• Fair Use @ WorkTM App: Design and Review of a Prototype of a Mobile App to Help Journalists, Students, and Educators Favor Fair Use of Copyrighted Work

      Heiz, Nancy M. (2014-05-01)
      This project is a prototype of a mobile application that would help journalists, bloggers, educators, and students determine if copyrighted material can be reproduced according to the Fair Use doctrine of U.S. Copyright law. Development of the mobile application reflects Shedroff’s unified field theory of design. The prototype was developed using free online tools. The app prototype itself incorporates several universal principles of design, as well as legal and ethical principles for journalism and new media. This paper explores the need to clarify Fair Use of copyright. Next, it identifies the target users and their needs. It then explores and details the methodology of designing an online prototype. Lastly, it details the assessment of the prototype.
    • Favorite Faces App: Design and Review of a Mobile App Prototype to Help Improve FaceName Recognition for those with Early to Moderate Stage Dementia

      McDonnell, Kim A. (2014-12-01)
      It is estimated that “the number of older Americans afflicted by Alzheimer disease and related dementias will triple to 13 million persons by 2050, thus greatly increasing healthcare needs” (Bharucha, Anand, Forlizzi, Dew, Reynolds, Stevens & Wactlar, 2009). As several studies show that forgetting names is what disturbs older people the most about memory loss, this research explores potential therapies for face-name recognition (Carroll, Bulletin, 27, & 2010, n.d.). This project is a prototype of a mobile application to help those diagnosed with early to moderate stage dementia improve face-name recognition. The prototype was developed using free online tools. Development of the mobile application incorporates Cooley’s theory of Human Centered Design as well as several Universal Principles of Design that are important considerations for the target audience of the elderly, diagnosed with dementia. This project explores the how and why the elderly need to be considered when designing mobile applications. This paper explores the methodology used to design the online prototype as well as the assessment of the prototype’s potential benefits and shortcomings. The prototype voice over demonstration can be viewed at http://www.screencast.com/t/gmiVsh2THh9. The prototype creation can be viewed at https://www.fluidui.com/editor/live/preview/p_xKznQ6uInTdTWhSlX8FcPQS35JUIBy7q.14193816310 57
    • Flash-Based Physical Simulation in Deaf Education Dynamic Media VS. Static Media

      Baran, Harry Christopher (2011-08-01)
      The main purpose of this project was to develop a Flash based physical simulation to examine if simulations benefit deaf students and to identify the benefits to deaf students after using it. It was also done to determine if deaf students benefited more from the simulation when used in a teacher-centered class or more when used in a student-centered class. The study suggests that deaf students benefit from simulations and that the benefit is they make learning abstract concepts easier for deaf students to understand when they are coherent, engaging, welcoming, serve the students’ purpose for using them, and are responsive to the students’ needs and ways he/she does things. The findings also indicate the benefits deaf students gain from using simulations depends on how the teacher uses it in class. This study found that the most appropriate and beneficial use of simulations for deaf students is using them in a teacher-centered class to supplement instruction taught directly by the teacher and not in a student-centered class by student self-instruction. A Flash-based physical simulation was created using information about photosynthesis but with dynamic images, video, and animations simulating the parts of photosynthesis, the process of photosynthesis, and the importance of photosynthesis. The principles of Human-Centered Design Theory were used as a guide to analyze the simulation. Research was further calculated by comparing scores on written tests given to students in the teacher-centered classroom and student-centered classroom as well as surveys, and interviews to further discuss the simulation and reaction students had to it.
    • Free & Open Source Software Off The Grid

      Besemer, Benjamin (2011-07-01)
      This thesis project is an autoethnographic look at personally adopting Free & Open Source Software (FOSS) for a period of 8 weeks. During this period I made a switch to entirely FOSS both professionally and personally in hopes of exploring whether FOSS can be effectively used in everyday life. Furthermore, the project looks at what is involved in adopting FOSS and what benefits and/or drawbacks can be expected for individuals looking for alternatives to proprietary software. The daily experiences written about include those from my personal life and that of being a high school teacher performing daily tasks and instruction using only FOSS. A comparative analysis of the data collected is made between my prior experiences with proprietary software and that of FOSS used during this period.
    • The Future Impact of Immersive Virtual Reality Simulations on the Suburban Training Experience of Firefighters in Westchester, NY

      Tatton III, Edward J (2014-12-01)
      This paper describes a prototype of a firefighter training platform utilizing an immersive virtual reality environment. Advances in technology, with the adoption of virtual reality (VR) systems for training purposes, may provide learners with educational environments with life-like simulation interfaces. A prototype was created to simulate interactions a firefighter might experience in a fully immersive environment. The prototype was used to educate firefighters on the cocncept and survey them for feedback on the proposed learning environment. To achieve a fully immersive virtual reality, visual, tactile, auditory, olfactory and gustatory feedback was used. It was found that a fully immersive virtual reality environment would meet the needs of a successful multimedia design as regards cognition and motivation.
    • Game Streaming in the Wake of a Pandemic: Topic: Live Streaming and Branding

      Jofre, Ana; Martucci, Nicholas; Jofre, Ana; First Reader; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2020-12)
      The purpose of this study is to determine what the key motivational factors for creating a live stream gaming channel in the wake of a global pandemic are. This is executed by generating a series of podcast interviews from live streamers, generating branding for the launch of a live stream gaming channel and launching the channel. With the world in a current state of emergency, the live streaming industry under Twitch.tv has boomed, giving streamers and viewers alike an opportunity to interact, communicate, and form communities like never before in the shadow of these pressing times. In light of this, we seek an escape from the harsh reality that is quarantine and find comfort in engaging with others all the while having fun indoors.
    • GAMES THAT CAN SAVE LIVES Designing the next generation NYCAMH safety game

      VanDusen, Michael (2012-06-01)
      Abstract not present in the Thesis
    • Gamification & 21st Century Digital Learning

      Galimore, Zipporah; Yucel, Ibrahim; Thesis Advisor; Stam, Kathryn; Second Reader (2018-05)
      Gamification application to instructional methodologies could enhance learning when appropriately implemented. Current research suggests several instructional design principles support principles of gamification. Experts in both gamification and instructional design emphasize certain learning theories and instructional strategies that need to be taken into consideration when integrating gamification in the learning process. Examples provided where effective gamification implemented closely aligns with what current research shows regarding successful multimedia learning and instruction. A virtual learning museum with a butterfly exhibit prototype with examples provided in this paper has been created to give an idea of how gamification and learning design principles should be used simultaneously to enhance cognitive development. Sections of the exhibit are labeled with both gamification and instructional design principals.
    • Gamification of Mobile Fitness Applications for Newly Diagnosed Multiple Sclerosis Patients

      Coupe, Brian (2016-01)
      We can think of our life with mobile technology as a constant classroom and learning environment. Mobile Fitness is a prototype application which will be used by newly diagnosed Multiple Sclerosis patients. The application uses the theory of fun and engagement to keep the user interested and motivated to complete daily workouts. Mobile Fitness uses these game based learning characteristics and human centered design to better suit the user. Recreational therapy also integrates well with gamification because both can be considered with the same end goals in mind. Successful completion of tasks with a reward.
    • ?Generic Datasets, Beamforming Vectors Prediction of 5G Celleular Networks

      Kholidy, Hisham A.; Singh, Manjit; Kholidy, Hisham A.; Advisor (SUNY Polytechnic Institute, 2020)
      The early stages of 5G evolution revolves around delivering higher data speeds, latency improvements and the functional redesign of mobile networks to enable greater agility, efficiency and openness. The millimeter-wave (mmWave) massive multiple-input-multiple-output (massive MIMO) system is one of the dominant technology that consistently features in the list of the 5G enablers and opens up new frontiers of services and applications for next-generation 5G cellular networks. The mmWave massive MIMO technology shows potentials to significantly raise user throughput, enhances spectral and energy efficiencies and increases the capacity of mobile networks using the joint capabilities of the huge available bandwidth in the mmWave frequency bands and high multiplexing gains achievable with massive antenna arrays. In this report, we present the preliminary outcomes of research on mmWave massive MIMO (as research on this subject is still in the exploratory phase) and study two papers related to the Millimeter Wave (mmwave) and massive MIMO for next-gen 5G wireless systems. We focus on how a generic dataset uses accurate real-world measurements using ray tracing data and how machine learning/Deep learning can find correlations for better beam prediction vectors through this ray tracing data. We also study a generated deep learning model to be trained using TensorFlow and Google Collaboratory.
    • A Genetic Algorithm for Locating Acceptable Structure Models of Systems (Reconstructability Analysis)

      Heath, Joshua; Cavallo, Roger; Advisor; Reale, Michael; Reviewer; Sengupta, Saumendra; Reviewer (2018-05)
      The emergence of the field of General Systems Theory (GST) can be best attributed to the belief that all systems, irrespective of context, share simple, organizational principles capable of being mathematically modeled with any of many forms of abstraction. Structure  modeling is a well‐developed aspect of GST specializing in analyzing the structure of a system ‐ that is, the interactions between the attributes of a system. These interactions, while intuitive in smaller systems, become increasingly difficult to comprehend as the number of measurable attributes of a system increases. To combat this, one may approach an overall system by analyzing its various subsystems and, potentially, reconstruct properties of that system using  knowledge gained from considering a collection of these subsystems (a structure model). In situations where the overall system cannot be fully reconstructed based on a given structure model, the benefits and detriments associated with using such a model should both be considered. For example, while a model may be simpler to understand, or require less storage space in memory than the system as a whole, all information regarding that system may not be inferable from that model. As systems grow in size, determining the acceptability of every meaningful structure model of a system in order tofind the most acceptable becomes exceedingly resource-intensive. In this thesis, a measure of the memory requirements associated with storing a system or a set of subsystems (a structure model) is defined and is used in defining an objective measure of the acceptability of a structure as a representation of an overall system. A Genetic Algorithm for Locating Acceptable Structures (GALAS) is then outlined, with this acceptability criterion serving as an optimizable fitness function. The goal of this heuristic is to search the set of all meaningful structure models, without the need for exhaustively generating each, and produce those that are the most acceptable, based on predefined acceptability criteria. 
    • The Global Module Project: Developing and Troubleshooting Online Discussion Session between Empire State College Students Based in Panama and SUNYIT Students from New York State

      Rodick, Alena (2013-05-01)
      The purpose of this project was to set up an online cross-cultural collaboration module between students located around New York State and another group in Panama City, Panama. Using cognitive psychology approaches to learning, the author of the thesis designed an effective online space and module structure for two groups of students to introduce each other, participate in the discussions, and provide critical reflection about participation in the module. AWordPress site was created wherein students provided responses to a set of videos. The students all met at an Elluminate session and later reflected on the experience in an Angel discussion group. The author of the thesis journaled how she designed the online learning space and documented the effects of the use of the online group discussions and online meeting space on the group interaction. She also had students in both groups evaluate the tools used in the experiment.
    • Google Glass In the Classroom

      Nicosia, Sylvia Navarro (2015-05-01)
      This project is a prototype application for Google Glass that would help horticultural students with the difficult task of plant identification. The main purpose is to determine if a wearable device, embedded with augmented reality, can enhance both teaching and learning, using Cognitive Theory principles, by improving engagement and motivation. The prototype was built using JustInMind, a prototyping application, which allows prototypes to run in Google Glass. Three students and two faculty members from the Horticultural Department tested the application; all concurred that this application had potential, as long as the underlying database was comprehensive.
    • A Guide to Mobile Apps for Small Cultural Heritage Non-Profits: Leveraging Mobile Technologies to Guide and Engage Visitors

      Parker, Danielle; Schneider, Steven; Advisor; Kahn, Russell; Second Reader (2017-12)
      Constrained by limited staffing and tight budgets, small, cultural heritage non-profits may struggle to promote visitation and engage visitors who do make on-site visits. This paper identifies the opportunities mobile technologies can provide to bridge the gap between cultural heritage organizations and their visitors. Current research on the use of digital media and mobile technology in the museum field, as well as research on museum visitor motivations and learning, are explored. Based on study findings and expert recommendations, key design factors for a mobile app to be used at all stages of a visit are determined. The design themes of wayfinding, personalization, multimedia, and relationship-building are explored. Small historic non-profits can benefit by leveraging these mobile design features to enrich the visitor experience. This thesis project consists of the design and development of Web-based guide (Web site) including a case study and an example Request for Proposal (RFP) to educate historic non-profit administrators on the opportunities for implementing these features at their organizations.
    • HAIR LOVE: SHOWCASING THE DIVERSITY OF NATURAL HAIR THROUGH PHOTOGRAPHY AND PERSONAL NARRATIVES

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Niles, JoAnna (2021-05)
      Throughout the years, Natural Hair has been used as a form of expression, self-acceptance, and controversy in the United States of America. The invention of Web 2.0, the rise of social media, blogs, and other web-based platforms has given members of the Natural Hair community a platform to share their personal stories and tips related to natural hair care with others. This project looked at the effects of Web 2.0 during the second wave of the Natural Hair Movement since the year 2008, showcasing various hairstyles through digital photography and personal narratives of five individuals. Previous studies have shown that men and women with naturally curly hair have faced some form of discrimination based on their hairstyle, causing them to assimilate to societal norms of wearing their hair straight. The goal for this project was to showcase the versatility of natural hair through digital photography and personal narratives as a form of storytelling, and sharing how social media and other outlets across the web have impacted the individual’s decision to wear their hair in its natural state or how it has helped them in their natural hair journey. Photos of five different people of various cultural backgrounds, hair textures, and lifestyles were taken and questions based on their Natural Hair journey were asked. With the collection of photographs and narratives, a Capstone portfolio section of my media website was created for public viewing. This platform can be updated as photos of more individuals with natural hair at local events and expos in the future are taken.
    • High Performance Distributed Big File Cloud Storage

      Shakelli, Anusha; Sengupta, Sam; Adviser; White, Joshua; Reviewer (2016-05-01)
      Cloud storage services are growing at a fast rate and are emerging in data storage field. These services are used by people for backing up data, sharing file through social networks like Facebook [3], Zing Me [2]. Users will be able to upload data from computer, mobile or tablet and also download and share them to others. Thus, system load in cloud storage becomes huge. Nowadays, Cloud storage service has become a crucial requirement for many enterprises due to its features like cost saving, performance, security, flexibility. To design an efficient storage engine for cloud based systems, it is always required to deal with requirements like big file processing, lightweight metadata, deduplication, high scalability. Here we suggest a Big file cloud architecture to handle all problems in big file cloud system. Basically, here we propose to build a scalable distributed data cloud storage that supports big file with size up to several terabytes. In cloud storage, system load is usually heavy. Data deduplication to reduce wastage of storage space caused by storing same static data from different users. In order to solve the above problems, a common method used in Cloud storages, is by dividing big file into small blocks, storing them on disks and then dealing them using a metadata system [1], [6], [19], [20]. Current cloud storage services have a complex metadata system. Thereby, the space complexity of the metadata System is O(n) and it is not scalable for big file. In this research, a new big file cloud storage architecture and a better solution to reduce the space complexity of metadata is suggested.
    • How Can a University Approach the Construction of a Blog Space For Use as a Recruiting Tool?

      Washburn, Teresa M.R. (2006-08-01)
      This case study examines the social construction of a blog space to recruit prospective students. The blog space initially created by SUNYIT is examined and compared with other existing blog spaces at accredited universities in New York State. The research in this case study is based on web site observations, interviews, questionnaires, review of literature and an information session. The theory of sensemaking and organizational culture (participatory culture, specifically) are applied to help understand the case and context.
    • How Colleges Have Responded to Changes In Student Recruitment as Defined By Their Level of Web Definition on Their Official College Web Sites

      Ayouch, Karen (2007-08-01)
      Increased competition amongst colleges, advances in technology and the changing wants and needs of the target market has influenced colleges to expand their marketing techniques globally through the use of the World Wide Web. One hundred randomly selected college websites were analyzed for specific criteria found on the main page or any page that can be accessed from the main page. Demographic information was also collected about the colleges to look for potential trends in the level of web definition. The level was web definition was defined by specified criteria in the areas of technology implementation, interactivity and marketing concepts. The findings show that the area of marketing had the greatest number of colleges assigned to the medium-high level of web definition for both potential and actual number of points assigned and the area interactivity had the greatest number of colleges assigned to the low-medium level of web definition.
    • How Decisions Are Made When Creating Information Design Exhibits for Museums

      Yahnke, David R. (2008-12-01)
      This case study illustrates how and when decisions are made during the creative process occurring within two cultures: Graphic Designers and Museum Exhibitors. This study investigates the pre-visual creative process and fabrication of exhibits concerning the history of farming in Oneida County and the history of New York State during the American Revolutionary War at the Marcus Willet Visitors Center at Fort Stanwix in Rome, NY. This study will apply wayfinding theories to information design practice; the result is a field guide for both graphic and museum designers. This case study explains the nature of decision-making used in creation of information design. The particular project to be studied is the design of a permanent exhibit for a community historical society. Each decision to be made is documented; details are provided regarding what decisions are made, who makes the decisions, when decisions are made, and the many factors that impact the decision-making process. The case study is a description of this particular design process and a guide to the way in which decisions are made in information design. The major decisions concern the audience, content, means of wayfinding, design consistency, color, typographic parameters, size, and viewing distances. This study explores the impact these decisions had on the final exhibition design.
    • How is GIS used in a Community College Setting for Architectural Identification

      Judycki, Brian (2005-05-01)
      This case study analyzes how students use an Architectural Identification GIS Application in a community college setting.