Matching Items (520)
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Advancements in computer vision and machine learning have added a new dimension to remote sensing applications with the aid of imagery analysis techniques. Applications such as autonomous navigation and terrain classification which make use of image classification techniques are challenging problems and research is still being carried out to find

Advancements in computer vision and machine learning have added a new dimension to remote sensing applications with the aid of imagery analysis techniques. Applications such as autonomous navigation and terrain classification which make use of image classification techniques are challenging problems and research is still being carried out to find better solutions. In this thesis, a novel method is proposed which uses image registration techniques to provide better image classification. This method reduces the error rate of classification by performing image registration of the images with the previously obtained images before performing classification. The motivation behind this is the fact that images that are obtained in the same region which need to be classified will not differ significantly in characteristics. Hence, registration will provide an image that matches closer to the previously obtained image, thus providing better classification. To illustrate that the proposed method works, naïve Bayes and iterative closest point (ICP) algorithms are used for the image classification and registration stages respectively. This implementation was tested extensively in simulation using synthetic images and using a real life data set called the Defense Advanced Research Project Agency (DARPA) Learning Applied to Ground Robots (LAGR) dataset. The results show that the ICP algorithm does help in better classification with Naïve Bayes by reducing the error rate by an average of about 10% in the synthetic data and by about 7% on the actual datasets used.
ContributorsMuralidhar, Ashwini (Author) / Saripalli, Srikanth (Thesis advisor) / Papandreou-Suppappola, Antonia (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2011
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This thesis focuses on the erotic depictions of Lucretia and Susanna in Renaissance art. Both noted for displaying exemplary chastity, Lucretia and Susanna gained popularity as Christian and secular role models for women in the late Middle Ages and Renaissance. My examination of the heroines addresses the seductive portrayal of

This thesis focuses on the erotic depictions of Lucretia and Susanna in Renaissance art. Both noted for displaying exemplary chastity, Lucretia and Susanna gained popularity as Christian and secular role models for women in the late Middle Ages and Renaissance. My examination of the heroines addresses the seductive portrayal of these women in painting, which seemingly contradicts the essence of their celebrity. The images specifically analyzed in this thesis include: Lucas Cranach the Elder's Lucretia from 1525, Lucretia from 1533, and Venus from 1532 as well as Tintoretto's Susanna and the Elders and Annibale Carracci's Susanna and the Elders. The scope of my thesis includes both textual and visual analyses of the myths/figures and the disparity that arises between them. Employing Lucretia and Susanna as examples, my aim is to demonstrate a subtle subversion occurring within images of powerful women that ultimately strips them of their power.
ContributorsWilliamson, Jennifer Marie (Author) / Schleif, Corine (Thesis director) / Geschwind, Rachel (Committee member) / Pratt, Rebekah (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor) / School of Human Evolution and Social Change (Contributor) / School of Art (Contributor)
Created2013-05
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Science fiction themed video games, specifically Role Playing Games (RPGs) like Deus Ex: Human Revolution (DX:HR), that focus on an emerging technology, contain features that help to better inform anticipatory governance. In a game like DX:HR, players vicariously experience human-enhancement technology and its societal effects through their in-game character. Acting

Science fiction themed video games, specifically Role Playing Games (RPGs) like Deus Ex: Human Revolution (DX:HR), that focus on an emerging technology, contain features that help to better inform anticipatory governance. In a game like DX:HR, players vicariously experience human-enhancement technology and its societal effects through their in-game character. Acting as the character, the player explores the topic of human-enhancement technology in various ways, including dialogue with non-player characters (NPCs) and decisions that directly affect the game's world. Because Deus Ex: Human Revolution and games similar to it, allow players to explore and think about the technology itself, the stances on it, and its potential societal effects, they facilitate the anticipatory governance process. In this paper I postulate a theory of anticipatory gaming, which asserts that video games inform the anticipatory governance process for an emerging technology. To demonstrate this theory I examine the parts of the anticipatory governance process and demonstrate RPG's ability to inform it, through a case study of Deus Ex: Human Revolution.
ContributorsShedd, Jesse Bernard (Author) / Wetmore, Jameson (Thesis director) / Fisher, Erik (Committee member) / McKnight, John Carter (Committee member) / Barrett, The Honors College (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2013-05
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The purpose of our study was to examine the effectiveness of a cycling intervention on body composition in adolescents with Down syndrome (DS). Participants completed one of three interventions over eight consecutive weeks. The interventions were: 1) Voluntary Cycling (VC), in which participants cycled at their self-selected pedaling rate 2)

The purpose of our study was to examine the effectiveness of a cycling intervention on body composition in adolescents with Down syndrome (DS). Participants completed one of three interventions over eight consecutive weeks. The interventions were: 1) Voluntary Cycling (VC), in which participants cycled at their self-selected pedaling rate 2) Assisted Cycling (AC), in which the participants' voluntary pedaling rates were assisted with a motor to ensure the maintenance of 80 rpms. 3) No cycling (NC), in which the participants acted as controls. Participants in the AC intervention did not decrease body fat or increase lean body mass however they did maintain these measures during the intervention as compared to the VC and NO participants who increased body fat and decreased lean body mass. These statistics were not exactly as expected nor were they statistically significant. Future research will try to replicate this data with statistically significant values for more cycling adolescents with DS using more randomized intervention groups.
ContributorsBennett, Kristen Leigh (Author) / Ringenbach, Shannon (Thesis director) / Brown, Steven (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05
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This research study examined the effects of assisted cycling using a stationary recumbent bicycle that had an internal motor to help participants pedal at a desired cadence. The participants were either placed in an Assisted Cycling (AC), Voluntary Cycling (VC), or No Cycling (NC) intervention group. Those placed in the

This research study examined the effects of assisted cycling using a stationary recumbent bicycle that had an internal motor to help participants pedal at a desired cadence. The participants were either placed in an Assisted Cycling (AC), Voluntary Cycling (VC), or No Cycling (NC) intervention group. Those placed in the AC of VC groups then came to a laboratory setting 3 days a week for 8 weeks to cycle for 30 minutes. This research specifically analyzes the Vineland Adaptive Behavior Scale II to analyze the changes in daily living skills and maladaptive behaviors pre and post the exercise intervention. After analyzing the VABS II scores it was found that those in the VC intervention had statistically significant improvements in maladaptive behaviors. An interpretation of this finding is that the VC intervention had an increased heart rate over the span of the intervention and had a larger power output than those in the AC group. A limitation of this research is that it was a self-reported questionnaire that was given to the caregivers of the participant. The caregivers were not always controlled for, so in some cases two different caregivers were given the questionnaire for a single participant. A suggestion for future research would be to use the participant's mental age versus their chronological age when using the VABS-II and to use the Adaptive Behaviors Assessment System III (ABAS-III).
ContributorsJenkins, Cayla Marie (Author) / Ringenbach, Shannon (Thesis director) / Kulinna, Pamela (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05
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Advancements in mobile technologies have significantly enhanced the capabilities of mobile devices to serve as powerful platforms for sensing, processing, and visualization. Surges in the sensing technology and the abundance of data have enabled the use of these portable devices for real-time data analysis and decision-making in digital signal processing

Advancements in mobile technologies have significantly enhanced the capabilities of mobile devices to serve as powerful platforms for sensing, processing, and visualization. Surges in the sensing technology and the abundance of data have enabled the use of these portable devices for real-time data analysis and decision-making in digital signal processing (DSP) applications. Most of the current efforts in DSP education focus on building tools to facilitate understanding of the mathematical principles. However, there is a disconnect between real-world data processing problems and the material presented in a DSP course. Sophisticated mobile interfaces and apps can potentially play a crucial role in providing a hands-on-experience with modern DSP applications to students. In this work, a new paradigm of DSP learning is explored by building an interactive easy-to-use health monitoring application for use in DSP courses. This is motivated by the increasing commercial interest in employing mobile phones for real-time health monitoring tasks. The idea is to exploit the computational abilities of the Android platform to build m-Health modules with sensor interfaces. In particular, appropriate sensing modalities have been identified, and a suite of software functionalities have been developed. Within the existing framework of the AJDSP app, a graphical programming environment, interfaces to on-board and external sensor hardware have also been developed to acquire and process physiological data. The set of sensor signals that can be monitored include electrocardiogram (ECG), photoplethysmogram (PPG), accelerometer signal, and galvanic skin response (GSR). The proposed m-Health modules can be used to estimate parameters such as heart rate, oxygen saturation, step count, and heart rate variability. A set of laboratory exercises have been designed to demonstrate the use of these modules in DSP courses. The app was evaluated through several workshops involving graduate and undergraduate students in signal processing majors at Arizona State University. The usefulness of the software modules in enhancing student understanding of signals, sensors and DSP systems were analyzed. Student opinions about the app and the proposed m-health modules evidenced the merits of integrating tools for mobile sensing and processing in a DSP curriculum, and familiarizing students with challenges in modern data-driven applications.
ContributorsRajan, Deepta (Author) / Spanias, Andreas (Thesis advisor) / Frakes, David (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
With robots being used extensively in various areas, a certain degree of robot autonomy has always been found desirable. In applications like planetary exploration, autonomous path planning and navigation are considered essential. But every now and then, a need to modify the robot's operation arises, a need for a human

With robots being used extensively in various areas, a certain degree of robot autonomy has always been found desirable. In applications like planetary exploration, autonomous path planning and navigation are considered essential. But every now and then, a need to modify the robot's operation arises, a need for a human to provide it some supervisory parameters that modify the degree of autonomy or allocate extra tasks to the robot. In this regard, this thesis presents an approach to include a provision to accept and incorporate such human inputs and modify the navigation functions of the robot accordingly. Concepts such as applying kinematical constraints while planning paths, traversing of unknown areas with an intent of maximizing field of view, performing complex tasks on command etc. have been examined and implemented. The approaches have been tested in Robot Operating System (ROS), using robots such as the iRobot Create, Personal Robotics (PR2) etc. Simulations and experimental demonstrations have proved that this approach is feasible for solving some of the existing problems and that it certainly can pave way to further research for enhancing functionality.
ContributorsVemprala, Sai Hemachandra (Author) / Saripalli, Srikanth (Thesis advisor) / Fainekos, Georgios (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
In contemporary society, sustainability and public well-being have been pressing challenges. Some of the important questions are:how can sustainable practices, such as reducing carbon emission, be encouraged? , How can a healthy lifestyle be maintained?Even though individuals are interested, they are unable to adopt these behaviors due to resource constraints.

In contemporary society, sustainability and public well-being have been pressing challenges. Some of the important questions are:how can sustainable practices, such as reducing carbon emission, be encouraged? , How can a healthy lifestyle be maintained?Even though individuals are interested, they are unable to adopt these behaviors due to resource constraints. Developing a framework to enable cooperative behavior adoption and to sustain it for a long period of time is a major challenge. As a part of developing this framework, I am focusing on methods to understand behavior diffusion over time. Facilitating behavior diffusion with resource constraints in a large population is qualitatively different from promoting cooperation in small groups. Previous work in social sciences has derived conditions for sustainable cooperative behavior in small homogeneous groups. However, how groups of individuals having resource constraint co-operate over extended periods of time is not well understood, and is the focus of my thesis. I develop models to analyze behavior diffusion over time through the lens of epidemic models with the condition that individuals have resource constraint. I introduce an epidemic model SVRS ( Susceptible-Volatile-Recovered-Susceptible) to accommodate multiple behavior adoption. I investigate the longitudinal effects of behavior diffusion by varying different properties of an individual such as resources,threshold and cost of behavior adoption. I also consider how behavior adoption of an individual varies with her knowledge of global adoption. I evaluate my models on several synthetic topologies like complete regular graph, preferential attachment and small-world and make some interesting observations. Periodic injection of early adopters can help in boosting the spread of behaviors and sustain it for a longer period of time. Also, behavior propagation for the classical epidemic model SIRS (Susceptible-Infected-Recovered-Susceptible) does not continue for an infinite period of time as per conventional wisdom. One interesting future direction is to investigate how behavior adoption is affected when number of individuals in a network changes. The affects on behavior adoption when availability of behavior changes with time can also be examined.
ContributorsDey, Anindita (Author) / Sundaram, Hari (Thesis advisor) / Turaga, Pavan (Committee member) / Davulcu, Hasan (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Digital sound synthesis allows the creation of a great variety of sounds. Focusing on interesting or ecologically valid sounds for music, simulation, aesthetics, or other purposes limits the otherwise vast digital audio palette. Tools for creating such sounds vary from arbitrary methods of altering recordings to precise simulations of vibrating

Digital sound synthesis allows the creation of a great variety of sounds. Focusing on interesting or ecologically valid sounds for music, simulation, aesthetics, or other purposes limits the otherwise vast digital audio palette. Tools for creating such sounds vary from arbitrary methods of altering recordings to precise simulations of vibrating objects. In this work, methods of sound synthesis by re-sonification are considered. Re-sonification, herein, refers to the general process of analyzing, possibly transforming, and resynthesizing or reusing recorded sounds in meaningful ways, to convey information. Applied to soundscapes, re-sonification is presented as a means of conveying activity within an environment. Applied to the sounds of objects, this work examines modeling the perception of objects as well as their physical properties and the ability to simulate interactive events with such objects. To create soundscapes to re-sonify geographic environments, a method of automated soundscape design is presented. Using recorded sounds that are classified based on acoustic, social, semantic, and geographic information, this method produces stochastically generated soundscapes to re-sonify selected geographic areas. Drawing on prior knowledge, local sounds and those deemed similar comprise a locale's soundscape. In the context of re-sonifying events, this work examines processes for modeling and estimating the excitations of sounding objects. These include plucking, striking, rubbing, and any interaction that imparts energy into a system, affecting the resultant sound. A method of estimating a linear system's input, constrained to a signal-subspace, is presented and applied toward improving the estimation of percussive excitations for re-sonification. To work toward robust recording-based modeling and re-sonification of objects, new implementations of banded waveguide (BWG) models are proposed for object modeling and sound synthesis. Previous implementations of BWGs use arbitrary model parameters and may produce a range of simulations that do not match digital waveguide or modal models of the same design. Subject to linear excitations, some models proposed here behave identically to other equivalently designed physical models. Under nonlinear interactions, such as bowing, many of the proposed implementations exhibit improvements in the attack characteristics of synthesized sounds.
ContributorsFink, Alex M (Author) / Spanias, Andreas S (Thesis advisor) / Cook, Perry R. (Committee member) / Turaga, Pavan (Committee member) / Tsakalis, Konstantinos (Committee member) / Arizona State University (Publisher)
Created2013
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Description
One of the main challenges in planetary robotics is to traverse the shortest path through a set of waypoints. The shortest distance between any two waypoints is a direct linear traversal. Often times, there are physical restrictions that prevent a rover form traversing straight to a waypoint. Thus, knowledge of

One of the main challenges in planetary robotics is to traverse the shortest path through a set of waypoints. The shortest distance between any two waypoints is a direct linear traversal. Often times, there are physical restrictions that prevent a rover form traversing straight to a waypoint. Thus, knowledge of the terrain is needed prior to traversal. The Digital Terrain Model (DTM) provides information about the terrain along with waypoints for the rover to traverse. However, traversing a set of waypoints linearly is burdensome, as the rovers would constantly need to modify their orientation as they successively approach waypoints. Although there are various solutions to this problem, this research paper proposes the smooth traversability of the rover using splines as a quick and easy implementation to traverse a set of waypoints. In addition, a rover was used to compare the smoothness of the linear traversal along with the spline interpolations. The data collected illustrated that spline traversals had a less rate of change in the velocity over time, indicating that the rover performed smoother than with linear paths.
ContributorsKamasamudram, Anurag (Author) / Saripalli, Srikanth (Thesis advisor) / Fainekos, Georgios (Thesis advisor) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2013