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2018, Google researchers published the BERT (Bidirectional Encoder Representations from Transformers) model, which has since served as a starting point for hundreds of NLP (Natural Language Processing) related experiments and other derivative models. BERT was trained on masked-language modelling (sentence prediction) but its capabilities extend to more common NLP tasks,

2018, Google researchers published the BERT (Bidirectional Encoder Representations from Transformers) model, which has since served as a starting point for hundreds of NLP (Natural Language Processing) related experiments and other derivative models. BERT was trained on masked-language modelling (sentence prediction) but its capabilities extend to more common NLP tasks, such as language inference and text classification. Naralytics is a company that seeks to use natural language in order to be able to categorize users who create text into multiple categories – which is a modified version of classification. However, the text that Naralytics seeks to pull from exceed the maximum token length of 512 tokens that BERT supports – so this report discusses the research towards multiple BERT derivatives that seek to address this problem – and then implements a solution that addresses the multiple concerns that are attached to this kind of model.

ContributorsNgo, Nicholas (Author) / Carter, Lynn (Thesis director) / Lee, Gyou-Re (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Economics Program in CLAS (Contributor)
Created2023-05
Description

The Oasis app is a self-appraisal tool for potential or current problem gamblers to take control of their habits by providing periodic check-in notifications during a gambling session and allowing users to see their progress over time. Oasis is backed by substantial background research surrounding addiction intervention methods, especially in

The Oasis app is a self-appraisal tool for potential or current problem gamblers to take control of their habits by providing periodic check-in notifications during a gambling session and allowing users to see their progress over time. Oasis is backed by substantial background research surrounding addiction intervention methods, especially in the field of self-appraisal messaging, and applies this messaging in a familiar mobile notification form that can effectively change user’s behavior. User feedback was collected and used to improve the app, and the results show a promising tool that could help those who need it in the future.

ContributorsBlunt, Thomas (Author) / Meuth, Ryan (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

The last few years have marked immense growth in the development of digital twins as developers continue to devise strategies to ensure their devices replicate their physical twin’s actions in a real-time virtual environment. The complexity and predictability of these environments can be the deciding factor for adequately testing a

The last few years have marked immense growth in the development of digital twins as developers continue to devise strategies to ensure their devices replicate their physical twin’s actions in a real-time virtual environment. The complexity and predictability of these environments can be the deciding factor for adequately testing a digital twin. As of the last year, a digital twin was in development for a capstone project at Arizona State University: CIA Research Labs - Mechanical Systems in Virtual Environments. The virtual device was initially designed for a fixed environment with known ahead-of-time obstacles. Due to the fact that the device was expected only to be traversing set environments, it was unknown how it would handle being driven in an environment with more randomized and unexpected obstacles. For this paper, the device was test driven in the original and environments with various levels of randomization to see how usable and durable the digital twin is despite only being built for environments with expected object locations. The research allowed the creators of this digital twin, utilizing the results of the trial runs and the number of obstacles unsuccessfully avoided, to understand how reliable the controls of the digital twin are when only trained for fixed terrains

ContributorsSassone, Skylar (Author) / Carter, Lynn (Thesis director) / Lewis, John (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
In response to the lasting negative effects of the COVID-19 pandemic on driver’s education and road safety, this thesis is intended to create an iOS application that recognizes and reports on poor driving habits. The end user opens the application to start a trip, the application records GPS data and

In response to the lasting negative effects of the COVID-19 pandemic on driver’s education and road safety, this thesis is intended to create an iOS application that recognizes and reports on poor driving habits. The end user opens the application to start a trip, the application records GPS data and information from APIs containing environmental information in a consistent, synchronized manner, patterns in said data are analyzed by the application to flag events representing different issues when driving, and when the user presses a button to end the trip, a report of the events is presented. The project was developed using a complete design process, including a full Research and Development process and detailed design documentation. Separate components of the application were developed in an iterative structure, with GPS information, the data synchronization system, API parsing and recording, data analysis, and feedback all being designed and tested separately. The application ultimately reached late beta status, with target stability and test results being achieved in typical use cases.
ContributorsBronzi, John (Author) / Meuth, Ryan (Thesis director) / Yee, Richard (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12
Description
Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates

Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates are alarming. The working hypothesis on why so few college students major in computer science is that most think that it is too hard to learn (Wang, 2017). But I believe the real reason lies in that computer science is not an educational subject that is taught before university, which is too late for most students because by ages 12 to 13 (about seventh to eighth grade) they have decided that computer science concepts are “too difficult” for them to learn (Learning, 2022). Implementing a computer science-based education at an earlier age can possibly circumvent this seen development where students begin to lose confidence and doubt their abilities to learn computer science. This can be done easily by integrating computer science into academic subjects that are already taught in elementary schools such as science, math, and language arts as computer science uses logic, syntax, and other skills that are broadly applicable. Thus, I have created a introductory lesson plan for an elementary school class that incorporates learning how to code with robotics to promote learning computer science principles and destigmatize that it is “too hard” to learn in university.
ContributorsWong, Erika (Author) / Hedges, Craig (Thesis director) / Fischer, Adelheid (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates

Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates are alarming. The working hypothesis on why so few college students major in computer science is that most think that it is too hard to learn (Wang, 2017). But I believe the real reason lies in that computer science is not an educational subject that is taught before university, which is too late for most students because by ages 12 to 13 (about seventh to eighth grade) they have decided that computer science concepts are “too difficult” for them to learn (Learning, 2022). Implementing a computer science-based education at an earlier age can possibly circumvent this seen development where students begin to lose confidence and doubt their abilities to learn computer science. This can be done easily by integrating computer science into academic subjects that are already taught in elementary schools such as science, math, and language arts as computer science uses logic, syntax, and other skills that are broadly applicable. Thus, I have created a introductory lesson plan for an elementary school class that incorporates learning how to code with robotics to promote learning computer science principles and destigmatize that it is “too hard” to learn in university.

ContributorsWong, Erika (Author) / Hedges, Craig (Thesis director) / Fischer, Adelheid (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates

Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates are alarming. The working hypothesis on why so few college students major in computer science is that most think that it is too hard to learn (Wang, 2017). But I believe the real reason lies in that computer science is not an educational subject that is taught before university, which is too late for most students because by ages 12 to 13 (about seventh to eighth grade) they have decided that computer science concepts are “too difficult” for them to learn (Learning, 2022). Implementing a computer science-based education at an earlier age can possibly circumvent this seen development where students begin to lose confidence and doubt their abilities to learn computer science. This can be done easily by integrating computer science into academic subjects that are already taught in elementary schools such as science, math, and language arts as computer science uses logic, syntax, and other skills that are broadly applicable. Thus, I have created a introductory lesson plan for an elementary school class that incorporates learning how to code with robotics to promote learning computer science principles and destigmatize that it is “too hard” to learn in university.

ContributorsWong, Erika (Author) / Hedges, Craig (Thesis director) / Fischer, Adelheid (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates

Not enough students are earning bachelor’s degrees in Computer Science, which is shocking as computing jobs are growing by the thousands (Zampa, 2016). These jobs have high-paying salaries and are not going to fade from the future any time soon, that is why the falling rates of computer science graduates are alarming. The working hypothesis on why so few college students major in computer science is that most think that it is too hard to learn (Wang, 2017). But I believe the real reason lies in that computer science is not an educational subject that is taught before university, which is too late for most students because by ages 12 to 13 (about seventh to eighth grade) they have decided that computer science concepts are “too difficult” for them to learn (Learning, 2022). Implementing a computer science-based education at an earlier age can possibly circumvent this seen development where students begin to lose confidence and doubt their abilities to learn computer science. This can be done easily by integrating computer science into academic subjects that are already taught in elementary schools such as science, math, and language arts as computer science uses logic, syntax, and other skills that are broadly applicable. Thus, I have created a introductory lesson plan for an elementary school class that incorporates learning how to code with robotics to promote learning computer science principles and destigmatize that it is “too hard” to learn in university.

ContributorsWong, Erika (Author) / Hedges, Craig (Thesis director) / Fischer, Adelheid (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
Narrative generation is an important field due to the high demand for stories in video game design and also in stories used in learning tools in the classroom. As these stories should contain depth, it is desired for these stories to ideally be more descriptive. There are tools that hel

Narrative generation is an important field due to the high demand for stories in video game design and also in stories used in learning tools in the classroom. As these stories should contain depth, it is desired for these stories to ideally be more descriptive. There are tools that help with the creation of these stories, such as planning, which requires a domain as input, or GPT-3, which requires an input prompt to generate the stories. However, other aspects to consider are the coherence and variation of stories. To save time and effort and create multiple possible stories, we combined both planning and the Large Language Model (LLM) GPT-3 similar to how they were used in TattleTale to generate such stories while examining whether descriptive input prompts to GPT-3 affect the outputted stories. The stories generated are readable to the general public and overall, the prompts do not consistently affect descriptiveness of outputs across all stories tested. For this work, three stories with three variants each were created and tested for descriptiveness. To do so, adjectives, adverbs, prepositional phrases, and suboordinating conjunctions were counted using Natural Language Processing (NLP) tool spaCy for Part Of Speech (POS) tagging. This work has shown that descriptiveness is highly correlated with the amount of words in the story in general, so running GPT-3 to obtain longer stories is a feasible option to consider in order to obtain more descriptive stories. The limitations of GPT-3 have an impact on the descriptiveness of resulting stories due to GPT-3’s inconsistency and transformer architecture, and other methods of narrative generation such as simple planning could be more useful.
ContributorsDozier, Courtney (Author) / Chavez-Echeagary, Maria Elena (Thesis director) / Benjamin, Victor (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12
Description

The field of quantum computing is an exciting area of research that allows quantum mechanics such as superposition, interference, and entanglement to be utilized in solving complex computing problems. One real world application of quantum computing involves applying it to machine learning problems. In this thesis, I explore the effects

The field of quantum computing is an exciting area of research that allows quantum mechanics such as superposition, interference, and entanglement to be utilized in solving complex computing problems. One real world application of quantum computing involves applying it to machine learning problems. In this thesis, I explore the effects of choosing different circuit ansatz and optimizers on the performance of a variational quantum classifier tasked with binary classification.

ContributorsHsu, Brightan (Author) / De Luca, Gennaro (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12