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Description
Gathering and managing software requirements, known as Requirement Engineering (RE), is a significant and basic step during the Software Development Life Cycle (SDLC). Any error or defect during the RE step will propagate to further steps of SDLC and resolving it will be more costly than any defect in other

Gathering and managing software requirements, known as Requirement Engineering (RE), is a significant and basic step during the Software Development Life Cycle (SDLC). Any error or defect during the RE step will propagate to further steps of SDLC and resolving it will be more costly than any defect in other steps. In order to produce better quality software, the requirements have to be free of any defects. Verification and Validation (V&V;) of requirements are performed to improve their quality, by performing the V&V; process on the Software Requirement Specification (SRS) document. V&V; of the software requirements focused to a specific domain helps in improving quality. A large database of software requirements from software projects of different domains is created. Software requirements from commercial applications are focus of this project; other domains embedded, mobile, E-commerce, etc. can be the focus of future efforts. The V&V; is done to inspect the requirements and improve the quality. Inspections are done to detect defects in the requirements and three approaches for inspection of software requirements are discussed; ad-hoc techniques, checklists, and scenario-based techniques. A more systematic domain-specific technique is presented for performing V&V; of requirements.
ContributorsChughtai, Rehman (Author) / Ghazarian, Arbi (Thesis advisor) / Bansal, Ajay (Committee member) / Millard, Bruce (Committee member) / Arizona State University (Publisher)
Created2012
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Description
The process of playwriting is much more than merely writing the script itself; it is a process of outlining, writing, rewriting, and rewriting some more. This project explores that process from the very beginning to the late stages of final rewrites on a full-length, two-act stage play, Forget Me Not.

The process of playwriting is much more than merely writing the script itself; it is a process of outlining, writing, rewriting, and rewriting some more. This project explores that process from the very beginning to the late stages of final rewrites on a full-length, two-act stage play, Forget Me Not. Thematically, the play addresses issues such as legacy, ambition, the limitations of memory, and the complex relationships between women. It also speaks to the possibility of hope and revolves around twenty-something characters who are not nihilistic or pretentious as in the frequently-dominant portrayal of that demographic, but rather witty, intelligent, and layered. The play applies techniques of playwriting with a focus on character development as the element that drives the story, while also playing with conceptions of memory and time through the framing device, structure, and narration. A craft essay follows the script of the play, detailing the process of conceptualizing, writing, and revising the play.
ContributorsPrahl, Amanda Catherine (Author) / Sterling, Pamela (Thesis director) / Campbell, Corey (Committee member) / Jennings-Roggensack, Colleen (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Politics and Global Studies (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor)
Created2015-05
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Description

This study aims to produce efficient and effective group writing workshops for students within the Barrett Honors College at Arizona State University. To balance two opposing theories in writing center pedagogy - the direct instruction theory and the student-led/ collaborative theory - this study also aims to determine whether a

This study aims to produce efficient and effective group writing workshops for students within the Barrett Honors College at Arizona State University. To balance two opposing theories in writing center pedagogy - the direct instruction theory and the student-led/ collaborative theory - this study also aims to determine whether a balanced combination of these approaches in writing workshops will increase student confidence in their writing abilities. Several writing workshops were held over Zoom utilizing a combination of direct teaching methods and collaborative techniques. Students were then surveyed to determine whether they found the workshops helpful, learned new skills, and/or grew more confident in their abilities. The student responses proved the hypothesis that a combined approach leads to an increase in student confidence.

ContributorsGuido, Julia (Author) / Graff, Sarah (Thesis director) / Popova, Laura (Committee member) / School of International Letters and Cultures (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The purpose of this study is to determine the types of classroom instructional activities commonly used in teaching literature. Data were collected at ASU Preparatory High School. The study determined that literature-based lessons and activities fall under three categories: reading, writing, and discussion. Classroom observations revealed that reading, writing, and

The purpose of this study is to determine the types of classroom instructional activities commonly used in teaching literature. Data were collected at ASU Preparatory High School. The study determined that literature-based lessons and activities fall under three categories: reading, writing, and discussion. Classroom observations revealed that reading, writing, and discursive activities were designed to promote higher-ordering thinking. These activities included silent reading, annotating text, reading aloud, keeping reading response journals, practicing essay writing, and participating in Socratic discussion. The teachers at ASU Prep used the listed activities with the intent to challenge their English students to engage in active learning, to improve reading, writing, and discursive skills, and promote critical thinking skills.
ContributorsSarik, Vivian Roathany (Author) / Blasingame, James (Thesis director) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of English (Contributor)
Created2015-05
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Description
Classical planning is a field of Artificial Intelligence concerned with allowing autonomous agents to make reasonable decisions in complex environments. This work investigates
the application of deep learning and planning techniques, with the aim of constructing generalized plans capable of solving multiple problem instances. We construct a Deep Neural Network that,

Classical planning is a field of Artificial Intelligence concerned with allowing autonomous agents to make reasonable decisions in complex environments. This work investigates
the application of deep learning and planning techniques, with the aim of constructing generalized plans capable of solving multiple problem instances. We construct a Deep Neural Network that, given an abstract problem state, predicts both (i) the best action to be taken from that state and (ii) the generalized “role” of the object being manipulated. The neural network was tested on two classical planning domains: the blocks world domain and the logistic domain. Results indicate that neural networks are capable of making such
predictions with high accuracy, indicating a promising new framework for approaching generalized planning problems.
ContributorsNakhleh, Julia Blair (Author) / Srivastava, Siddharth (Thesis director) / Fainekos, Georgios (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This research lays down foundational work in the semantic reconstruction of linguistic politeness in English-to-Japanese machine translation and thereby advances semantic-based automated translation of English into other natural languages. I developed a Java project called the PoliteParser that is intended as a plug-in to existing semantic parsers to determine whether

This research lays down foundational work in the semantic reconstruction of linguistic politeness in English-to-Japanese machine translation and thereby advances semantic-based automated translation of English into other natural languages. I developed a Java project called the PoliteParser that is intended as a plug-in to existing semantic parsers to determine whether verbs in dialogue in an English corpus should be conjugated into the plain or the polite honorific form when translated into Japanese. The PoliteParser bases this decision off of semantic information about the social relationships between the speaker and the listener, the speaker's personality, and the circumstances of the utterance. Testing undergone during the course of this research demonstrates that the PoliteParser can achieve levels of accuracy 31 percentage points higher than that of statistical translation systems when integrated with a semantic parser and 54 percentage points higher when used with pre-parsed data.
ContributorsGuiou, Jared Tyler (Author) / Baral, Chitta (Thesis director) / Tanno, Koji (Committee member) / School of International Letters and Cultures (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
One persisting problem in Massive Open Online Courses (MOOCs) is the issue of student dropout from these courses. The prediction of student dropout from MOOC courses can identify the factors responsible for such an event and it can further initiate intervention before such an event to increase student success in

One persisting problem in Massive Open Online Courses (MOOCs) is the issue of student dropout from these courses. The prediction of student dropout from MOOC courses can identify the factors responsible for such an event and it can further initiate intervention before such an event to increase student success in MOOC. There are different approaches and various features available for the prediction of student’s dropout in MOOC courses.In this research, the data derived from the self-paced math course ‘College Algebra and Problem Solving’ offered on the MOOC platform Open edX offered by Arizona State University (ASU) from 2016 to 2020 was considered. This research aims to predict the dropout of students from a MOOC course given a set of features engineered from the learning of students in a day. Machine Learning (ML) model used is Random Forest (RF) and this model is evaluated using the validation metrics like accuracy, precision, recall, F1-score, Area Under the Curve (AUC), Receiver Operating Characteristic (ROC) curve. The average rate of student learning progress was found to have more impact than other features. The model developed can predict the dropout or continuation of students on any given day in the MOOC course with an accuracy of 87.5%, AUC of 94.5%, precision of 88%, recall of 87.5%, and F1-score of 87.5% respectively. The contributing features and interactions were explained using Shapely values for the prediction of the model. The features engineered in this research are predictive of student dropout and could be used for similar courses to predict student dropout from the course. This model can also help in making interventions at a critical time to help students succeed in this MOOC course.
ContributorsDominic Ravichandran, Sheran Dass (Author) / Gary, Kevin (Thesis advisor) / Bansal, Ajay (Committee member) / Cunningham, James (Committee member) / Sannier, Adrian (Committee member) / Arizona State University (Publisher)
Created2021
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Description
A significant proportion of medical errors exist in crucial medical information, and most stem from misinterpreting non-standardized clinical notes. Clinical Skills exam offered by the United States Medical Licensing Examination (USMLE) was put in place to certify patient note-taking skills before medical students joined professional practices, offering the first line

A significant proportion of medical errors exist in crucial medical information, and most stem from misinterpreting non-standardized clinical notes. Clinical Skills exam offered by the United States Medical Licensing Examination (USMLE) was put in place to certify patient note-taking skills before medical students joined professional practices, offering the first line of defense in protecting patients from medical errors. Nonetheless, the exams were discontinued in 2021 following high costs and resource usage in scoring the exams. This thesis compares four transformer-based models, namely BERT (Bidirectional Encoder Representations from Transformers) Base Uncased, Emilyalsentzer Bio_ClinicalBERT, RoBERTa (Robustly Optimized BERT Pre-Training Approach), and DeBERTa (Decoding-enhanced BERT with disentangled attention), with the goal to map free text in patient notes to clinical concepts present in the exam rubric. The impact of context-specific embeddings on BERT was also studied to determine the need for a clinical BERT in Clinical Skills exam. This thesis proposes the use of DeBERTa as a backbone model in patient note scoring for the USMLE Clinical Skills exam after comparing it with three other transformer models. Disentangled attention and enhanced mask decoder integrated into DeBERTa were credited for the high performance of DeBERTa as compared to the other models. Besides, the effect of meta pseudo labeling was also investigated in this thesis, which in turn, further enhanced DeBERTa’s performance.
ContributorsGanesh, Jay (Author) / Bansal, Ajay (Thesis advisor) / Mehlhase, Alexandra (Committee member) / Findler, Michael (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Open Information Extraction (OIE) is a subset of Natural Language Processing (NLP) that constitutes the processing of natural language into structured and machine-readable data. This thesis uses data in Resource Description Framework (RDF) triple format that comprises of a subject, predicate, and object. The extraction of RDF triples from

Open Information Extraction (OIE) is a subset of Natural Language Processing (NLP) that constitutes the processing of natural language into structured and machine-readable data. This thesis uses data in Resource Description Framework (RDF) triple format that comprises of a subject, predicate, and object. The extraction of RDF triples from natural language is an essential step towards importing data into web ontologies as part of the linked open data cloud on the Semantic web. There have been a number of related techniques for extraction of triples from plain natural language text including but not limited to ClausIE, OLLIE, Reverb, and DeepEx. This proposed study aims to reduce the dependency on conventional machine learning models since they require training datasets, and the models are not easily customizable or explainable. By leveraging a context-free grammar (CFG) based model, this thesis aims to address some of these issues while minimizing the trade-offs on performance and accuracy. Furthermore, a deep-dive is conducted to analyze the strengths and limitations of the proposed approach.
ContributorsSingh, Varun (Author) / Bansal, Srividya (Thesis advisor) / Bansal, Ajay (Committee member) / Mehlhase, Alexandra (Committee member) / Arizona State University (Publisher)
Created2023