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- Creators: Computer Science and Engineering Program
Description
In this project, my partner Archit and I looked to explore the future of no-code/low-code development. Throughout this project, we initially researched low-code/no-code development environments before settling on Microsoft Power Platform and Google Cloud to implement our capstone project, a retrieval augmented generation large language model teaching assistant that uses course-specific content pulled directly from Canvas and fed into the model. At the end of this project, we were able to fully replicate our capstone project's base frontend and the majority of our project's backend within two weeks, with a functional chat screen, two-factor authentication using a verification code, and a built-in user statistics report as compared to our capstone project, which took a whole semester to create.
ContributorsFeng, Gregory (Author) / Singh, Archit (Co-author) / Chen, Yinong (Thesis director) / De Luca, Gennaro (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2025-05
Description
The Computer Science(CS) students who attend Arizona State University(ASU) are required to participate in a capstone project. For two semesters, they work on a team with other students to help a sponsor who has requested some work to be completed by the students. In some cases, this results in a group of young students, typically ages 20-22, creating a project intended for an audience much older than themselves, 45 and above. This can pose specific challenges as younger computer users can overestimate others' familiarity with technology. Students may create designs they feel are well crafted, which fail to account for an older demographic’s detached web browsing experience. With this situation in mind, a survey was created to test the web design sensibilities within a group of college students and a group of people 30 years their elders. When analyzing the results, the answers didn’t display a large discrepancy across age groups, however, the free response sections showed a large divide between the age groups. The 18-24 age block conveyed a greater familiarity with the technology they use. They’re more confident in their ability to use the tools provided to them compared to the 45+ age block whose short answers display a hesitant attitude toward the computer. This disconnect was further exemplified by survey questions, which resulted in short and unhelpful answers.
ContributorsEllis, David (Author) / Malpe, Adwith (Thesis director) / Dorsey, John (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2025-05
Description
A natural language processing (NLP) chatbot is a program that can communicate with a human by processing their language into understandable commands. While most associate AI with LLMs, these models are not as effective with specific, involved tasks. The goal of this thesis is to demonstrate how NLP can be combined with a small-scale generative AI model to create a chatbot that can complement larger projects. The thesis researches the benefits of a small-scale chatbot in contrast to larger models in cost, time efficiency, and accuracy, and it details an example of the implementation of a small-scale chatbot within a larger project. For the implementation, I have collaborated with my sponsor, Northrop Grumman, to integrate an NLP chatbot into their GSE Frontend project. The chatbot interacts with the user, requesting specific commands related to log history, graphing, and obtaining data from the main program. The result of the implementation is an effective tool that complements the main program’s purpose with little cost and error and has great expandability alongside the program to improve its functionality.
ContributorsKhondoker, Maheeb (Author) / Osburn, Steven (Thesis director) / Arora, Aman (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2025-05
Description
This work introduces a novel optimal transport framework for probabilistic
circuits (PCs). While it has been shown recently that divergences between
distributions represented as certain classes of PCs can be computed tractably,
to the best of our knowledge, there is no existing approach to compute the
Wasserstein distance between probability distributions given by PCs. In this
work, we propose a Wasserstein-type distance that restricts the coupling mea-
sure of the associated optimal transport problem to be a probabilistic circuit.
We then develop an algorithm for computing this distance by solving a series
of small linear programs and derive the circuit conditions under which this
is tractable. Furthermore, we show that we can easily retrieve the optimal
transport plan between the PCs from the solutions to these linear programs.
Lastly, we explore approaches to parameter learning for PCs that minimize
the empirical Wasserstein distance between a PC and a dataset, and provide
two approaches that minimize this distance.
ContributorsCiotinga, Adrian (Author) / Choi, YooJung (Thesis director) / Byeon, Geunyeong (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2025-05
Description
AdhereWear is a sustainable fashion venture aimed at extending the life cycle of custom apparel through the use of reusable, sticker-based designs. Traditional event-specific apparel often contributes to overproduction and waste, especially on college campuses where custom T-shirts are frequently produced for short-term use. AdhereWear offers an eco-friendly alternative by introducing modular, interchangeable stickers that can be applied to a base garment, allowing for easy customization across multiple events. This project explores product development, market testing, pricing models, and operational strategies to validate the feasibility of this approach. By combining creativity, sustainability, and user-centered design, AdhereWear empowers consumers to reduce garment waste and rethink how identity and apparel intersect.
ContributorsAgrawal, Saanvi (Author) / Gunti, Emilie (Co-author) / Perla, Ameyally (Co-author) / Byrne, Jared (Thesis director) / LaRosa, Julia (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Sustainability (Contributor)
Created2025-05
Description
AdhereWear is a sustainable fashion venture aimed at extending the life cycle of custom apparel through the use of reusable, sticker-based designs. Traditional event-specific apparel often contributes to overproduction and waste, especially on college campuses where custom T-shirts are frequently produced for short-term use. AdhereWear offers an eco-friendly alternative by introducing modular, interchangeable stickers that can be applied to a base garment, allowing for easy customization across multiple events. This project explores product development, market testing, pricing models, and operational strategies to validate the feasibility of this approach. By combining creativity, sustainability, and user-centered design, AdhereWear empowers consumers to reduce garment waste and rethink how identity and apparel intersect.
ContributorsGunti, Emilie (Author) / Agrawal, Saanvi (Co-author) / Perla, Ameyally (Co-author) / Byrne, Jared (Thesis director) / LaRosa, Julia (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2025-05
Description
Modern AI tools have made the process of developing chatbots easier than ever. This thesis explores designing and developing two chatbot personas for an event planning and networking application as well as a study about the user interactions with the personas in terms of conversational clarity, relevance of information, and user engagement.
The project began with the design of the two unique personas through a psychology framework called the Five Factor Model. Next, the design and architecture of the chatbot was created, using a loose retrieval augmented generation (RAG) structure, and a two layer API call to OpenAI’s API models. The main layer selects an intent function which is responsible for fetching relevant information from the database, and the second uses the returned data to formulate an appropriate response to the user. This backend server had a single endpoint. The frontend was created using React.js.
To conduct the study, users were asked to interact with both chatbots, while reflecting on their interactions with both. Findings from the study indicate that there was no significant difference in users’ perception of conversational clarity or relevance of information between the two chatbot personas which suggests that both were effective in delivering accurate and understandable content. However, there was a noticeable and statistically significant increase in user engagement with the casual chatbot. The results indicate that while clarity and relevance of information may not depend heavily on the persona, engagement is influenced slightly by chatbot persona.
ContributorsPatel, Khushi (Author) / Chavez Echeagaray, Maria Elena (Thesis director) / Clarck, Jo (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2025-05
Description
This honors thesis project is an extension of my computer science capstone project, Almanac: Idea to MVP. The capstone project involves an AI agentic workflow that takes in a product idea and generates a functional MVP, and this thesis project adds to its functionality by allowing a customer persona to provide feedback on the generated MVP and iterate on the final product. This project changes the static generation of MVPs into a dynamic, user-centered approach that allows for product iteration based on customer feedback.
ContributorsKelwalkar, Aditi (Author) / Osburn, Steven (Thesis director) / Kommuri, Sai Charan Tej (Committee member) / Barrett, The Honors College (Contributor) / School of Public Affairs (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor)
Created2025-05
Description
Our campus hosts a substantial population of both Arab and Indian international students who both highly value henna as an artistic tool of cultural expression. This appreciation is never more deeply felt than during traditional events and religious holidays. Despite the demand and readily available audience, there is a noticeable lack of accessible and affordable henna services on campus. As a result, students either resort to paying costly prices for professional services off campus or attempt DIY, at-home solutions that more often than not, have inconsistent and undesirable outcomes. This gap in the market presents a unique opportunity for Henna Petals to deliver high-quality and authentic henna designs at student-friendly prices. By offering convenient, on-campus services, Henna Petals aims to encourage students to embrace and celebrate their cultural practices, even while being continents away.
ContributorsSiddappa, Tanu (Author) / Muraweh, Yasmine (Co-author) / Byrne, Jared (Thesis director) / Cazier, Joseph (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2025-05
Description
With the growth of technology globally, the usage for hardware with Mixed Reality functionalities has expanded over the past few years. Specifically, its usage in an educational setting is something that warrants more research. Virtual Reality specifically is a form of experience that transports users into a different landscape for education. This paper explores the intricacies of a game developed in Virtual Reality to explore bartering as an educational tool. Specifically, it explores the game system that could use the benefits of Virtual Reality in educating users through experience. The hypothesis is that Virtual Reality can help facilitate this gaming experience to accomplish the goals aligned in the game overview.
ContributorsKamasamudram, Anuj (Author) / Johnson, Mina (Thesis director) / Wylie, Ruth (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Thunderbird School of Global Management (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2025-05