Matching Items (119)
Description

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

ContributorsGriffieth, Alan P (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Computing and Informatics Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Human activity recognition is the task of identifying a person’s movement from sensors in a wearable device, such as a smartphone, smartwatch, or a medical-grade device. A great method for this task is machine learning, which is the study of algorithms that learn and improve on their own with

Human activity recognition is the task of identifying a person’s movement from sensors in a wearable device, such as a smartphone, smartwatch, or a medical-grade device. A great method for this task is machine learning, which is the study of algorithms that learn and improve on their own with the help of massive amounts of useful data. These classification models can accurately classify activities with the time-series data from accelerometers and gyroscopes. A significant way to improve the accuracy of these machine learning models is preprocessing the data, essentially augmenting data to make the identification of each activity, or class, easier for the model. <br/>On this topic, this paper explains the design of SigNorm, a new web application which lets users conveniently transform time-series data and view the effects of those transformations in a code-free, browser-based user interface. The second and final section explains my take on a human activity recognition problem, which involves comparing a preprocessed dataset to an un-augmented one, and comparing the differences in accuracy using a one-dimensional convolutional neural network to make classifications.

ContributorsLi, Vincent (Author) / Turaga, Pavan (Thesis director) / Buman, Matthew (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose of this paper is to describe the methodology used in the creation of a new set of curricula for those attempting to learn how to use the Dynamic Traffic Simulation Package with Multi-Resolution Modeling. The current DLSim curriculum currently relates information via high-concept terms and complicated graphics. The information in this paper aims to provide a streamlined set of curricula for new users of DLSim, including lesson plans and improved infographics.

ContributorsMills, Alexander (Author) / Zhou, Xuesong (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for

The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for how students should practice math in general. Testing was done on participants to determine the strategies they used in order to play the game and these strategies were then defined and categorized based on their effectiveness and how well they met the learning principles. Also, the participants were asked a before and after question to determine if the game improved their overall attitude towards math to make sure the game was helping them learn and was not a hindrance. There was an overall increase in the participants’ feelings towards math after playing the game as well as beneficial strategies, so the research and testing method was overall a success.
ContributorsVaillancourt, Tyler (Author) / Kobayashi, Yoshihiro (Thesis director) / Amresh, Ashish (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
The research shows that existing interventions that attempt to reduce sedentary behavior are effective. The purposes of this review were to examine: (1) how adherent individuals are to workplace sedentary behavior interventions in the short and long term and (2) how the use of incentives impact adherence in the short

The research shows that existing interventions that attempt to reduce sedentary behavior are effective. The purposes of this review were to examine: (1) how adherent individuals are to workplace sedentary behavior interventions in the short and long term and (2) how the use of incentives impact adherence in the short and long term. It was found that short-term studies showed higher rates of adherence than medium-term studies. Studies that used incentives showed lower rates of adherence than studies that did not use incentives. Medium-term studies that used incentives showed the same rates of adherence as short-term studies that used incentives, indicating that incentives can benefit adherence in longer term interventions.
ContributorsLitevsky, Gabriella (Author) / Buman, Matthew (Thesis director) / Leonard, Krista (Committee member) / Barrett, The Honors College (Contributor) / College of Health Solutions (Contributor)
Created2022-05
Description
Machine learning algorithms have a wide variety of applications and use cases. They are robust in the sense that they can continue to learn and improve long after they have been deployed without much programmer supervision. One key area that machine learning has been used for is in

Machine learning algorithms have a wide variety of applications and use cases. They are robust in the sense that they can continue to learn and improve long after they have been deployed without much programmer supervision. One key area that machine learning has been used for is in the detection and classification of objects in images and videos. This so-called computer vision has typically been used by companies to extract user information from the images and videos that they post. Meta (formerly known as Facebook) had been using such algorithms to automatically tag users in pictures that were uploaded to the Facebook website up until November 2021 [1]. Although these algorithms have been used to exploit user’s privacy, they can also be used to help ensure this privacy. For this creative project, I developed a machine learning model that could detect faces in a given picture and identify the area of the picture that these faces took up. Training a model from scratch can take millions of images of data and hundreds of hours on powerful GPUs. Since I didn’t have access to those resources, I began with a pre-trained model known as VGG16 by Karen Simonyan & Andrew Zisserman. From there, I took 90 pictures of myself and annotated where in the image my face was located. Since 90 pictures wouldn’t be enough data for this algorithm, I used an image augmentation algorithm to randomly crop, flip, change brightness, change gamma, and recolor the images to expand the dataset. In total, I used 5400 images to train the algorithm. The machine learning model had a loss value that hovered around 0.1 thanks to the VGG16 model. It was able to accurately detect my face and also adapt whenever I moved my face horizontally and vertically across a camera. However, the model struggled to draw a bounding box whenever I moved my face forward or backward in the camera shot.
ContributorsGutierrez, Ariel (Author) / Osburn, Steven (Thesis director) / Panchoo, Anthony (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05
Description

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains a Tutorial for teaching players the basics of the game

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains a Tutorial for teaching players the basics of the game and a Multiplayer mode that enables remote gameplay for up to four people.

ContributorsPimentel, Dion (Author) / Selgrad, Justin (Thesis director) / Kambhampati, Subbarao (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the inspirations and research done for the game’s design, the game's design journey, and detailed instructions on how to play.

ContributorsDavis, Jordan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

My creative project is an extension of my Computer Science capstone project, a Tamagotchi-style game in which the user takes care of an ocean animal. It focuses specifically on expanding upon two of the project’s design goals: improving user retention and fostering a bond between the user and the virtual

My creative project is an extension of my Computer Science capstone project, a Tamagotchi-style game in which the user takes care of an ocean animal. It focuses specifically on expanding upon two of the project’s design goals: improving user retention and fostering a bond between the user and the virtual character they are taking care of. The project consists of researching Human Computer Interaction principles, selecting an assortment that are most relevant to my project, and integrating them into the design of mechanics for the game. The goal of this project is to demonstrate how integrating HCI design principles into game design can foster new ideas and improve the experience of the game for its users.

ContributorsSpence, Collin (Author) / Carter, Lynn (Thesis director) / Niebelschuetz, Malte (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor)
Created2023-05
Description

NASA has partnered with multiple colleges, including ASU, on a mission to study an asteroid called Psyche. Psyche is the first asteroid discovered made of metal, mostly iron, that is close enough for us to study and could give insight into what Earth’s core is like. The mission plans and

NASA has partnered with multiple colleges, including ASU, on a mission to study an asteroid called Psyche. Psyche is the first asteroid discovered made of metal, mostly iron, that is close enough for us to study and could give insight into what Earth’s core is like. The mission plans and research documents on how the various measurement tools work are not engaging to those without a background in STEM. This serves as inspiration to make a web-based game in order to make the information more engaging to the player. This web-based game will take the user through the Psyche mission going from the assembly of the measurement tools all the way to when the satellite is orbiting the asteroid. The creative project consisted of creating a simulation for a young audience, between ages 10 and 18, to experience what the mission could look like once the satellite is at the Psyche asteroid and what the data collected could mean. The asteroid could have been formed through a process called the dynamo process or it could be a piece of a larger parent body. It could be made mostly of metal or silicates, which will be determined during the mission. These are some of the results that will be generalized and relayed to the player. This creative project includes the four main sections of the orbit phase of the mission in which the users will perform tasks to collect some data in order to see some of the generalized possible results of the study of Psyche. Some of the data collected would be the amount of metal making up the asteroid and figuring out what the gravitational pull is. The first main section will use the magnetometer, the second section will use the multispectral imager, the third section will use X-Band Radio Waves, and the fourth section will use the gamma ray and neutron spectrometer.

ContributorsOgar, Scott (Author) / Carter, Lynn (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05