glance. From tracking Participant and franchise metrics to notifying them of an upcoming event, Pulse will sort through the eSports data stream and present its users with a customizable aggregation feed to sort through in a social media-type environment. Forum posts and comment sections on highlight videos will also be included to facilitate a social experience for the browsing user if he or she wishes to engage with the wider Pulse community. The web service will perform monetization by selling advertisement space to free users, or through monthly subscription fees to Premium users. The Premium users are offered additional features of the Pulse web service, such as additional Participant metrics, full video catalog of eSports highlights, and more focused search results.
ContributorsMoore, Randolph Lee (Author) / Eaton, Kathryn (Thesis director) / Schlacter, John (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This study seeks to analyze the motivation behind why college students at ASU join student organizations. Analysis for this study will be performed through describing considerations a student may undergo when looking into an organization to join. This perspective will be done through document analysis of the contents of the

This study seeks to analyze the motivation behind why college students at ASU join student organizations. Analysis for this study will be performed through describing considerations a student may undergo when looking into an organization to join. This perspective will be done through document analysis of the contents of the SunDevilSync and Facebook pages that various organizations, ranging from professional and academic organizations to social and non-academic organizations. These web pages are the first things students see when they join an organization for the first time, and it is here, that they gain their first glimpse into what the organization might really provide for them. Fifteen different organizations at ASU were used as the focus to allow for a diverse population to be categorized between their involvement across professional and social activities. It was found that students join organizations primarily for the purposes of the audience the name of the organization reaches out to, the proof of activities and the interests students would have with regards to the types of activities involved with the organization. Further, a list of primary activities that organizations ranging in the categories of professional and social might display is also generated as a means of allowing developing an idea of the differences between activities of organizations. An analysis of two organizations the author had created will also be used as a means of applying the knowledge gained from this research in a more tangible concept.
ContributorsBorneman, Ryan Kendall (Author) / Lande, Micah (Thesis director) / Henderson, Mark (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05