D.I.Y. Smartcube: Tracking the Face Turns of a Rubik's Cube Using Embedded Speakers

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Description

Speedsolving, the art of solving twisty puzzles like the Rubik's Cube as fast as possible, has recently benefitted from the arrival of smartcubes which have special hardware for tracking the cube's face turns and transmitting them via Bluetooth. However, due

Speedsolving, the art of solving twisty puzzles like the Rubik's Cube as fast as possible, has recently benefitted from the arrival of smartcubes which have special hardware for tracking the cube's face turns and transmitting them via Bluetooth. However, due to their embedded electronics, existing smartcubes cannot be used in competition, reducing their utility in personal speedcubing practice. This thesis proposes a sound-based design for tracking the face turns of a standard, non-smart speedcube consisting of an audio processing receiver in software and a small physical speaker configured as a transmitter. Special attention has been given to ensuring that installing the transmitter requires only a reversible centercap replacement on the original cube. This allows the cube to benefit from smartcube features during practice, while still maintaining compliance with competition regulations. Within a controlled test environment, the software receiver perfectly detected a variety of transmitted move sequences. Furthermore, all components required for the physical transmitter were demonstrated to fit within the centercap of a Gans 356 speedcube.

Date Created
2022-05
Agent

Developing an Independent Video Game to Diversify University Recruitment

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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, The Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction and the group continues to work to gain traction and bring the idea to more prospective students.

Date Created
2021-05
Agent

Mobile-Application for Digitizing Paper Receipts for the Honors Human Event (“Tutory”)

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Description
All freshman honors students are required to take a two-semester course during their freshman year at ASU called Human Event. This course focuses on developing a student’s ability to break down the concepts in important historical texts and then write

All freshman honors students are required to take a two-semester course during their freshman year at ASU called Human Event. This course focuses on developing a student’s ability to break down the concepts in important historical texts and then write essay’s that explore these concepts. One of the unique qualities of the honors college at ASU Polytechnic is the Thesis Fest, which is an opportunity for students to share their progress when writing each essay before the due date. During Thesis Fest, students discuss the texts they are writing about with tutors and they get helpful pointers regarding how to clearly understand the concepts they want to explore. These tutors are previous Human Event students who are all enrolled in another course called the Honors Colloquium. The polytechnic campus is also unique because it allows a student’s paper to be evaluated in a conference – Paper Mini-Conference (PMC) – between the student, a tutor, and the professor. The inspiration for this project is derived from personal experiences in the Honors Colloquium. During each Thesis Fest, students and tutors are required to fill out tutor receipts, verifying that the student attended Thesis Fest as well as the texts discussed. In addition, a receipt is also used to verify that the tutor is fulfilling his/her tutoring obligations. Therein lies a pain point for both tutors and students, which is the fact that all receipts are hand-written on small pieces of paper and both the tutor and student must have separate duplicate copies. In addition, the head tutor of the Colloquium is then required to analyze the cards and verify that individual tutors have enough receipts for the semester. Lastly, the student must verify that they attended Thesis Fest by bringing a receipt to the PMC. There have been many occasions when a student has forgotten their receipt, which results in them having to email the receipt to the professor or bring it in at a later time. This project aims to solve this problem by building a mobile application that digitizes the data collection for receipts.
Date Created
2020-05
Agent

Interactive Traffic Simulation

Description
This document explains the design of a traffic simulator based on an integral-based state machine. This simulator is different from existing traffic simulators because it is driven by a flexible model that supports many different light configurations and has a user-friendly interface.
Date Created
2020-05
Agent

Using an automated attendance monitoring system to maximize time for class activities

Description

Class instructors at Arizona State University monitor students’ attendance for classes in which attendance is either mandatory or encouraged. Class monitoring can be done using traditional systems such as sign sheets and roll calls. From my initial observations while attending

Class instructors at Arizona State University monitor students’ attendance for classes in which attendance is either mandatory or encouraged. Class monitoring can be done using traditional systems such as sign sheets and roll calls. From my initial observations while attending a class which utilized a sign sheet for class attendance monitoring, I thought the process took long and was inefficient. As a result, I created an automated system that would replace the traditional systems and improve the class monitoring process. Thus, this study aims to determine whether the automated system reduced the time it takes to monitor class attendance, and whether it was efficient.

To examine the above question, the automated system was deployed to 2 classes at Arizona State University. Additionally, surveys were distributed to 2 instructors and 33 students and they were asked to respond to questions relating to class attendance and the monitoring systems which were being used alternatively with the newly-created automated system. Analysis of the responses demonstrated that use of an automated system reduced the time it takes students to mark their presence, and thus increase the time used for other class activities. The results also indicate that the design of the automated system affects the overall time it takes to monitor attendance. On this basis, it is recommended that instructors utilize an automated system to monitor class attendance. Further research is needed to study the time it takes instructors to set up different monitoring systems in order to ascertain that an automated system reduces the overall time it takes to monitor attendance compared to other traditionally used systems.

Date Created
2019-05
Agent

Automated Bicycle Human-in-the-Loop Control

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Description
Bicycles are already used for daily transportation by a large share of the world's population and provide a partial solution for many issues facing the world today. The low environmental impact of bicycling combined with the reduced requirement for road

Bicycles are already used for daily transportation by a large share of the world's population and provide a partial solution for many issues facing the world today. The low environmental impact of bicycling combined with the reduced requirement for road and parking spaces makes bicycles a good choice for transportation over short distances in urban areas. Bicycle riding has also been shown to improve overall health and increase life expectancy. However, riding a bicycle may be inconvenient or impossible for persons with disabilities due to the complex and coordinated nature of the task. Automated bicycles provide an interesting area of study for human-robot interaction, due to the number of contact points between the rider and the bicycle. The goal of the Smart Bike project is to provide a platform for future study of the physical interaction between a semi-autonomous bicycle robot and a human rider, with possible applications in rehabilitation and autonomous vehicle research.

This thesis presents the development of two balance control systems, which utilize actively controlled steering and a control moment gyroscope to stabilize the bicycle at high and low speeds. These systems may also be used to introduce disturbances, which can be useful for studying human reactions. The effectiveness of the steering balance control system is verified through testing with a PID controller in an outdoor environment. Also presented is the development of a force sensitive bicycle seat which provides feedback used to estimate the pose of the rider on the bicycle. The relationship between seat force distribution is demonstrated with a motion capture experiment. A corresponding software system is developed for balance control and sensor integration, with inputs from the rider, the internal balance and steering controller, and a remote operator.
Date Created
2019-05
Agent

Developing a Curriculum to Prepare Software Engineers for the Technical Interview Process

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Description
ASU’s Software Engineering (SER) program adequately prepares students for what happens after they become a developer, but there is no standard for preparing students to secure a job post-graduation in the first place. This project creates and executes a supplemental

ASU’s Software Engineering (SER) program adequately prepares students for what happens after they become a developer, but there is no standard for preparing students to secure a job post-graduation in the first place. This project creates and executes a supplemental curriculum to prepare students for the technical interview process. The trial run of the curriculum was received positively by study participants, who experienced an increase in confidence over the duration of the workshop.
Date Created
2019-05
Agent

PRACTICAL APPLICATION OF CONVOLUTIONAL NEURAL NETWORKS FOR SKIN LESION CLASSIFICATION

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Description
In this paper, I explore practical applications of neural networks for automated skin lesion identification. The visual characteristics are of primary importance in the recognition of skin diseases, hence, the development of deep neural network models proven capable of classifying

In this paper, I explore practical applications of neural networks for automated skin lesion identification. The visual characteristics are of primary importance in the recognition of skin diseases, hence, the development of deep neural network models proven capable of classifying skin lesions can potentially change the face of modern medicine by extending the availability and lowering the cost of diagnostic care. Previous work has demonstrated the effectiveness of convolutional neural networks in image classification in general, with even higher accuracy achievable by data augmentation techniques, such as cropping, rotating, and flipping input images, along with more advanced computationally intensive approaches. In this research, I provide an overview of Convolutional Neural Networks (CNN) and CNN implementation with TensorFlow and Keras API in context of image recognition and classification. I also experiment with custom convolutional neural network model architecture trained using HAM10000 dataset. The dataset used for the case study is obtained from Harvard Dataverse and is maintained by Medical University of Vienna. The HAM10000 dataset is a large collection of multi-source dermatoscopic images of common pigmented skin lesions and is available for academic research under Creative Commons Attribution-Noncommercial 4.0 International Public License. With over ten thousand dermatoscopic images of seven classes of benign and malignant skin lesions, the dataset is substantial for academic machine learning purposes for multiclass image classification. I discuss the successes and shortcomings of the model in respect to its application to the dataset.
Date Created
2019-05
Agent

Understanding the Impact of a Culturally-Relevant Engineering Design Curriculum Module Through a Lens of Tribal Critical Race Theory

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Description
The purpose of this paper is to develop an understanding of Navajo students' perspectives on how engineering can be used to improve life in their own communities on the Navajo reservation. Branching off an existing study that aims to develo

The purpose of this paper is to develop an understanding of Navajo students' perspectives on how engineering can be used to improve life in their own communities on the Navajo reservation. Branching off an existing study that aims to develop a culturally-contextualized engineering design curriculum for middle schools in the Navajo Nation, this research focuses on a curriculum module entitled, "Future Chapter Presidents". This module is inspired by the Future City Competition where middle school students are tasked with imagining a better future. To make "Future Chapter Presidents" more culturally-relevant, students are instead tasked with proposing solutions that will improve life on the reservation. This module emphasizes engineering design alongside teaching Navajo Nation government standards by having students in the class run for a position in their local government. Students are prompted with creating a campaign poster that showcases their proposed solutions directed at their own communities. In order to analyze students' perspectives and understanding of how engineering can be used to improve life on the reservation, thematic analysis is used to study each individual poster. Meanwhile, because the researchers conducting this study are not Navajo, Tribal Critical Race Theory (Brayboy, 2006) was applied to ensure that the content of the posters are interpreted from an Indigenous lens. The results of this study can be used to inform future curriculum development for engineering design modules in the Navajo Nation and expand upon existing literature that provides understanding of how Navajo students experience and understand engineering in the context of their culture.
Date Created
2018-12
Agent

Development of a Game of Logic for Investigating of Trust in Human Robot Interaction

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Description
As robotics technology advances, robots are being created for use in situations where they collaborate with humans on complex tasks.  For this to be safe and successful, it is important to understand what causes humans to trust robots more or

As robotics technology advances, robots are being created for use in situations where they collaborate with humans on complex tasks.  For this to be safe and successful, it is important to understand what causes humans to trust robots more or less during a collaborative task.  This research project aims to investigate human-robot trust through a collaborative game of logic that can be played with a human and a robot together. This thesis details the development of a game of logic that could be used for this purpose. The game of logic is based upon a popular game in AI research called ‘Wumpus World’. The original Wumpus World game was a low-interactivity game to be played by humans alone. In this project, the Wumpus World game is modified for a high degree of interactivity with a human player, while also allowing the game to be played simultaneously by an AI algorithm.
Date Created
2018-05
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