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In 2022, the revenue generated from accounting services hit an all-time high of 119.48 billion USD (“Accounting Services in the US - Market Size”, 2022). On top of this, research has shown that 45% of all accounting professionals would like to automate something about their workflow (Thomas, 2020). Indeed, a

In 2022, the revenue generated from accounting services hit an all-time high of 119.48 billion USD (“Accounting Services in the US - Market Size”, 2022). On top of this, research has shown that 45% of all accounting professionals would like to automate something about their workflow (Thomas, 2020). Indeed, a lot of bookkeeping accountancy has been phased out by simple automation. However, larger accounting tasks like business mergers still require a team of accountants despite being a largely iterative process. This project chronicles one such attempt at automating accounting events or transactions that are performed by businesses both large and small. With the help of accounting students Madeline Stolper and Heddie Liu we were able to build a fully-functioning website to automate accounting transactions. For this project, we used industry-standard software frameworks React and Express to build the site with dynamic accounting applications. These applications were built with reusable components, making the development of future applications very simple. We also leveraged cutting-edge technological solutions from Amazon Web Services to make the website available on the Internet with rapid response times. Lastly, we incorporated an agile approach to project management and communication, in order to create functionality in the most efficient and organized manner possible. On a large scale, something like this has never been attempted and TurboIFRS/GAAP represents a revolutionary leap in accounting automation.

ContributorsMcLemore, Benjamin (Author) / Roth, Ryder (Co-author) / Forde, Jakob (Co-author) / Chen, Yinong (Thesis director) / Hunt, Neil (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
Spatial audio can be especially useful for directing human attention. However, delivering spatial audio through speakers, rather than headphones that deliver audio directly to the ears, produces the issue of crosstalk, where sounds from each of the two speakers reach the opposite ear, inhibiting the spatialized effect. A research team

Spatial audio can be especially useful for directing human attention. However, delivering spatial audio through speakers, rather than headphones that deliver audio directly to the ears, produces the issue of crosstalk, where sounds from each of the two speakers reach the opposite ear, inhibiting the spatialized effect. A research team at Meteor Studio has developed an algorithm called Xblock that solves this issue using a crosstalk cancellation technique. This thesis project expands upon the existing Xblock IoT system by providing a way to test the accuracy of the directionality of sounds generated with spatial audio. More specifically, the objective is to determine whether the usage of Xblock with smart speakers can provide generalized audio localization, which refers to the ability to detect a general direction of where a sound might be coming from. This project also expands upon the existing Xblock technique to integrate voice commands, where users can verbalize the name of a lost item using the phrase, “Find [item]”, and the IoT system will use spatial audio to guide them to it.
ContributorsSong, Lucy (Author) / LiKamWa, Robert (Thesis director) / Berisha, Visar (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
As record heatwaves are being seen across the globe, new tools are needed to support urban planners when considering infrastructure additions. This project focuses on developing an interactive web interface that evaluates the effectiveness of various shade structures based on certain parameters. The interface requests user input for location, date,

As record heatwaves are being seen across the globe, new tools are needed to support urban planners when considering infrastructure additions. This project focuses on developing an interactive web interface that evaluates the effectiveness of various shade structures based on certain parameters. The interface requests user input for location, date, and shade type, then returns information on sun position, weather data, and hourly mean radiant temperature (MRT). This tool will allow urban city planners to create more efficient and effective shade structures to meet the public’s needs.
ContributorsMuir, Maya (Author) / Maciejewski, Ross (Thesis director) / Middel, Ariane (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2022-05
Description

Machine learning is a rapidly growing field, with no doubt in part due to its countless applications to other fields, including pedagogy and the creation of computer-aided tutoring systems. To extend the functionality of FACT, an automated teaching assistant, we want to predict, using metadata produced by student activity, whether

Machine learning is a rapidly growing field, with no doubt in part due to its countless applications to other fields, including pedagogy and the creation of computer-aided tutoring systems. To extend the functionality of FACT, an automated teaching assistant, we want to predict, using metadata produced by student activity, whether a student is capable of fixing their own mistakes. Logs were collected from previous FACT trials with middle school math teachers and students. The data was converted to time series sequences for deep learning, and ordinary features were extracted for statistical machine learning. Ultimately, deep learning models attained an accuracy of 60%, while tree-based methods attained an accuracy of 65%, showing that some correlation, although small, exists between how a student fixes their mistakes and whether their correction is correct.

ContributorsZhou, David (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description

This project aims to mint NFT's on the Ethereum blockchain with upgraded functionality. This functionality helps user verifiability and increases a user's control over their NFT.

ContributorsHoppe, Aidan (Author) / Boscovic, Dragan (Thesis director) / Pesic, Sasa (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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
There are numerous possibilities for virtual reality (VR) to improve upon the dissemination of information in several professional fields. Virtual reality has the capacity to be a useful tool in the judicial system related to its use in the presentation of evidence to juries and other persons. Crime scenes are

There are numerous possibilities for virtual reality (VR) to improve upon the dissemination of information in several professional fields. Virtual reality has the capacity to be a useful tool in the judicial system related to its use in the presentation of evidence to juries and other persons. Crime scenes are a crucial part of an investigation but are difficult to present to a jury. This experiment proposes an investigation to study the difference in the emotional impact of showing jurors an immersive virtual reality representation of a crime scene compared to traditional crime scene photos and the subsequent impact that the VR crime scene tour has on juror decision making. Participants will be randomly assigned to either a 3D VR recreation of a crime scene or be presented with crime scene photos. User responses will then be collected. The following study proposes a prototype for the recreation of a crime scene in VR using the real-world children of Darlie Routier murder case study.
ContributorsLott, Tracey (Author) / Johnson-Glenberg, Mina (Thesis director) / Salerno, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2022-05
Description

The HLA, Human Leukocyte Antigens, are encoded by a polymorphic set of genes where even a single base change can impact the function of the body’s immune response to foreign antigens [1]. Although many methods exist to type these alleles using whole-genome sequencing (WGS), few can use RNA sequencing (RNA-seq)

The HLA, Human Leukocyte Antigens, are encoded by a polymorphic set of genes where even a single base change can impact the function of the body’s immune response to foreign antigens [1]. Although many methods exist to type these alleles using whole-genome sequencing (WGS), few can use RNA sequencing (RNA-seq) to show the functional expression of the alleles with its inconsistency in coverage, and none of these allow for novel allele discovery. We present an approach using partially ordered graphs to project sequenced data onto the known alleles allowing for accurate and efficient typing of the HLA genes with flexibility for discovering new alleles and tolerance for poor sequence quality. This graph-guided approach to assembling and typing the HLA genes from RNA-seq has applications throughout precision medicine, facilitating the prevention and treatment of autoimmune diseases where allele expression can change. It is also a necessary step for determining donors for organ transplants with the least likelihood of rejection. This novel approach of combining database matching with partially ordered graphs for assembling genetic sequences of RNA-seq data could be applied towards typing other alleles.

ContributorsMallett, Shayna (Author) / Lee, Heewook (Thesis director) / Wilson, Melissa (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
For my thesis, I developed an educational video game titled Cannon Quest. Based around a thought experiment proposed in 1687 by Sir Isaac Newton, Cannon Quest allows players to explore a miniature, 2-dimensional solar system using real physics and gravity. My principle goal was to create an interactive model of

For my thesis, I developed an educational video game titled Cannon Quest. Based around a thought experiment proposed in 1687 by Sir Isaac Newton, Cannon Quest allows players to explore a miniature, 2-dimensional solar system using real physics and gravity. My principle goal was to create an interactive model of orbital motion, with some game/simulation elements. This allows players who are totally unfamiliar with orbital mechanics to gain at least a rudimentary understanding simply by playing the game. While the educational model was my primary goal, care was taken to ensure that Cannon Quest functions as a playable simulator. I developed my own user interface (UI), control setup, and art, as well as integrating music and animation for a more complete user experience. I also spent a significant amount of time balancing the gameplay aspects with the real physics, occasionally sacrificing reality where needed to ensure a better experience. The resulting product is simple and straightforward, while retaining much of the nuances of actual orbital motion. I also developed a website to host Cannon Quest, and better direct my playtesters from a single hub. You can visit this website at www.cannonquest.carrd.co. Alternatively, you can visit https://possiblymatthew.itch.io/cannon-quest or https://github.com/matthewbenjamin22/Cannon-Quest to play the game.
ContributorsBenjamin, Matthew (Author) / Kobayashi, Yoshihiro (Thesis director) / Feng, Xuerong (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Historical, Philosophical & Religious Studies, Sch (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