• ULTRATHIN HIGH-K OXIDES FOR AREA-SELECTIVE DEPOSITION AND CHARACTERIZATION BY BALLISTIC ELECTRON EMISSION MICROSCOPY AND X-RAY PHOTOEMISSION SPECTROSCOPY

      Rogers, Jack (2021-05)
      Insulators play an important role in the architecture and resulting performance of semiconductor devices manufactured today. Materials such as HfO2 and Al2O3 are utilized as gate oxides and spacers to control leakage current and enable bottom-up self-aligned patterning of device features. Understanding the electrostatic barrier that forms at the metal-oxide-semiconductor (MOS) interface is crucial in the development of field effect transistors and other devices, especially as the scaling of device features continues to shrink into the nanoscale. Characterization of the barrier height using current-voltage (IV) and capacitance-voltage (CV) techniques provides only a spatially averaged view of the interface, and is incapable of accounting for local nonuniformity which arises at nanoscale dimensions. Additionally, common lithographic strategies for patterning small feature oxides are limited by printing misalignments such as edge placement error (EPE), and in order to achieve smaller pitch sizes lithography steps must be repeated multiple times which adds time and cost to the process. The feasibility of uniform, cost-effective insulator films at the 5 nm technology node and beyond relies on the development of new deposition strategies. In this thesis, hafnium oxide grown using atomic layer deposition (ALD) is examined with ballistic electron emission microscopy (BEEM). Localized nonuniformities in the barrier height are found to exist for two identically prepared samples which reveal three distinct electrostatic barriers at the buried Au/HfO2/SiO2/Si-p interface, including a novel barrier found at 0.45 eV due to ultrathin HfO2. The results uncover changes in electrostatic behavior of the film which are otherwise impossible to detect using spatially averaged techniques. These variations in barrier height are visualized in a novel way that produces spatial maps showing transitions between high energy and lower energy barriers across a few nanometers. The resolution of this mapping technique is determined by comparing the measured barrier heights of Au/Si(001) and Au/Si(111) interfaces. Momentum conservation and electron scattering result in slightly different barrier heights for both interfaces that depends on metal thickness. The Rayleigh criterion is applied to the barrier height distributions as a function of metal thickness, resulting in a 10 meV resolution. Both aluminum oxide and hafnium oxide are also selectively grown on patterned metal / low-k silicon wafers using ALD. Self-assembled monolayer (SAM) materials such as octodecanethiol (ODT) and dodecanethiol (DDT) -which are functionalized to metal -are first deposited on the copper lines in order to block high-k film deposi¬tion on metal. Both HfO2 and Al2O3 are shown to selectively cover the low-k lines for linespace pitches greater than 100 nm and 5 mM concentration of SAM, and better selectivity is achieved for smaller pitches using lower SAM concentrations. Selectivity is measured qualitatively and quantitatively using x-ray photoemission spectroscopy and confirmed with transmission electron microscopy.
    • An Understanding of Grief in a Socially Networked World

      Cushing, Justin (2020-05)
      Grief is a strong emotion that affects the lives of those experiencing it. Through technology, grief is no longer confined in its expression. Messages from those grieving are shared through websites, blogs, and social media networks. This project took personal experience with grief to examine some of the relationships between that grief, design principles, and the researched understandings. It started with the creation of a grief blog, meant to capture personal understandings of grief at a point in time. Those posts were then better understood through the lens of research studies.
    • UNDERSTANDING THE CELLULAR AND MOLECULAR MECHANISMS OF CEREBRAL CAVERNOUS MALFORMATION 3 (CCM3)

      Howell, Brian; Mansaray-Storms, Zainab Y. (2016)
      Cerebral cavernous malformation 3 (CCM3) is one of three genes which when mutated plays a role in the neurovascular disease, cerebral cavernous malformation. Through a number of diverse binding partners, CCM3 plays a critical role in modulating several processes including cell survival, migration and vascular development. However, how CCM3 regulates many of these pathways remains unclear. An interaction with Stk25, a serine/threonine kinase with roles in cell polarity suggests CCM3 might play a role in the functions of Stk25. Here we characterize a role for CCM3 in cellular polarity. We identify a function for CCM3 in epithelial polarity through its association with and regulation of the conserved LKB1 signaling pathway. We find that CCM3 associates with STRADα, the regulatory pseudokinase of the LKB1 complex, and is necessary for LKB1-mediated cell polarization. To determine whether this novel association of CCM3 with STRADα and LKB1 pathway plays a role in CCM3-phenotype in endothelial cells, we analyzed the gene expression profiles of endothelial cells deficient in CCM3 protein. We identified changes in gene expression induced by CCM3 knockdown, particularly a significant downregulation in expression of cell adhesion molecules, a dysregulation of extracellular matrix signaling and an activation of p53 signaling pathway. This work defines a novel regulatory role for CCM3 in epithelial cell polarity and provides preliminary insights into downstream signaling pathways affected by the reduction of CCM3 in endothelial cells with potential impact in CCM disease pathogenesis.
    • University Class Using Podcasting in Teaching

      Sun, Tianren (2008-11-01)
      'Podcast' has been declared Word of the Year 2005 by editors of the New Oxford American Dictionary, reported the BBS News in 2005. As a method of publishing audio files (usually MP3) to the web, which are then made available through subscription and automatically downloaded to a personal computer or an ipod, podcasting is a hot and modern web service belonging to the Web2.0 revolution, which has gained popularity with people all over the world over the past two years. One obvious application of podcasting in an educational context is to create class podcast lectures that students can listen to at their convenience. As podcasting is relatively new, educators everywhere are still exploring its possibilities. My literature review mainly focuses on exploring the value of using podcasting in education, like in class teaching. I will try to find out what podcast or podcasting is, its main applications/possibilities, what's special, podcast users, podcasting technology, podcasting use in classrooms/higher education, problems or podcast issues people are talking about, and its benefits or some trend. In the 'pilot study' I conducted over Spring07 Semester (Jan07-May07), students at the SUNYIT taking classes in Research Methods of Nursing School were surveyed to find out exactly how much they know about podcasting and how they feel about podcast lecture learning. Survey results were then matched against theoretical works to try and find out students' 'level of enthusiasm' about using podcasts in learning. During Fall07 Semester (Aug07Dec07), I also tried to do podcasting projects on three classes: two of them are technical editing classes of IDT program——I assisted with Prof. Kahn to provide students with online podcast lectures, helping them better understand what they learn from the class. And another one is a research method class of Prof.Gina Myers teaching at SUNY Jefferson College. Like we did in the pilot study, I helped with Prof. Myers creating podcasts for her class and tried to get feedback from her students. Survey results were then matched against theoretical works to try and find out students ‘level of enthusiasm’ about using podcasts in learning. In this thesis project report, first an overview of the problem, research objective, procedures, and delivery methods will be addressed. The main focus of this report will be in the related literature review of this issue and the research study carried out during two semesters with their final findings and some data analysis.
    • Unmasked: A Visual Documentation of How Covid-19 Affects the Lives of Central New Yorkers

      Stam, Kathryn; First Reader; Lizardi, Ryan; Second Reader; Pennisi, Alicia (2021-05)
      Photography, especially during the Covid-19 pandemic, has become a widely used and popular artform for people documenting this unprecedented time in history. With the emergence of Covid-19 in March of 2020, photographers of all skill levels set out to document history in the making. Photography is an artform that helps bridge parallels between people, places, and things, and being able to make sense of it all through visuals brings us closer to each other's core of understanding. Photography is not a one-size-fits-all medium. There are many photography styles, including portraiture, landscape, action, architecture, documentary, and street photography. This literature review will explore how street and documentary photography, photography styles, and philosophies accentuate life during a global pandemic.
    • The Use of an Interactive Simulator to Teach Automotive Troubleshooting

      Maki, Loren (2009-12-01)
      The purpose of this project was to develop a Flash based interactive simulator to help automotive students learn how to troubleshoot automotive electrical faults. The simulator consists of a case library based on real world solved faults, background system information, and interactive diagnostic scenarios for students to solve. It was developed based on two theory based models for teaching problem solving. The first model, dubbed the R2D2 model, developed by Bonk and Zhang (2006) integrates four learning activities: Reading; Reflecting; Displaying; and Doing. The second model used was developed by Jonassen and Hung (2006) and has been named the “Troubleshooting Learning Environment” or “TLE”. The question under investigation was: What does an interactive diagnostic simulator based on the TLE and R2D2 models look like? Once developed, the simulator was evaluated through the use of a focus group consisting of automotive educators. The simulator can be viewed at: http://people.morrisville.edu/~makila/starter/start.swf
    • Use of Effective Information Design Principles to Encourage Social Media Activism: Designing a Website for Global Social Issues to Enlist Change and Avoid Slacktivism

      League, BeLynn; Lizardi, Ryan; First Reader; Kahn, Russell; Second Reader (2018-05)
      The scope of this paper examines the inherent issues that exist within the current constructs of social media activism, with the intent to better understand how to encourage proactive activism in participants and discourage ‘Slacktivism.’ The research herein explores the answer to whether or not effective principles of design theory can incite change and influence people to proactively participate in activism both online and in the real world environment, doing so at times, synonymously. The focus of this paper provides an overview of the research conducted, the challenges and obstacles that exist in social media activism, possible resolution, as well as examines the production of the website design element. The design process employed and described herein, is meant to effectively illustrate the ‘Universal Principles of Design,’ by creating a website that aims to promote social media activism (proactive participation). The objective of the website design process is meant to circumvent one of the dilemmas frequently faced in social media today, slacktivism (‘armchair/passive activism’), which has been explored and supported with the accompanying literature paper related to social media affordances and effective design that encourages active participation. Using a combined culmination of experience and education garnered to date in the M.S. IDT program, I have created a website prototype, adding infographics and visuals to ensure that the aforementioned project details would come to fruition by ensuring that elements of storytelling, color theory, grid layout and all theories learned to date are applied to the end goal. The project challenges, questions, limitations and future direction of the website design will be addressed within the content of this paper.
    • The use of Google Analytics to improve the College Website as a Student Recruitment Tool

      Smith, Jennifer (2015-05-01)
      This project includes a series of three instructional video tutorials, intended to not only demonstrate the usefulness of Google Analytics, but also assist with the duplication of the most significant configurations within the tool. The main audience is higher education professionals who are interested in making data-driven decisions to optimize a college website as a student recruitment tool. Each video tutorial was guided by three principles outlined in Universal Principles of Design: signal-to-noise ratio, depth of processing, and flexibility-usability tradeoff, to enhance usability, influence perception, increase appeal, and make better design decisions. Usability testing methods and Morain and Swarts’ assessment rubrics were used to tighten gaps and produce an effective video. The videos are available through a YouTube playlist at https://www.youtube.com/playlist?list=PLAaBiDU0dFs3wFA5mYODYZ0eZrzGhlMbq.
    • The Use of Multimedia Math Lessons to Establish a Learning Community

      Blenis, Joanne (2006-05-01)
      This case study illustrates the process by which one school district will implement multimedia lessons in the math classroom to establish a learning community. Key employees of the district were interviewed and students in grade six math classes were shown a lesson and then asked to answer a survey. The theories of Human-Centered Design and Constructivism were applied and characteristics of each were analyzed as they relate to the multimedia lessons.
    • Using an Interactive Literacy Text To Integrate Common Core Learning Standards for Upper Elementary Students

      Dunn, Haily Mae (2014-12-01)
      This project produced a literacy book, or an interactive chapter book, for grades four and five, with the object of creating a more hands-on, motivating, and engaging reading experience. By applying Human-Centered Design(HCD) principles, this book has the potential to enhance the literacy experience, while incorporating technology into the classroom. Furthermore, this paper discusses certain advantages and disadvantages of interactive reading for fourth and fifth grade students; some advantages may include motivation, engagement, and increased reading levels, while disadvantages may include distraction and confusion. Finally, this paper examines how these books correspond with the newly implemented Common Core Learning Standards.
    • Using Key Principles of Design to change a Consumer’s Perception

      Holland, Kathryn (2013-05-01)
      This project was designed to get a feel for how a logo is perceived by people that are looking at it, and if certain design principles have an impact on those perceptions. Five design principles were chosen and four of the five principles were incorporated in each of the five logos that were created for this project. After the logos were designed they were placed in front of people involved in the conference that gave feedback on the logos. The feedback was analyzed to find specific things that were spoken about the design of each of the logos.
    • Using MinecraftEdu to Establish Common Ground and Increase Collaboration in an American Literature College Course

      Bulkot, Mary (2015-08)
      This paper and project examines how incorporating a MinecraftEdu three dimensional space environment into a college level American Literature course may help establish Common Ground among students thereby promoting a more constructivist and collaborative style of learning. Common Ground Theory, developed by Herbert H. Clark, proposes that language is a collaborative activity in which existing common ground is used to help develop further common ground. Increasing common ground allows individuals to communicate more efficiently. Different communication media offer different “constraints” or affordances that facilitate the process of establishing and increasing common ground. By allowing students to communicate through various modalities, including voice, text, and visually, and by allowing for both synchronous and asynchronous communication, three dimensional space environments such as MinecraftEdu provide all of the “constraints” presented in Common Ground Theory. This may lead to more efficient student communication and facilitates collaboration.
    • Using Social Media to Create a Collaborative Learning Environment in a Graphic Arts Environment

      Tooley, Shannon; Lizardi, Ryan; First Reader; Schneider, Steven; Second Reader (2018-05)
      The purpose of this study is to examine how social media has led to a creation of collaborative learning environments. The technology of graphic arts is rapidly growing as is graphic arts education. With the rapid development of innovations and technology in graphic arts applications and software, the best methods to teach graphic arts education must keep pace to provide creative learning environments. This will best serve the needs for students studying graphic arts. A concern in the area of graphic arts education may be the utilization of online platforms. While online learning is growing, it may not be the best method for students to learn and develop the necessary skills related to graphic arts due to the limited personal interactions between student and the graphic arts instructor. One area to be explored is the use of social media as a collaborative learning environment for graphic arts education.
    • Using Uses and Gratifications Theory to Create a Successful Twitch Channel

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Jones, Anthony (2021-05)
      Twitch.tv has steadily gained popularity since its debut on the social media scene in 2011. Bringing a new live element to typical content creation, Twitch fosters a dynamic relationship between content creators, known as streamers, and their audience of viewers. This unique relationship allows direct, real-time communication between content creators and viewers, allowing viewers to directly influence the content that is broadcast. Uses and gratifications theory states that users will seek the most efficient tool to gratify their needs. Once a content creator defines the primary motives of Twitch users, they can adjust their content to gratify the audience’s needs. By viewing Twitch through the lens of uses and gratifications theory, one can construct a Twitch channel that will quickly achieve success. In this case, I have created Zero Lives Gaming, a twitch channel that can be found at twitch.tv/zero_lives_gaming
    • Using Video Tutorials to Aid Coherence of Failed or Unchangeable Designs

      Griggs, Danielle; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (2019-05)
      Information design exists to convey information to users. When users have trouble understanding or using the information, the design has failed its primary purpose (Katz 17). When a design has failed and cannot be adjusted, the logical next step is to create another design to assist in using the first design. Tutorials are the perfect opportunity to help fill the void in a failed design. With the assistance of video and/or screen sharing technology, designers can create guided step-by-step instruction to assist users in navigating a process. This paper will examine how video tutorials can fill the void in coherence and transparency left by a failed design, including methods for creating successful video tutorials and an examination of equipment necessary for recording.
    • Utilizing the VARK Learning Modalities to Include Learner Preferences in the Open SUNY Course Quality Review Rubric

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Waterman, Dan (2020-05)
      This project is directed to the SUNY online learning (eLearning) courses which utilize OSCQR (Open SUNY Online Course Quality Review) rubric and process as course assistance for professors. The audience includes online learners at the graduate and undergraduate level. This project is designed to focus on the learner preferences of online graduate and undergraduate students. To assist instructors, this project offers a demonstration on how to offer learner preference modalities as well as learner preference assessment questionnaire via the VARK website (https://vark-learn.com/).
    • Validating Network Security with Predictive Analytics: A Design Guide to Bridge Stochastic Modeling into a Computationally Intelligent Dashboard

      Galavotti, Christopher R.; Kahn, Russell; Thesis Advisor; Stam, Kathryn; Second Reader (2019-05)
      Network posture has historically relied on traditional and reactionary methods for protection. These methods most commonly consist of network segmentation, intrusion detection systems, intrusion prevention systems, and signature-based detections. However, these traditional security platforms have proven to be an inadequate deterrent to the complex threat matrix that we currently find ourselves in. It is only through computational intelligence that we can truly identify potential intrusion areas and network abnormalities. This study presents a path forward for industry professionals on how to implement this computational approach into their network security platforms, particularly through stochastic modeling and simulation. Acknowledging the complex nature of this approach, a human-centered design methodology is also outlined on how to integrate this science into the enterprise via a predictive analytical dashboard.
    • Veteran Resources in New York State: What are the barriers to creating and supporting an online directory of Veteran resources in New York?

      MacColl, Shannon; Kahn, Russell; Thesis Adviser; Lizardi, Ryan; Second Reader (2018-05)
      Veterans and their families are inundated with resources with little to no guidance. While a centralized directory of basic resources from each state exists on the United States Department of Veterans Affairs (U.S. DVA) website, there is no comprehensive and centralized Veteran resource directory for the state of New York. This paper attempts to identify what barriers have prevented the development of such a resource in New York by reviewing other state’s attempts at creating a similar resource such as Massachusetts and how the integration of activity theory and common identity theory can be utilized in the creation of a centralized resource directory. It will also evaluate the role the New York State Division of Veterans’ Affairs (NYS DVA) can play in housing, maintaining and collaborating with Veteran Service Organizations, nonprofits and private sector partners to create a successful Veterans resource directory for New York. The creation of a mockup to demonstrate the incorporation of the knowledge gained is also presented as a part of this proposal.
    • Webcomic Distribution: Distribution Methods, Monetization and Niche Markets

      Volo, Kevin (2011-01-01)
      The purpose of this project was to examine what happens when it is time to distribute a webcomic and how webcomic distribution can be compared to the music industry and journalism blogger. Both industries have undergone a change in how they interact and deliver product to consumers and readers. To do this I examined three areas that make up webcomic distribution: community, monetization and niche genres. My project will also examine three challenges of how a webcomic can be used to present scholarly research. The challenges that will be covered are: how to use citations, how to provide references for another artists work and how to present data such as charts, timelines and graphs. To do this I constructed a webcomic and created a website to detail my findings. It can be viewed at: www.webcomicdistribution.com.
    • What Do Customers Really Seek From Their Mobile Service Providers?

      Ramkrishna, Deepa; Hash, Larry; Adviser; Marsh, John; Reviewer (2016-12-17)
      With the number of smartphone and wireless internet users set to increase at a rapid pace over the next few years, there is an increased need for a next generation mobile wireless technology such as 5G. Before discussing 5G, it is important to understand consumer needs today. This paper includes findings from an online survey that was administered to students and alums of SUNY Polytechnic and other universities in the US to understand what drives choice of mobile service providers. Additionally, the challenges faced by consumers with respect to their mobile and wireless use were tested and the improvements they seek was sought. The author then uses secondary research to understand if 5G will address these consumer needs and facilitate other commercial applications. While consumers might be fairly satisfied with their mobile service providers today, there is still room for improvement on some aspects such as network coverage, call quality and data speed. Implementation of 5G through efficient spectrum use and technologies such as Massive MIMO and MmWave will help address the above and also facilitate broader commercial applications in multiple industries such as driverless cars, smart cities etc.