• 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.
    • The Hybrid Course Experience

      Thompson, Jonathan M (2005-05-01)
      This phenomenology analyzes the experience of students and teachers in hybrid (blended) courses in a community college and a university located in central New York.The Constructivist Learning Theory is applied to the hybrid course characteristics and analyzed to determine the effectiveness of hybrid courses. A definition and description of hybrid courses is proposed.
    • Hypertextual Teaching in a TiddlySpace Educational Environment

      Shaw, Jason (2013-05-01)
      This thesis project uses first-hand observation and academic inquiry to inform the design and implementation of a hypertext-capable alternative online learning system in an open source wiki, called TiddlySpace. This system is then used as the educational environment in which students, with minimal hypertextual experience, are taught to think hypertextually and record their work in a collaborative hypertext environment. The researcher finds TiddlySpace to be dynamic enough to handle mid-semester changes and also powerful enough to support a wide range of academic assignments. The bulk of these assignments required students to create a large amount of structured microcontent, which appeared to encourage hypertext literacy. Finally, the researcher examines the idea that increased hypertextual literacy may encourage conceptual learning in a greater sense.
    • Image Processing In F#

      Odoi, Kaia; Andriamanalimanana, Bruno; Advisor; Novillo, Jorge; Reviewer; Sengupta, Sam; Reviewer (2017-05-01)
      Image searching is an essential feature of many software applications. Histograms can be used to represent the pixel color intensities of images. Measuring the similarities between images by comparing the histograms can be performed through the use of information-theoretic measures, such as the Kullback-Leibler divergence and cross-entropy. In this project, a query image is selected from a collection of images and it is compared to the other images to determine which image is most similar to the query image. This process is carried out by creating histograms of each image, and then using measures such as the Kullback-Leibler divergence and cross-entropy to compare the histograms. The .NET functional language, F#, is used in the implementation of this project. The C# language, another .NET language, was also used for coding the graphical user interface.
    • The Impact of Staff Development on Middle School Technology Integration

      Scalisi, Regina (2005-05-01)
      This case study describes the impact of technology staff development in two Central New York Middle Schools. The staff development program was implemented under the federally funded Enhancing Education Through Technology grant. Teachers and students were studied during a seven-month period as they learned to effectively use computers, Internet resources and available software with their curricula and instruction. The conditions of Change Theory were applied to the study as they relate to the adoption of technology integration.
    • The Influence of College Web Sites on the College Selection Process

      Basi Raab, Maryrose (2005-12-01)
      This case study examines the use and influence of college web sites by high school seniors as they move through the college selection process through interviews, directed observations, and focus groups. It discovers and describes the different ways that web sites are used by this bounded group. As a part of the study, the re-designed web site at SUNY Institute of Technology is critiqued and analyzed by respondents. Enhancements are proposed based on the research to increase the effectiveness of the site in its appeal to prospective high school students. The theories of Human-Centered Design and Contextual Design are described and applied to this case study.