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HgCdTe is the dominant material currently in use for infrared (IR) focal-plane-array (FPA) technology. In this dissertation, transmission electron microscopy (TEM) was used for the characterization of epitaxial HgCdTe epilayers and HgCdTe-based devices. The microstructure of CdTe surface passivation layers deposited either by hot-wall epitaxy (HWE) or molecular beam epitaxy

HgCdTe is the dominant material currently in use for infrared (IR) focal-plane-array (FPA) technology. In this dissertation, transmission electron microscopy (TEM) was used for the characterization of epitaxial HgCdTe epilayers and HgCdTe-based devices. The microstructure of CdTe surface passivation layers deposited either by hot-wall epitaxy (HWE) or molecular beam epitaxy (MBE) on HgCdTe heterostructures was evaluated. The as-deposited CdTe passivation layers were polycrystalline and columnar. The CdTe grains were larger and more irregular when deposited by HWE, whereas those deposited by MBE were generally well-textured with mostly vertical grain boundaries. Observations and measurements using several TEM techniques showed that the CdTe/HgCdTe interface became considerably more abrupt after annealing, and the crystallinity of the CdTe layer was also improved. The microstructure and compositional profiles of CdTe(211)B/ZnTe/Si(211) heterostructures grown by MBE was investigated. Many inclined {111}-type stacking faults were present throughout the thin ZnTe layer, terminating near the point of initiation of CdTe growth. A rotation angle of about 3.5° was observed between lattice planes of the Si substrate and the final CdTe epilayer. Lattice parameter measurement and elemental profiles indicated that some local intermixing of Zn and Cd had taken place. The average widths of the ZnTe layer and the (Cd, Zn)Te transition region were found to be roughly 6.5 nm and 3.5 nm, respectively. Initial observations of CdTe(211)B/GaAs(211) heterostructures indicated much reduced defect densities near the vicinity of the substrate and within the CdTe epilayers. HgCdTe epilayers grown on CdTe(211)B/GaAs(211) composite substrate were generally of high quality, despite the presence of precipitates at the HgCdTe/CdTe interface. The microstructure of HgCdSe thin films grown by MBE on ZnTe/Si(112) and GaSb(112) substrates were investigated. The quality of the HgCdSe growth was dependent on the growth temperature and materials flux, independent of the substrate. The materials grown at 100°C were generally of high quality, while those grown at 140°C had {111}-type stacking defects and high dislocation densities. For epitaxial growth of HgCdSe on GaSb substrates, better preparation of the GaSb buffer layer will be essential in order to ensure that high-quality HgCdSe can be grown.
ContributorsZhao, Wenfeng (Author) / Smith, David J. (Thesis advisor) / McCartney, Martha (Committee member) / Carpenter, Ray (Committee member) / Bennett, Peter (Committee member) / Treacy, Michael J. (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Education in computer science is a difficult endeavor, with learning a new programing language being a barrier to entry, especially for college freshman and high school students. Learning a first programming language requires understanding the syntax of the language, the algorithms to use, and any additional complexities the language carries.

Education in computer science is a difficult endeavor, with learning a new programing language being a barrier to entry, especially for college freshman and high school students. Learning a first programming language requires understanding the syntax of the language, the algorithms to use, and any additional complexities the language carries. Often times this becomes a deterrent from learning computer science at all. Especially in high school, students may not want to spend a year or more simply learning the syntax of a programming language. In order to overcome these issues, as well as to mitigate the issues caused by Microsoft discontinuing their Visual Programming Language (VPL), we have decided to implement a new VPL, ASU-VPL, based on Microsoft's VPL. ASU-VPL provides an environment where users can focus on algorithms and worry less about syntactic issues. ASU-VPL was built with the concepts of Robot as a Service and workflow based development in mind. As such, ASU-VPL is designed with the intention of allowing web services to be added to the toolbox (e.g. WSDL and REST services). ASU-VPL has strong support for multithreaded operations, including event driven development, and is built with Microsoft VPL users in mind. It provides support for many different robots, including Lego's third generation robots, i.e. EV3, and any open platform robots. To demonstrate the capabilities of ASU-VPL, this paper details the creation of an Intel Edison based robot and the use of ASU-VPL for programming both the Intel based robot and an EV3 robot. This paper will also discuss differences between ASU-VPL and Microsoft VPL as well as differences between developing for the EV3 and for an open platform robot.
ContributorsDe Luca, Gennaro (Author) / Chen, Yinong (Thesis director) / Cheng, Calvin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Gamification is used to provide an entertaining alternative to educate an individual on a topic that has proven to be difficult, confusing, or undesirable. This thesis describes the design of a video game whose goal was to provide a way for coders and non-coders to educate themselves on programming scopes

Gamification is used to provide an entertaining alternative to educate an individual on a topic that has proven to be difficult, confusing, or undesirable. This thesis describes the design of a video game whose goal was to provide a way for coders and non-coders to educate themselves on programming scopes while also being entertained in the process. Reaching the goal required using the puzzle genre to create a concept where programming scopes would serve as the primary mechanic while also using various other programming concepts to complement it. These concepts include variables, values, functions, programming statements, and conditions.
In order to ensure that the game worked both as an educational tool as well as an entertaining one, informal testers were used with various degrees of experience in both coding and video games. After reaching the end of the game, each of the testers demonstrated that they understood the programming concepts in their video game form. However, this understanding came after additional verbal help was supplied and illustrated that the tutorial section of the game would need to be re-worked in order to efficiently demonstrate each concept.
ContributorsLucero, Elijah Ray (Author) / Bazzi, Rida (Thesis director) / Selgrad, Justin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The goal of this product was to create a highly customizable application in which any individual, musician or not, can create a harmony for the user’s melody. This Automating Music Composer is built on the underlying rules of music composition, rules that are unique for each type of music available.

The goal of this product was to create a highly customizable application in which any individual, musician or not, can create a harmony for the user’s melody. This Automating Music Composer is built on the underlying rules of music composition, rules that are unique for each type of music available. This program is built on rules that are similar to how a Finite State Machine works (Fig 1). Each state represents a different chord in a given key, where the first roman numeral represents the first note in the chord progression. Each transition represents the action that can be taken by the chord progression, or the next note that can be reached by the current note. The user is able to manipulate these rules and styles, adjust different musical parameters to their liking, and is able to input their own melody, which then will output a unique harmony. This product aims to bridge the gap between predictive technologies and musical composition. Allowing the user to be more involved in the composition process helps the program to act as a tool for the user, rather than a separate entity that simply gives the user a completed recording. This allows the user to appreciate and understand what they are helping to produce more than they would if they were to simply be an inactive consumer of a random music composer. This product is meant to feel like an extension of the user, rather than a separate tool.
ContributorsKumar, Dhantin (Co-author) / Lopez, Christian (Co-author) / Nakamura, Mutsumi (Thesis director) / Blount, Andrew (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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
Description
Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement

Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement of theatrical expression. As mechanics, lighting, sound, and visual media have made their way into the spotlight, advances in theatrical robotics continue to push for their inclusion in the director's toolbox. However, much of the technology available is gated by high prices and unintuitive interfaces, designed for large troupes and specialized engineers, making it difficult to access for small schools and students new to the medium. As a group of engineering students with a vested interest in the development of the arts, this thesis team designed a system that will enable troupes from any background to participate in the advent of affordable automation. The intended result of this thesis project was to create a robotic platform that interfaces with custom software, receiving commands and transmitting position data, and to design that software so that a user can define intuitive cues for their shows. In addition, a new pathfinding algorithm was developed to support free-roaming automation in a 2D space. The final product consisted of a relatively inexpensive (< $2000) free-roaming platform, made entirely with COTS and standard materials, and a corresponding control system with cue design, wireless path following, and position tracking. This platform was built to support 1000 lbs, and includes integrated emergency stopping. The software allows for custom cue design, speed variation, and dynamic path following. Both the blueprints and the source code for the platform and control system have been released to open-source repositories, to encourage further development in the area of affordable automation. The platform itself was donated to the ASU School of Theater.
ContributorsHollenbeck, Matthew D. (Co-author) / Wiebel, Griffin (Co-author) / Winnemann, Christopher (Thesis director) / Christensen, Stephen (Committee member) / Computer Science and Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
For those interested in the field of robotics, there are not many options to get your hands on a physical robot without paying a steep price. This is why the folks at BCN3D Technologies decided to design a fully open-source 3D-printable robotic arm. Their goal was to reduce the barrier

For those interested in the field of robotics, there are not many options to get your hands on a physical robot without paying a steep price. This is why the folks at BCN3D Technologies decided to design a fully open-source 3D-printable robotic arm. Their goal was to reduce the barrier to entry for the field of robotics and make it exponentially more accessible for people around the world. For our honors thesis, we chose to take the design from BCN3D and attempt to build their robot, to see how accessible the design truly is. Although their designs were not perfect and we were forced to make some adjustments to the 3D files, overall the work put forth by the people at BCN3D was extremely useful in successfully building a robotic arm that is programmed with ease.
ContributorsCohn, Riley (Co-author) / Petty, Charles (Co-author) / Ben Amor, Hani (Thesis director) / Yong, Sze Zheng (Committee member) / Computer Science and Engineering Program (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Since the release of Discord in March of 2015 it has become the choice VoIP client for 25 million users, pulling in more each day from many sources including online video games with no voice chat, such as League of Legends. With such an expansive user base and many servers

Since the release of Discord in March of 2015 it has become the choice VoIP client for 25 million users, pulling in more each day from many sources including online video games with no voice chat, such as League of Legends. With such an expansive user base and many servers hosting multiple users during all times of the day, for a server admin to always be monitoring users is unreasonable. AhriBot aims to solve this problem by providing general administration through a command system to a server while it is logged onto that server. Specifically, AhriBot will be tailored for use on servers where League of Legends is primarily being played. Using commands issued to AhriBot, users can get statistics about their current game. By providing a set of features for general users, and a more specific set of features for League of Legends, AhriBot provides a greater experience and will help players to have quicker access to information about the game without having to travel to multiple outside sources.
ContributorsKoehler, Brendan Joseph (Author) / Balasooriya, Janaka (Thesis director) / Faucon, Philippe (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in

In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in the women's lives and academic careers. In hopes of increasing the number of women computing professionals, this thesis aimed to understand the problem of a lack of women in technology and studied how hackathons could be a possible solution. The research followed Desert Hacks as it examines the typical participants as well as the hackathons effects on women's morale in technology. Two important questions during the investigation were what kind of women are attending hackathons and how do women feel about the technology industry after a hackathon? The results suggested that hackathon had an overall positive effect on women's motivation in the computing field. Additionally, most research participants believed that everyone has the potential to do well in the field and that gender inclusion is important for the industry. This ideology can foster a healthy environment for women to become more motivated in computing. Through these results, hackathons can be seen as another mean to help motivate women in the field and open up the possibility of future studies of women and hackathons.
ContributorsVo, Thong Bach (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The goal of this research study was to empirically study the effects of a project based learning activity. The effectiveness of this study was benchmarked according to two results: the effectiveness in communicating the scope and impact of engineering, and the effectiveness in increasing interest in computer systems engineering (CSE).

The goal of this research study was to empirically study the effects of a project based learning activity. The effectiveness of this study was benchmarked according to two results: the effectiveness in communicating the scope and impact of engineering, and the effectiveness in increasing interest in computer systems engineering (CSE). This research report presents an analysis of the effects of making engineering education socially relevant, interesting and accessible. High school students participated in a learning experience in which they designed flood evacuation systems that could warn a city of incoming floods. Both pre-assessments and post-assessments were implemented to capture students' awareness of engineering tasks and their interest levels in engineering tasks. Data on students' perceptions of specific engineering tasks were analyzed quantitatively through Wilcoxon signed-rank testing and determined that the program had significant positive effects on developing more accurate conceptions of engineering tasks. The results relating to student interest in CSE indicated that there was an increased level of interest in CSE engineering tasks after the program. There was a 14% increase in number of students who found engineering tasks interesting from 64% to 78%. However, as participants self-selected to participate in this learning experience, many students had positive perceptions of engineering tasks prior to engaging in the learning experience. This study was successful and met both of its primary goals of enhancing awareness and interest in engineering in this particular group of high school students.
ContributorsRidhwaan, Syed (Author) / Ganesh, Tirupalavanam (Thesis director) / Shrake, Scott (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05