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Full-Text Articles in Computer Sciences

Conference Schedule (2017), Association Of Christians In The Mathematical Sciences May 2017

Conference Schedule (2017), Association Of Christians In The Mathematical Sciences

ACMS Conference Proceedings 2017

No abstract provided.


Table Of Contents (2017), Association Of Christians In The Mathematical Sciences May 2017

Table Of Contents (2017), Association Of Christians In The Mathematical Sciences

ACMS Conference Proceedings 2017

No abstract provided.


Association Of Christians In The Mathematical Sciences Proceedings 2017, Association Of Christians In The Mathematical Sciences May 2017

Association Of Christians In The Mathematical Sciences Proceedings 2017, Association Of Christians In The Mathematical Sciences

ACMS Conference Proceedings 2017

The conference proceedings of the Association of Christians in the Mathematical Sciences biannual conference, May 31-June 2, 2017 at Charleson Southern University.


Mmorpgs And Their Effect On Players, Udit Manocha May 2017

Mmorpgs And Their Effect On Players, Udit Manocha

ART 108: Introduction to Games Studies

The purpose of this essay is to explore the popularity and effects of video games in the MMORPG genre. Games and play have been a part of human culture for an exceptionally long time, and in the recent decades video games have a become a large medium to continue this. Studying how video games, such as MMORPGs, can be used in order to advance life skills is important to understand the future of human development. By researching other studies done on various topics of related to MMORPG, I developed the idea that this genre of video games could be very …


Inside The Mind Of Mcmillen, Tina Duong May 2017

Inside The Mind Of Mcmillen, Tina Duong

ART 108: Introduction to Games Studies

The paper discusses how Edmund McMillen created “The Binding of Isaac”. It goes into his inspirations, influences, and his background leading up to the game. It then describes the game, going into its mechanics, design, art and story and how each of these elements were unique and risky to put into an Indie game. I discussed how “The Binding of Isaac” brought in fresh, new elements that most mainstream games wouldn’t dare touch, and despite that “Binding of Isaac” accomplished amazing success. Then, I talk about how the game was initially made by a group of two people, and was …


Glhf: A Brief Overview Of Gaming Cafes, John Sun May 2017

Glhf: A Brief Overview Of Gaming Cafes, John Sun

ART 108: Introduction to Games Studies

My paper is on the history of internet and gaming cafes, focusing on how they are seen today, the problems they face and some potential solutions. Although my focus is on gaming cafes in America, because they are so popular overseas in Asian countries (such as South Korea, China, and Japan), they inevitably come up more often in my paper and presentation.


Tango: A Spanish-Based Programming Language, Ashley M. Zegiestowsky Apr 2017

Tango: A Spanish-Based Programming Language, Ashley M. Zegiestowsky

Butler Journal of Undergraduate Research

The first part of this article deals with the creation of my own Spanish-based programming language, Tango, using Spanish key words (instead of English key words). The second part relates to the design and implementation of a compiler that follows the grammar rules outlined in the Tango language in order to successfully lexically analyze, parse, semantically analyze, and generate code for Tango. This article begins with a description of the specific goals achieved in the Tango language, an explanation and brief examples of the Tango Grammar, a high-level overview of the compiler design and data structures used, and concludes with …


Mapping Community Space And Place In Mto Wa Mbu, Tanzania Through Surveys And Gis, Jessica Craigg Apr 2017

Mapping Community Space And Place In Mto Wa Mbu, Tanzania Through Surveys And Gis, Jessica Craigg

Georgia College Student Research Events

Cities throughout the African continent have been developing at an unprecedented pace, many of them due to the influence of the tourism industry. This is particularly true in Tanzania, a country famous for its national parks and their draw to tourists who help provide money for development. However, the only way to get the whole story on how to spend this money is through the experiences and needs of the people themselves. This study focuses on a small town in northeastern Tanzania, Mto wa Mbu, situated near Lake Manyara National Park, and its people’s perceptions of the park and community. …


Quantitative Criticism Of Literary Relationships, Joseph P. Dexter, Theodore Katz, Nilesh Tripuraneni, Tathagata Dasgupta, Ajay Kannan, James Brofos, Jorge A. Bonilla Lopez, Lea Schroeder Apr 2017

Quantitative Criticism Of Literary Relationships, Joseph P. Dexter, Theodore Katz, Nilesh Tripuraneni, Tathagata Dasgupta, Ajay Kannan, James Brofos, Jorge A. Bonilla Lopez, Lea Schroeder

Dartmouth Scholarship

Authors often convey meaning by referring to or imitating prior works of literature, a process that creates complex networks of literary relationships (“intertextuality”) and contributes to cultural evolution. In this paper, we use techniques from stylometry and machine learning to address subjective literary critical questions about Latin literature, a corpus marked by an extraordinary concentration of intertextuality. Our work, which we term “quantitative criticism,” focuses on case studies involving two influential Roman authors, the playwright Seneca and the historian Livy. We find that four plays related to but distinct from Seneca’s main writings are differentiated from the rest of the …


A Short Note On Pitch, Interval, And Melody Matching Assessment, Eric Hanson, Hannah Baslee, Eric Freudenthal Apr 2017

A Short Note On Pitch, Interval, And Melody Matching Assessment, Eric Hanson, Hannah Baslee, Eric Freudenthal

Departmental Technical Reports (CS)

This short note describes a metric and procedure for assessing an individual's overall simple pitch and interval matching proficiency when singing.


Knowing How: A Computational Approach, Joseph A. Roman Apr 2017

Knowing How: A Computational Approach, Joseph A. Roman

Student Publications

With advances in Artificial Intelligences being achieved through the use of Artificial Neural Networks, we are now at the point where computers are able to do tasks that were previously only able to be accomplished by humans. These advancements must cause us to reconsider our previous understanding of how people come to know how to do a particular task. In order to unpack this question, I will first look to an account of knowing how presented by Jason Stanley in his book Know How. I will then look towards criticisms of this view before using evidence presented by the existence …


The Congregation Of Heroes: A Skyrim Representation, Richard Smith 17 Apr 2017

The Congregation Of Heroes: A Skyrim Representation, Richard Smith 17

Honor Scholar Theses

No abstract provided.


Art/Cs 108, Introduction To Game Studies, Section 2, Spring 2017, James Morgan Apr 2017

Art/Cs 108, Introduction To Game Studies, Section 2, Spring 2017, James Morgan

ART 108: Introduction to Games Studies

Course syllabus.


Art/Cs 108, Introduction To Game Studies, Section 1, Spring 2017, James Morgan Apr 2017

Art/Cs 108, Introduction To Game Studies, Section 1, Spring 2017, James Morgan

ART 108: Introduction to Games Studies

Course syllabus.


Forging Blockchains: Spatial Production And Political Economy Of Decentralized Cryptocurrency Code/Spaces, Joe Blankenship Mar 2017

Forging Blockchains: Spatial Production And Political Economy Of Decentralized Cryptocurrency Code/Spaces, Joe Blankenship

USF Tampa Graduate Theses and Dissertations

Cryptocurrencies and blockchains are increasingly used, implemented and adapted for numerous purposes; people and businesses are integrating these technologies into their practices and strategies, creating new political economies and spaces in and of everyday life. This thesis seeks to develop a foundation of geographic theory for the study of spatial production within and surrounding blockchain technologies focusing on acute studies of Bitcoin as cryptocurrency, Ethereum as digital marketplace, and their conditions of possibility as decentralized autonomous organizations. Utilizing concepts from Henri Lefebvre's Production of Space, this thesis situates blockchain technologies within the wider discussion about the political economy of …


Playful Ai Education, Todd W. Neller Feb 2017

Playful Ai Education, Todd W. Neller

Computer Science Faculty Publications

In this talk, Neller shared how games can serve as a fun means of teaching not only game-tree search in Artificial Intelligence (AI), but also such diverse topics as constraint satisfaction, logical reasoning, planning, uncertain reasoning, machine learning, and robotics. He observed that teachers teach best when they enjoy what they share and encouraged AI educators present to teach to their unique strengths and enthusiasms.


Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale Feb 2017

Tandem 2.0: Image And Text Data Generation Application, Christopher J. Vitale

Dissertations, Theses, and Capstone Projects

First created as part of the Digital Humanities Praxis course in the spring of 2012 at the CUNY Graduate Center, Tandem explores the generation of datasets comprised of text and image data by leveraging Optical Character Recognition (OCR), Natural Language Processing (NLP) and Computer Vision (CV). This project builds upon that earlier work in a new programming framework. While other developers and digital humanities scholars have created similar tools specifically geared toward NLP (e.g. Voyant-Tools), as well as algorithms for image processing and feature extraction on the CV side, Tandem explores the process of developing a more robust and user-friendly …


The Proscriptive Principle And Logics Of Analytic Implication, Thomas M. Ferguson Feb 2017

The Proscriptive Principle And Logics Of Analytic Implication, Thomas M. Ferguson

Dissertations, Theses, and Capstone Projects

The analogy between inference and mereological containment goes at least back to Aristotle, whose discussion in the Prior Analytics motivates the validity of the syllogism by way of talk of parts and wholes. On this picture, the application of syllogistic is merely the analysis of concepts, a term that presupposes—through the root ἀνά + λύω —a mereological background.

In the 1930s, such considerations led William T. Parry to attempt to codify this notion of logical containment in his system of analytic implication AI. Parry’s original system AI was later expanded to the system PAI. The hallmark of Parry’s systems—and of …


Swedish Immigrant Trail Game Report, Dr. Forrest Stonedahl Jan 2017

Swedish Immigrant Trail Game Report, Dr. Forrest Stonedahl

Swenson Center Faculty Research Stipend Reports

During the 2017-2018 academic year, I led a collaborative interdisciplinary project to develop a historical fiction video game focused on the Swedish immigration story. With bristling debates over modern immigration in national and international politics, it seems more important than ever for us to look to history to understand the immigrant experience, both at a personal level (immigrants' lives and stories), and at a broader cultural and economic level to understand the impact they have had on our nation, and that our nation has had on them.


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


A New Frontier: But For Whom? An Analysis Of The Micro-Computer And Women’S Declining Participation In Computer Science, Eliana Keinan Jan 2017

A New Frontier: But For Whom? An Analysis Of The Micro-Computer And Women’S Declining Participation In Computer Science, Eliana Keinan

CMC Senior Theses

Though women’s participation in science, technology, engineering, and mathematics (STEM) fields has greatly increased over the past 60 years, women’s participation in computer science peaked in the 1980s. The paper searches for key motivators for women entering computer science at the peak in order to isolate factors for the subsequent steep decline. A major finding of the paper is that having a computer at home is (weakly) statistically significant as a determinant for female students choosing to pursue computer science. This relationship is insignificant for students in other STEM and non-STEM fields. A final section of the paper examines employment …


The Trilogy Of Science: Filling The Knowledge Management Gap With Knowledge Science And Theory, Anthony Shawn Bates Jan 2017

The Trilogy Of Science: Filling The Knowledge Management Gap With Knowledge Science And Theory, Anthony Shawn Bates

Walden Dissertations and Doctoral Studies

The international knowledge management field has different ways of investigating, developing, believing, and studying knowledge management. Knowledge management (KM) is distinguished deductively by know-how, and its intangible nature establishes different approaches to KM concepts, practices, and developments. Exploratory research and theoretical principles have formed functional intelligences from 1896 to 2013, leading to a knowledge management knowledge science (KMKS) concept that derived a grounded theory of knowledge activity (KAT). This study addressed the impact of knowledge production problems on KM practice. The purpose of this qualitative meta-analysis study was to fit KM practice within the framework of knowledge science (KS) study. …


A Sound Idea: An Investigation Into Accessible Video Game Design For The Deaf And Hard Of Hearing, Luke James Brook Jan 2017

A Sound Idea: An Investigation Into Accessible Video Game Design For The Deaf And Hard Of Hearing, Luke James Brook

Theses: Doctorates and Masters

A widely accepted, and incorrect, assumption towards hearing accessibility in video games is that deaf and hard of hearing (DHH) users are those who encounter the least barriers and are generally well catered for. Rapid advancement in video game technology has seen video game sound evolve from simple blips generated by internal circuitry to fully realised digital audio used to convey critical information. To accommodate the DHH, this information needs to be conveyed in an alternative manner. However, evidence suggests existing accessible design solutions for the DHH lack specificity and are insufficient. Thus, the inability to hear, or hear well, …


Rationality, Parapsychology, And Artificial Intelligence In Military And Intelligence Research By The United States Government In The Cold War, Guy M. Lomeo Dec 2016

Rationality, Parapsychology, And Artificial Intelligence In Military And Intelligence Research By The United States Government In The Cold War, Guy M. Lomeo

Theses and Dissertations

A study analyzing the roles of rationality, parapsychology, and artificial intelligence in military and intelligence research by the United States Government in the Cold War. An examination of the methodology behind the decisions to pursue research in two fields that were initially considered irrational.


Lightcraft Previzion In Distance Education, Perry L. Cox Dec 2016

Lightcraft Previzion In Distance Education, Perry L. Cox

Open Access Theses

Visual Effects has continued to progress at an astonishing rate and green screen technology can be seen in all aspects of the video industry from Hollywood blockbusters down to training videos and distance education.

As video technology has increased, so has the quality and capability of distance education. Purdue University has set itself to be at the forefront of distance education. This study looked to evaluate Purdue's investment in the Lightcraft Technology's Previzion system and its impact on distance education at Purdue. There were 65 initial participants and this study compared the impact of two separate videos on their learning. …


An Interview With The Scorpion: Walter O’Brien, Walter O'Brien Nov 2016

An Interview With The Scorpion: Walter O’Brien, Walter O'Brien

The Transdisciplinary STEAM+ Journal

An interview with Walter O'Brien (hacker handle: "Scorpion"), known as a businessman, information technologist, executive producer, and media personality who is the founder and CEO of Scorpion Computer Services, Inc. O'Brien is also the inspiration for and executive producer of the CBS television series, Scorpion.


Museum 4.0 As The Future Of Steam In Museums, Mark Walhimer Nov 2016

Museum 4.0 As The Future Of Steam In Museums, Mark Walhimer

The Transdisciplinary STEAM+ Journal

Informal STEAM (Science, Technology, Engineering, Art and Math) activities (programs) and exhibits are common in science centers, children’s museums and natural history museums. As museums change to Museum 4.0 models (1), the STEAM exhibits and programs in museums also change. Museums 4.0 is the transformation of museums from a monolithic fixed location institution to a nimble community driven event driven organization. The Museum 4.0 becomes personalized to the visitor without fixed outcomes and without the physical restrictions of a single fixed location. As museums evolve to a Museum 4.0 model with visitor lead activities, STEAM activities within museums also change …


Fundamentals Of Machine Learning For Neural Machine Translation, John D. Kelleher Oct 2016

Fundamentals Of Machine Learning For Neural Machine Translation, John D. Kelleher

Conference papers

This paper presents a short introduction to neural networks and how they are used for machine translation and concludes with some discussion on the current research challenges being addressed by neural machine translation (NMT) research. The primary goal of this paper is to give a no-tears introduction to NMT to readers that do not have a computer science or mathematical background. The secondary goal is to provide the reader with a deep enough understanding of NMT that they can appreciate the strengths of weaknesses of the technology. The paper starts with a brief introduction to standard feed-forward neural networks (what …


White Paper, Hd-51897-14, Image Analysis For Archival Discovery (Aida), October 2016, Elizabeth M. Lorang, Leen-Kiat Soh Oct 2016

White Paper, Hd-51897-14, Image Analysis For Archival Discovery (Aida), October 2016, Elizabeth M. Lorang, Leen-Kiat Soh

CDRH Grant Reports

With its Office of Digital Humanities Start-up Grant, the Image Analysis for Archival Discovery (Aida) team set out to further develop image analysis as a methodology for the identification and retrieval of items of relevance within digitized collections of historic materials.1 Specifically, we sought to identify poetic content within historic newspapers, using Chronicling America's newspapers (http://chroniclingamerica.loc.gov/) as our test case. The project activities we undertook—both those completed and those in process—support this goal and align well with the activities proposed in our original funding application and as approved by NEH. To achieve our goal of creating an image processing-based system …


Final Report, Hd-51897-14, Image Analysis For Archival Discovery (Aida), October 2016, Elizabeth M. Lorang, Leen-Kiat Soh Oct 2016

Final Report, Hd-51897-14, Image Analysis For Archival Discovery (Aida), October 2016, Elizabeth M. Lorang, Leen-Kiat Soh

CDRH Grant Reports

With its Office of Digital Humanities Start-up Grant, the Image Analysis for Archival Discovery (Aida) team set out to further develop image analysis as a methodology for the identification and retrieval of items of relevance within digitized collections of historic materials. Specifically, we sought to identify poetic content within historic newspapers, using Chronicling America's newspapers (http://chroniclingamerica.loc.gov/) as our test case. The project activities we undertook—both those completed and those in process—support this goal and align well with the activities proposed in our original funding application and as approved by NEH. To achieve our goal of creating an image processing-based system …