Matching Items (188)
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This document presents a new implementation of the Smoothed Particles Hydrodynamics algorithm using DirectX 11 and DirectCompute. The main goal of this document is to present to the reader an alternative solution to the largely studied and researched problem of fluid simulation. Most other solutions have been implemented using the

This document presents a new implementation of the Smoothed Particles Hydrodynamics algorithm using DirectX 11 and DirectCompute. The main goal of this document is to present to the reader an alternative solution to the largely studied and researched problem of fluid simulation. Most other solutions have been implemented using the NVIDIA CUDA framework; however, the proposed solution in this document uses the Microsoft general-purpose computing on graphics processing units API. The implementation allows for the simulation of a large number of particles in a real-time scenario. The solution presented here uses the Smoothed Particles Hydrodynamics algorithm to calculate the forces within the fluid; this algorithm provides a Lagrangian approach for discretizes the Navier-Stockes equations into a set of particles. Our solution uses the DirectCompute compute shaders to evaluate each particle using the multithreading and multi-core capabilities of the GPU increasing the overall performance. The solution then describes a method for extracting the fluid surface using the Marching Cubes method and the programmable interfaces exposed by the DirectX pipeline. Particularly, this document presents a method for using the Geometry Shader Stage to generate the triangle mesh as defined by the Marching Cubes method. The implementation results show the ability to simulate over 64K particles at a rate of 900 and 400 frames per second, not including the surface reconstruction steps and including the Marching Cubes steps respectively.
ContributorsFigueroa, Gustavo (Author) / Farin, Gerald (Thesis advisor) / Maciejewski, Ross (Committee member) / Wang, Yalin (Committee member) / Arizona State University (Publisher)
Created2012
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In the mid-1970s, social scientists began observing marital dyad conversations in laboratory settings with the hope of determining which observable features best discriminate couples who report being either satisfied or unsatisfied with their relationship. These studies continued until about a decade ago when, in addition to increasing laboratory costs slowing

In the mid-1970s, social scientists began observing marital dyad conversations in laboratory settings with the hope of determining which observable features best discriminate couples who report being either satisfied or unsatisfied with their relationship. These studies continued until about a decade ago when, in addition to increasing laboratory costs slowing the pace of new data collection, researchers realized that distressed couples were easier to quantitatively describe than nondistressed couples. Specifically, distressed couples exhibit rigid patterns of negativity whereas couples who report being maritally satisfied show minimal rigidity in the opposite direction \u2014 positivity. This was, and is, a theoretical dilemma: how can clinicians understand and eventually modify distressed relationships when the behavior of satisfied couples are less patterned, less predictable and more diverse? A recent study by Griffin and Li (2015), using contemporary machine learning techniques, reanalyzed existing marital interaction data and found that, contrary to expectation and existing theory, nondistressed couples should be further subdivided into two groups \u2014 those who are predictably positive or neutral and those who interact using diverse and varying levels of positive and negative behaviors. The latter group is the focus of this thesis. Using these recent findings as discussion points, I review how the unexpected behaviors in this novel group can maintain and possibly perpetuate marital satisfaction.
Created2015-05
Description
With the population size growing rapidly at Arizona State University, students are more likely to get sick and miss school when living on campus. The purpose of this project was to design a mobile web application called, SeeSick, that would visualize the spread of illness on the ASU Tempe campus.

With the population size growing rapidly at Arizona State University, students are more likely to get sick and miss school when living on campus. The purpose of this project was to design a mobile web application called, SeeSick, that would visualize the spread of illness on the ASU Tempe campus. This application would provide students with information that could help prevent the spread of illness and allow them to take actionable steps for staying healthy. To accomplish the design and testing of this application, research was conducted on how technology is currently used by students when they are sick, how to design an effective user interface for ASU students, how to physically visualize the spread of the flu on an app, and if an application like this would be useful. The visualizations are created from a user input form and from Twitter data scraping and are displayed on a heat map of the Tempe campus. 126 students were surveyed before the development of the application and once the application was functional, 87 students were interviewed for user testing. Through trial-and-error design and testing, the application was analyzed to determine if it would be used and change behavior. The design of SeeSick successfully provided users with a way to visualize the spread of symptoms on campus and presented them personalized feedback about their symptoms. 62% of students interviewed found the application to be useful and 84% of participants found it easy to use. However, 57% of students said their behavior would not change while using SeeSick. Of the students who tested the application, SeeSick was found to be useful, easy to use, but would not cause behavior change. The current version supports the goal to create a mobile application that tracks the spread of the flu on campus, however it was not tested enough to determine if it would change behavior. With further development and larger testing groups, SeeSick could be improved to not only track the spread of illness on a hyper-local level, but also create actionable steps to prevent the spread of illness.
ContributorsChartier, McKinsey Lynne (Author) / Hekler, Eric (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor)
Created2014-12
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Description
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

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.
ContributorsNguyen, Jordan Ngoc (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There

The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There are different sprites for the player's army units and icons within the game. The game also has a grid for easy unit placement.
ContributorsHsia, Allen (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
Due to the popularity of the movie industry, a film's opening weekend box-office performance is of great interest not only to movie studios, but to the general public, as well. In hopes of maximizing a film's opening weekend revenue, movie studios invest heavily in pre-release advertisement. The most visible advertisement

Due to the popularity of the movie industry, a film's opening weekend box-office performance is of great interest not only to movie studios, but to the general public, as well. In hopes of maximizing a film's opening weekend revenue, movie studios invest heavily in pre-release advertisement. The most visible advertisement is the movie trailer, which, in no more than two minutes and thirty seconds, serves as many people's first introduction to a film. The question, however, is how can we be confident that a trailer will succeed in its promotional task, and bring about the audience a studio expects? In this thesis, we use machine learning classification techniques to determine the effectiveness of a movie trailer in the promotion of its namesake. We accomplish this by creating a predictive model that automatically analyzes the audio and visual characteristics of a movie trailer to determine whether or not a film's opening will be successful by earning at least 35% of a film's production budget during its first U.S. box office weekend. Our predictive model performed reasonably well, achieving an accuracy of 68.09% in a binary classification. Accuracy increased to 78.62% when including genre in our predictive model.
ContributorsWilliams, Terrance D'Mitri (Author) / Pon-Barry, Heather (Thesis director) / Zafarani, Reza (Committee member) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
This work explores the development of a visual analytics tool for geodemographic exploration in an online environment. We mine 78 million records from the United States white pages, link the location data to demographic data (specifically income) from the United States Census Bureau, and allow users to interactively compare distributions

This work explores the development of a visual analytics tool for geodemographic exploration in an online environment. We mine 78 million records from the United States white pages, link the location data to demographic data (specifically income) from the United States Census Bureau, and allow users to interactively compare distributions of names with regards to spatial location similarity and income. In order to enable interactive similarity exploration, we explore methods of pre-processing the data as well as on-the-fly lookups. As data becomes larger and more complex, the development of appropriate data storage and analytics solutions has become even more critical when enabling online visualization. We discuss problems faced in implementation, design decisions and directions for future work.
ContributorsIbarra, Jose Luis (Author) / Maciejewski, Ross (Thesis director) / Mack, Elizabeth (Committee member) / Longley, Paul (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description

We generated 5-meter resolution SVF maps for two neighborhoods in Phoenix, Arizona to illustrate fine-scale variations of intra-urban horizon limitations due to urban form and vegetation.

ContributorsMiddel, Ariane (Author) / Lukasczyk, Jonas (Author) / Maciejewski, Ross (Author) / University of Kaiserslautern (Contributor)
Created2017-03-17
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Description

Education has been at the forefront of many issues in Arizona over the past several years with concerns over lack of funding sparking the Red for Ed movement. However, despite the push for educational change, there remain many barriers to education including a lack of visibility for how Arizona schools

Education has been at the forefront of many issues in Arizona over the past several years with concerns over lack of funding sparking the Red for Ed movement. However, despite the push for educational change, there remain many barriers to education including a lack of visibility for how Arizona schools are performing at a legislative district level. While there are sources of information released at a school district level, many of these are limited and can become obscure to legislators when such school districts lie on the boundary between 2 different legislative districts. Moreover, much of this information is in the form of raw spreadsheets and is often fragmented between government websites and educational organizations. As such, a visualization dashboard that clearly identifies schools and their relative performance within each legislative district would be an extremely valuable tool to legislative bodies and the Arizona public. Although this dashboard and research are rough drafts of a larger concept, they would ideally increase transparency regarding public information about these districts and allow legislators to utilize the dashboard as a tool for greater understanding and more effective policymaking.

ContributorsColyar, Justin Dallas (Author) / Michael, Katina (Thesis director) / Maciejewski, Ross (Committee member) / Tate, Luke (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This article reviews the range of delivery platforms that have been developed for the PySAL open source Python library for spatial analysis. This includes traditional desktop software (with a graphical user interface, command line or embedded in a computational notebook), open spatial analytics middleware, and web, cloud and distributed open

This article reviews the range of delivery platforms that have been developed for the PySAL open source Python library for spatial analysis. This includes traditional desktop software (with a graphical user interface, command line or embedded in a computational notebook), open spatial analytics middleware, and web, cloud and distributed open geospatial analytics for decision support. A common thread throughout the discussion is the emphasis on openness, interoperability, and provenance management in a scientific workflow. The code base of the PySAL library provides the common computing framework underlying all delivery mechanisms.
ContributorsRey, Sergio (Author) / Anselin, Luc (Author) / Li, Xun (Author) / Pahle, Robert (Author) / Laura, Jason (Author) / Li, Wenwen (Author) / Koschinsky, Julia (Author) / College of Liberal Arts and Sciences (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Computational Spatial Science (Contributor)
Created2015-06-01