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Articles 31 - 60 of 89
Full-Text Articles in Other Computer Engineering
Seizure Tracker, Zachary Reardon
Seizure Tracker, Zachary Reardon
Computer Engineering
The goal of this project is to make a Module that enables anyone watching a person with disabilities to record any seizure that this person has under their care. Then when the Doctor/parent receives their patient/kid they are able to download all the seizures that their patient/kid had while they were away. The Doctor/parent then has the exact time, the duration of the seizure, and the type of seizure for all the seizures that have occurred while they were away from their patient/kid. From this data it is possible that the Doctor may see some sort of patterns that enables …
Nutty Adventures, Tony Hsu, Mandy Chan
Nutty Adventures, Tony Hsu, Mandy Chan
Computer Engineering
Nutty Adventures is an Android game. The goal is to gather acorns for day-to-day survival, upgrades, and hoarding. Ultimately, the player must have enough acorns by the time Winter comes to fulfill the squirrel’s quest: providing enough acorns for his squirrel kingdom during the barren Winter season. Throughout the days, the player has to keep track of time and monsters, which might influence player decisions.
Automated Solar-Powered Chicken Coop Door, Brenna Yagade
Automated Solar-Powered Chicken Coop Door, Brenna Yagade
Computer Engineering
The purpose of this project was to plan, design, and build an automated, low power system to open and close a chicken-coop door, which is powered through a solar panel.
Slaps Music Sharing App, Maximillian L. Parelius
Slaps Music Sharing App, Maximillian L. Parelius
Computer Engineering
Slaps is a fun way to share new songs with friends. Users can simply select songs from their personal library of music, select a short sample of the song to share, and then select which friends to share it with. If a user loves a song that he/she receives, they can link directly to iTunes through the app to download the full song.
Wau: Location-Based Photo-Sharing And Friend-Finding Android Application, Tam P. Nguyen
Wau: Location-Based Photo-Sharing And Friend-Finding Android Application, Tam P. Nguyen
Computer Engineering
Wau (Where are u?) is a location-based photo-sharing and friend-finding Android application. The basic concept of my app is to help people avoid the hassle of having to call/text their friends in order to know where they are. The ability to simply tap on a name and visually see their location in reference to your own would be a huge convenience. Another neat feature is that it allows users to take and upload pictures wherever they are, and the only way for anyone to see the picture is to be within the same vicinity that it was taken. I imagine …
Madmath: Word Problem Generator, Mitchell Reed Vierhus
Madmath: Word Problem Generator, Mitchell Reed Vierhus
Computer Engineering
No abstract provided.
Using Mobile Cameras To Measure Dye Concentration In Bio-Chemistry Experiments, Jackie Fong, Andrew Lau, Anna Katrina Velasquez
Using Mobile Cameras To Measure Dye Concentration In Bio-Chemistry Experiments, Jackie Fong, Andrew Lau, Anna Katrina Velasquez
Computer Engineering
Many cutting edge chemistry experiments for high throughput assays require measuring colored outputs from specially prepared samples. Absorbance from these samples is usually measured with a specialized piece of equipment that adds to the expense, time, and complexity of obtaining experimental results. To make these experiments more accessible, we looked at developing software to allow cell phones or consumer grade USB cameras to measure these experiments and quantify the intensity of the output.
What we have compiled thus far is research regarding several different color spaces and attempted analysis on the many channels of color spaces such as RGB, HSV, …
'Fo Fighter: 2d Real-Time Game, Cary Dobeck
'Fo Fighter: 2d Real-Time Game, Cary Dobeck
Computer Engineering
‘FO Fighter is a 2D real-time game for Android and iOS mobile devices. The game utilizes the motion sensors and touch screens built within these devices to give the player a great amount of control over their character’s position and firing direction. This control allows for a reactive environment set in outer space, where gravity is determined by the device’s orientation, while the player must dodge, fight and destroy multiple enemy fighters on each planet in the solar system. ‘FO Fighter has been tested throughout its development cycle on numerous devices on both the Android and iOS platforms, with testers …
Greenplace: A User Driven Marketplace For Perishable Goods, Nicolas Higuera
Greenplace: A User Driven Marketplace For Perishable Goods, Nicolas Higuera
Computer Science and Software Engineering
As the world population grows, food vendors need to be increasingly efficient in the distribution of their products. Products with short shelf-lives need to be distributed as quickly as possible in order to maximize potency. Existing technologies allowing the sale of goods from peer to peer lack key features to optimize usage for perishable goods. GreenPlace provides some of the essential features necessary to distributing perishable goods and managing those orders in an effective manner.
X264 Video Encoding Frontend, Alvin Lam
X264 Video Encoding Frontend, Alvin Lam
Computer Science and Software Engineering
x264 is a free video codec for encoding video streams into the H.264/MPEG-4 AVC format. It has become the new standard for video encoding, providing higher quality with a higher compression than that of XviD. x264 provides a command line interface as well as an API and is used in popular applications such as HandBrake and FFmpeg. Advanced Audio Coding (AAC) is a very popular audio coding standard for lossy digital audio compression. AAC provides a higher sound quality than MP3 at similar bitrates. This senior project describes the design and implementation of a x264 video encoding frontend that uses …
Ascendance: A Platformer For Computers, Philip Scott Beauchamp, Joseph Grant Plaster
Ascendance: A Platformer For Computers, Philip Scott Beauchamp, Joseph Grant Plaster
Computer Science and Software Engineering
Ascendance is a 2.5D platformer adventure game for computers, developed in the Unity development environment over two quarters to apply computer graphics and software engineering principles to the programming and iterative development of a game. Players encounter enemies which they must defeat or avoid while they explore the level for the required objects that lead them to victory. Testing of Ascendance required several iterations of play testing and surveys by various testers with and without gaming backgrounds, and was followed by rapid refinement of game mechanics and aesthetics. The result is a fully functional demo that features a sophisticated start …
The Struggle Of The Rubiniumite Wars, Timothy Mendez, Evan Peterson, Darren Huang, Kyle Lozier
The Struggle Of The Rubiniumite Wars, Timothy Mendez, Evan Peterson, Darren Huang, Kyle Lozier
Computer Science and Software Engineering
The Struggle of the Rubiniumite Warsis a browser-based, one- to two-player, simultaneous turn-based strategy game set amongst the stars. It uses WebGL and Three.js for 3D graphics in the browser, Node.js for game engine and artificial intelligence design on the backend, and Socket.io for networking using websockets. The development group’s inspiration, motivation, and reflections are discussed. Additionally, details on the development of the game engine, database integration with Parse, user registration with Nodemailer, graphics with Three.js and HTML/CSS, and audio with HTML5.
Visualizing Population Density Based On Wifi Router Location And Network Usage, Tyler Deitz
Visualizing Population Density Based On Wifi Router Location And Network Usage, Tyler Deitz
Liberal Arts and Engineering Studies
This research paper introduces a prototype of a feature for Robert E. Kennedy’s maps web application. The feature visualizes population density based off wifi router location and network usage within the building. The significance of the feature is noted by documenting the library’s transition into a hub for student life and campus culture, which increases the space’s occupancy and visitor retention for a longer time. The feature is based off a Voronoi diagram map distribution which strongly affects its technical and visual implementation. The end product is user tested by Cal Poly students and received a 93.5% satisfaction rate.
Project Llama: Making A Cappella Arranging Easier, Jason Lu
Project Llama: Making A Cappella Arranging Easier, Jason Lu
Liberal Arts and Engineering Studies
This project was intended to improve the current state of a cappella arranging. It explains the problems with current tools and explores other options.
Understanding The Relationships Of User-Selected Music In Video Games, Memphis Wong
Understanding The Relationships Of User-Selected Music In Video Games, Memphis Wong
Liberal Arts and Engineering Studies
Music has been an integral part of video games in its contribution to users' gameplay experiences. Varying from simple sound effects to elaborate scores, music helps shape the reactive environment of each video game. In particular, video games that generate unique levels and scenarios based on music has become more popular as its own genre. Games such as Audiosurf take this further, with having the game revolve entirely around levels generated to custom tracks. The aim of this study is to analyze the impact of such games, when it allows a user to select his or her own music.
Customer Tracking Through An Affordable Consumer Device Array, Daniel Nishi
Customer Tracking Through An Affordable Consumer Device Array, Daniel Nishi
Computer Science and Software Engineering
Commercial person tracking systems that use wifi packet analysis is currently very costly. In order to reduce the barrier of entry and allow small businesses to reap the benefits of indoor trilateration systems and monitor consumer traffic patterns, I am building out a system that will run on low-cost hardware and be deployable without a monthly service fee. By using consumer hardware, we are able to collect and analyze wifi management packets from smartphone sources and use it to extract actionable business information.
Custom Keys: Numeric Keypad Server-Client Android App, Cameron Hom
Custom Keys: Numeric Keypad Server-Client Android App, Cameron Hom
Computer Science and Software Engineering
Custom Keys is an app that consists of a server and an app which communicate through the network. This project explored a way to improve numeric keystroke input for users who do not have numeric keypads on their laptops or computers. I discuss many features and designs I used in Custom Keys to create the app and server. I also discuss some of the drawbacks to the design. Custom Keys was successfully created but more testing and research is needed to determine if it improves individual numeric keystroke's per minute.
The Ground Is Lava!, Aaron Jacobs
The Ground Is Lava!, Aaron Jacobs
Computer Science and Software Engineering
The Ground Is Lava! is a three dimensional video game written in C++ that uses OpenGL as its graphics API. The game is competitive, with two to four players controlling characters from a first-person perspective. The project implements multiple graphics technologies in order to achieve a consistent, pleasing visual style, including shadow mapping, sky rendering, and procedural animation. The engine built to power the game was developed in a flexible manner, allowing the code to be reused for future projects.
The Lecturescribe Platform, Kevin Backers, Kevin Feutz, Erik Owen
The Lecturescribe Platform, Kevin Backers, Kevin Feutz, Erik Owen
Computer Science and Software Engineering
The LectureScribe platform is a free classroom transcription service that is deployed as a website. The platform allows professors to talk into a microphone, and deaf or hard of hearing students have the ability to see what the professor is saying in real time on their personal device. LectureScribe was created by three Cal Poly Software Engineering students. This document details the platform itself, as well as the developers’ process of creating this software system over the span of two academic quarters.
G Boots: A Real-Time 3d Puzzle Video Game Graphics Senior Project, Zachary Glazer
G Boots: A Real-Time 3d Puzzle Video Game Graphics Senior Project, Zachary Glazer
Computer Science and Software Engineering
G Boots is a real-time 3D puzzle video game. It uses OpenGL, using GLSL for shaders, in order to implement cross platform support of advanced rendering and shading techniques. A level editing system was implemented so that anyone can make or edit levels that can then be played in the game. At the end of two quarters of development by a single developer, one polished proof of concept level was created using the level editing system in order to show the feasibility of the project.
Configuration-Driven Table Library, Torrin Smith
Configuration-Driven Table Library, Torrin Smith
Computer Science and Software Engineering
No abstract provided.
Toward The Systematization Of Active Authentication Research, Daniel Fleming Gerrity
Toward The Systematization Of Active Authentication Research, Daniel Fleming Gerrity
Master's Theses
Authentication is the vital link between your real self and your digital self. As our digital selves become ever more powerful, the price of failing authentication grows. The most common authentication protocols are static data and employed only once at login. This allows for authentication to be spoofed just once to gain access to an entire user session. Behaviometric protocols continuously consume a user’s behavior as a token of authentication and can be applied throughout a session, thereby eliminating a fixed token to spoof. Research into these protocols as viable forms of authentication is relatively recent and is being conducted …
Antics: A Cross-Platform Mobile Game, Gerren D. Willis
Antics: A Cross-Platform Mobile Game, Gerren D. Willis
Electronic Theses, Projects, and Dissertations
Recent technologies have made it increasingly easier for independent developers to build and deploy gaming applications for mobile devices. The focus of this master's project is to investigate one such set of technologies, which include Adobe AIR, Starling and Feathers, that allow games to be written in ActionScript and run on both Android and iOS devices. For this purpose, I chose to use these technologies to design and implement the game ANTics proposed by Whim Independent Studios, a start up game studio in San Bernardino. ANTics is written in ActionScript and runs on Adobe AIR. It can be deployed on …
Image Segmentation Using Fuzzy-Spatial Taxon Cut, Lauren Barghout
Image Segmentation Using Fuzzy-Spatial Taxon Cut, Lauren Barghout
MODVIS Workshop
Images convey multiple meanings that depend on the context in which the viewer perceptually organizes the scene. This presents a problem for automated image segmentation, because it adds uncertainty to the process of selecting which objects to include or not include within a segment. I’ll discuss the implementation of a fuzzy-logic-natural-vision-processing engine that solves this problem by assuming the scene architecture prior to processing. The scene architecture, a standardized natural-scene-perception-taxonomy comprised of a hierarchy of nested spatial-taxons. Spatial-taxons are regions (pixel-sets) that are figure-like, in that they are perceived as having a contour, are either `thing-like', or a `group of …
A Balanced Secondary Structure Predictor, Md Nasrul Islam
A Balanced Secondary Structure Predictor, Md Nasrul Islam
University of New Orleans Theses and Dissertations
Secondary structure (SS) refers to the local spatial organization of the polypeptide backbone atoms of a protein. Accurate prediction of SS is a vital clue to resolve the 3D structure of protein. SS has three different components- helix (H), beta (E) and coil (C). Most SS predictors are imbalanced as their accuracy in predicting helix and coil are high, however significantly low in the beta. The objective of this thesis is to develop a balanced SS predictor which achieves good accuracies in all three SS components. We proposed a novel approach to solve this problem by combining a genetic algorithm …
Two Correspondence Problems Easier Than One, Aaron Michaux, Zygmunt Pizlo
Two Correspondence Problems Easier Than One, Aaron Michaux, Zygmunt Pizlo
MODVIS Workshop
Computer vision research rarely makes use of symmetry in stereo reconstruction despite its established importance in perceptual psychology. Such stereo reconstructions produce visually satisfying figures with precisely located points and lines, even when input images have low or moderate resolution. However, because few invariants exist, there are no known general approaches to solving symmetry correspondence on real images. The problem is significantly easier when combined with the binocular correspondence problem, because each correspondence problem provides strong non-overlapping constraints on the solution space. We demonstrate a system that leverages these constraints to produce accurate stereo models from pairs of binocular images …
Impact Of Detector-Element Active-Area Shape And Fill Factor On Image Sampling, Restoration, And Super-Resolution, Russell C. Hardie, Douglas R. Droege, Alexander J. Dapore, Mark E. Greiner
Impact Of Detector-Element Active-Area Shape And Fill Factor On Image Sampling, Restoration, And Super-Resolution, Russell C. Hardie, Douglas R. Droege, Alexander J. Dapore, Mark E. Greiner
Russell C. Hardie
In many undersampled imaging systems, spatial integration from the individual detector elements is the dominant component of the system point spread function (PSF). Conventional focal plane arrays (FPAs) utilize square detector elements with a nearly 100% fill factor, where fill factor is defined as the fraction of the detector element area that is active in light detection. A large fill factor is generally considered to be desirable because more photons are collected for a given pitch, and this leads to a higher signal-to-noise-ratio (SNR). However, the large active area works against super-resolution (SR) image restoration by acting as an additional …
A Software Framework For Task Based Performance Evaluation, Justin J. Mackenzie
A Software Framework For Task Based Performance Evaluation, Justin J. Mackenzie
Electronic Thesis and Dissertation Repository
It is difficult to objectively measure performance of complex tasks such as a surgical operation and surgical simulators require the ability to evaluate performance whether to predict surgical outcome, determine competence, provide learning feedback, etc. With no standard software framework for collecting, analyzing and evaluating performance data for complex tasks in simulations, it is investigated whether a solution can be implemented that allows for custom data collection schemes, all while being general enough to be used across many simulation platforms and can be used in a simple simulator.It is also investigated whether the implemented framework can perform its functionality while …
Novel Bioinformatic Approaches For Analyzing Next-Generation Sequencing Data, Yan Peng
Novel Bioinformatic Approaches For Analyzing Next-Generation Sequencing Data, Yan Peng
Dissertations
In general, DNA reconstruction is deemed as the key of molecular biology since it makes people realize how genotype affects phenotypes. The DNA sequencing technology emerged exactly towards this and has greatly promoted molecular biology’s development. The traditional method, "Sanger," is effective but extremely expensive on a cost-per-base basis. This shortcoming of Sanger method leads to the rapid development of next-generation sequencing technologies. The NGS technologies are widely used by virtue of their low-cost, high-throughput, and fast nature. However, they still face major drawbacks such as huge amounts of data as well as relatively short read length compared with traditional …
Experimental Boss Design And Testing, Joseph P. Mistretta
Experimental Boss Design And Testing, Joseph P. Mistretta
Undergraduate Honors Theses
Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. …