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Description
This project was centered around designing a processor model (using the C programming language) based on the Coldfire computer architecture that will run on third party software known as Open Virtual Platforms. The end goal is to have a fully functional processor that can run Coldfire instructions and utilize peripheral

This project was centered around designing a processor model (using the C programming language) based on the Coldfire computer architecture that will run on third party software known as Open Virtual Platforms. The end goal is to have a fully functional processor that can run Coldfire instructions and utilize peripheral devices in the same way as the hardware used in the embedded systems lab at ASU. This project would cut down the substantial amount of time students spend commuting to the lab. Having the processor directly at their disposal would also encourage them to spend more time outside of class learning the hardware and familiarizing themselves with development on an embedded micro-controller. The model will be accurate, fast and reliable. These aspects will be achieved through rigorous unit testing and use of the OVP platform which provides instruction accurate simulations at hundreds of MIPS (million instructions per second) for the specified model. The end product was able to accurately simulate a subset of the Coldfire instructions at very high rates.
ContributorsDunning, David Connor (Author) / Burger, Kevin (Thesis director) / Meuth, Ryan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-12
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Description
The purpose of this project was to program a Raspberry Pi to be able to play music from both local storage on the Pi and from internet radio stations such as Pandora. The Pi also needs to be able to play various types of file formats, such as mp3 and

The purpose of this project was to program a Raspberry Pi to be able to play music from both local storage on the Pi and from internet radio stations such as Pandora. The Pi also needs to be able to play various types of file formats, such as mp3 and FLAC. Finally, the project is also to be driven by a mobile app running on a smartphone or tablet. To achieve this, a client server design was employed where the Raspberry Pi acts as the server and the mobile app is the client. The server functionality was achieved using a Python script that listens on a socket and calls various executables that handle the different formats of music being played. The client functionality was achieved by programming an Android app in Java that sends encoded commands to the server, which the server decodes and begins playing the music that command dictates. The designs for both the client and server are easily extensible and allow for any future modifications to the project to be easily made.
ContributorsStorto, Michael Olson (Author) / Burger, Kevin (Thesis director) / Meuth, Ryan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
A defense-by-randomization framework is proposed as an effective defense mechanism against different types of adversarial attacks on neural networks. Experiments were conducted by selecting a combination of differently constructed image classification neural networks to observe which combinations applied to this framework were most effective in maximizing classification accuracy. Furthermore, the

A defense-by-randomization framework is proposed as an effective defense mechanism against different types of adversarial attacks on neural networks. Experiments were conducted by selecting a combination of differently constructed image classification neural networks to observe which combinations applied to this framework were most effective in maximizing classification accuracy. Furthermore, the reasons why particular combinations were more effective than others is explored.
ContributorsMazboudi, Yassine Ahmad (Author) / Yang, Yezhou (Thesis director) / Ren, Yi (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark

The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark fantasy theme. We will first be exploring the challenges that came
with programming my own game - not quite from scratch, but also without a prebuilt
engine - then transition into game design and how Helix has evolved from its original form
to what we see today.
ContributorsDiscipulo, Isaiah K (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
RecyclePlus is an iOS mobile application that allows users to be knowledgeable in the realms of sustainability. It gives encourages users to be environmental responsible by providing them access to recycling information. In particular, it allows users to search up certain materials and learn about its recyclability and how to

RecyclePlus is an iOS mobile application that allows users to be knowledgeable in the realms of sustainability. It gives encourages users to be environmental responsible by providing them access to recycling information. In particular, it allows users to search up certain materials and learn about its recyclability and how to properly dispose of the material. Some searches will show locations of facilities near users that collect certain materials and dispose of the materials properly. This is a full stack software project that explores open source software and APIs, UI/UX design, and iOS development.
ContributorsTran, Nikki (Author) / Ganesh, Tirupalavanam (Thesis director) / Meuth, Ryan (Committee member) / Watts College of Public Service & Community Solut (Contributor) / Department of Information Systems (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Machine learning is one of the fastest growing fields and it has applications in almost any industry. Predicting sports games is an obvious use case for machine learning, data is relatively easy to collect, generally complete data is available, and outcomes are easily measurable. Predicting the outcomes of sports events

Machine learning is one of the fastest growing fields and it has applications in almost any industry. Predicting sports games is an obvious use case for machine learning, data is relatively easy to collect, generally complete data is available, and outcomes are easily measurable. Predicting the outcomes of sports events may also be easily profitable, predictions can be taken to a sportsbook and wagered on. A successful prediction model could easily turn a profit. The goal of this project was to build a model using machine learning to predict the outcomes of NBA games.
In order to train the model, data was collected from the NBA statistics website. The model was trained on games dating from the 2010 NBA season through the 2017 NBA season. Three separate models were built, predicting the winner, predicting the total points, and finally predicting the margin of victory for a team. These models learned on 80 percent of the data and validated on the other 20 percent. These models were trained for 40 epochs with a batch size of 15.
The model for predicting the winner achieved an accuracy of 65.61 percent, just slightly below the accuracy of other experts in the field of predicting the NBA. The model for predicting total points performed decently as well, it could beat Las Vegas’ prediction 50.04 percent of the time. The model for predicting margin of victory also did well, it beat Las Vegas 50.58 percent of the time.
Created2019-05
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Description
Students learn in various ways \u2014 visualization, auditory, memorizing, or making analogies. Traditional lecturing in engineering courses and the learning styles of engineering students are inharmonious causing students to be at a disadvantage based on their learning style (Felder & Silverman, 1988). My study analyzes the traditional approach to learning

Students learn in various ways \u2014 visualization, auditory, memorizing, or making analogies. Traditional lecturing in engineering courses and the learning styles of engineering students are inharmonious causing students to be at a disadvantage based on their learning style (Felder & Silverman, 1988). My study analyzes the traditional approach to learning coding skills which is unnatural to engineering students with no previous exposure and examining if visual learning enhances introductory computer science education. Visual and text-based learning are evaluated to determine how students learn introductory coding skills and associated problem solving skills. My study was conducted to observe how the two types of learning aid the students in learning how to problem solve as well as how much knowledge can be obtained in a short period of time. The application used for visual learning was Scratch and Repl.it was used for text-based learning. Two exams were made to measure the progress made by each student. The topics covered by the exam were initialization, variable reassignment, output, if statements, if else statements, nested if statements, logical operators, arrays/lists, while loop, type casting, functions, object orientation, and sorting. Analysis of the data collected in the study allow us to observe whether the traditional method of teaching programming or block-based programming is more beneficial and in what topics of introductory computer science concepts.
ContributorsVidaure, Destiny Vanessa (Author) / Meuth, Ryan (Thesis director) / Yang, Yezhou (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This project is a full integrated development environment implementing the LEGv8 assembly language standard, to be used in classroom settings. The LEGv8 assembly language is defined by the ARM edition of "Computer Organization and Design: The Hardware/Software Interface" by David A. Patterson and John L. Hennessy as a more approachable

This project is a full integrated development environment implementing the LEGv8 assembly language standard, to be used in classroom settings. The LEGv8 assembly language is defined by the ARM edition of "Computer Organization and Design: The Hardware/Software Interface" by David A. Patterson and John L. Hennessy as a more approachable alternative to the full ARMv8 instruction set. The MIPS edition of that same book is used in the Computer Organization course at ASU. This class makes heavy use of the "MARS" MIPS simulator, which allows students to write and run their own MIPS assembly programs. Writing assembly language programs is a key component of the course, as assembly programs have many design difficulties as compared to a high-level language. This project is a fork of the MARS project. The interface and functionality remain largely the same aside from the change to supporting the LEGv8 syntax and instruction set. Faculty used to the MARS environment from teaching Computer Organization should only have to adjust to the new language standard, as the editor and environment will be familiar. The available instructions are basic arithmetic/logical operations, memory interaction, and flow control. Both floating-point and integer operations are supported, with limited support of conditional execution. Only branches can be conditionally executed, per LEGv8. Directives remain in the format supported by MARS, as documentation on ARM-style directives is both sparse and agreeable to this standard. The operating system functions supported by the MARS simulator also remain, as there is no generally standardized requirements for operating system interactions.
ContributorsWhite, Josiah Jeremiah (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Feature embeddings differ from raw features in the sense that the former obey certain properties like notion of similarity/dissimilarity in it's embedding space. word2vec is a preeminent example in this direction, where the similarity in the embedding space is measured in terms of the cosine similarity. Such language embedding models

Feature embeddings differ from raw features in the sense that the former obey certain properties like notion of similarity/dissimilarity in it's embedding space. word2vec is a preeminent example in this direction, where the similarity in the embedding space is measured in terms of the cosine similarity. Such language embedding models have seen numerous applications in both language and vision community as they capture the information in the modality (English language) efficiently. Inspired by these language models, this work focuses on learning embedding spaces for two visual computing tasks, 1. Image Hashing 2. Zero Shot Learning. The training set was used to learn embedding spaces over which similarity/dissimilarity is measured using several distance metrics like hamming / euclidean / cosine distances. While the above-mentioned language models learn generic word embeddings, in this work task specific embeddings were learnt which can be used for Image Retrieval and Classification separately.

Image Hashing is the task of mapping images to binary codes such that some notion of user-defined similarity is preserved. The first part of this work focuses on designing a new framework that uses the hash-tags associated with web images to learn the binary codes. Such codes can be used in several applications like Image Retrieval and Image Classification. Further, this framework requires no labelled data, leaving it very inexpensive. Results show that the proposed approach surpasses the state-of-art approaches by a significant margin.

Zero-shot classification is the task of classifying the test sample into a new class which was not seen during training. This is possible by establishing a relationship between the training and the testing classes using auxiliary information. In the second part of this thesis, a framework is designed that trains using the handcrafted attribute vectors and word vectors but doesn’t require the expensive attribute vectors during test time. More specifically, an intermediate space is learnt between the word vector space and the image feature space using the hand-crafted attribute vectors. Preliminary results on two zero-shot classification datasets show that this is a promising direction to explore.
ContributorsGattupalli, Jaya Vijetha (Author) / Li, Baoxin (Thesis advisor) / Yang, Yezhou (Committee member) / Venkateswara, Hemanth (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Machine learning models can pick up biases and spurious correlations from training data and projects and amplify these biases during inference, thus posing significant challenges in real-world settings. One approach to mitigating this is a class of methods that can identify filter out bias-inducing samples from the training datasets to

Machine learning models can pick up biases and spurious correlations from training data and projects and amplify these biases during inference, thus posing significant challenges in real-world settings. One approach to mitigating this is a class of methods that can identify filter out bias-inducing samples from the training datasets to force models to avoid being exposed to biases. However, the filtering leads to a considerable wastage of resources as most of the dataset created is discarded as biased. This work deals with avoiding the wastage of resources by identifying and quantifying the biases. I further elaborate on the implications of dataset filtering on robustness (to adversarial attacks) and generalization (to out-of-distribution samples). The findings suggest that while dataset filtering does help to improve OOD(Out-Of-Distribution) generalization, it has a significant negative impact on robustness to adversarial attacks. It also shows that transforming bias-inducing samples into adversarial samples (instead of eliminating them from the dataset) can significantly boost robustness without sacrificing generalization.
ContributorsSachdeva, Bhavdeep Singh (Author) / Baral, Chitta (Thesis advisor) / Liu, Huan (Committee member) / Yang, Yezhou (Committee member) / Arizona State University (Publisher)
Created2021