• A Qualitative Study on Web Product Development: Based on Experiences of Professionals

      Plano, Krista A. (2011-08-01)
      The purpose of this thesis is to discuss experiences of web professionals and how these professionals interact with one another and with clients to create web products. I used relevant literature and qualitative research to present the themes that exist in the production of web products. When I began my thesis I was ans aspiring Web Project Manager with minimal experience in the digital field and decided to research the experiences of web professionals to learn about the process of creating web-based products from beginning to end. Research and interviews provided information on the steps involved in web product development: I learned that the steps are dependent on the scope of a project and the requirements of stakeholders, clients, and users. I conducted semi-structured, in-depth interviews with seven professionals and extracted themes that include making a functional team, professional roles, the merging roles of web developer and web designer, problem solving, marketing strategies, the process, team interaction, client relations, and products versus projects. Professionals discussed experiences related to team and client interaction that help define the overall development process and answer the research question, how do web professionals create web products? I learned that these steps vary and overlap depending on experiences and professional roles.
    • Redesigning Adirondack Adventures: Analyzing Crowd Culture to Develop Social Media Marketing Strategies

      McFadden, Hannah (2016-12-01)
      The purpose of this thesis is to analyze present day crowd culture to better understand consumer behaviors and engagement to help redesign the brand and marketing strategy for Adirondack Adventures, a small white water rafting business in upstate New York. With small businesses struggling to take full advantage of social media platforms and the potential they offer, consumers and potential customers are left disengaged and consequently uninterested. By researching the correlation between Web 2.0 technology and the emergence of crowd culture it is my goal to develop a social media marketing strategy for Adirondack Adventures that will help establish their brand, increase their exposure, and grow their customer base to become a top competitor in their industry.
    • Representational State Transfer as a Web Service

      Desai, Dhruv; Sengupta, Sam; Adviser; Novillo, Jorge; Reviewer; Andriamanalimanana, Bruno; Reviewer (2015-12-01)
      This report is a study on Representational State Transfer architectural style and its usefulness for implementing web service. This report will highlight the differences in perceiving REST as an architectural style and as a web service. This document will also discuss web services in general and highlight important differences between the different web services in programming languages. The goal of this report is to clarify the term REST as an architectural style which has proved to be a popular choice for implementing a web service rather than REST being termed as a web service and compare Web Services based on its performance in a Java Application.
    • Research Paper And Video Project About Music Technology Evolution And Its Effects On Artist Revenue and Consumer Listening

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Lazar, Neer (2021-06)
      In this paper I will try to show how the technology that changed over time affected both artists and music consumers. The theory from some of the literature I found is that disruptions in music technology also had many economic impacts to both artists and their audience. In the literature it is suggested that streaming rectified the revenue hit that was derived from the ill effects of digital piracy. In this paper and in the accompanying video that can be found here - https://drive.google.com/file/d/15IIBwwFLZqpnfqPl_pqmR YsAHgfjMuiN/view?usp=sharing I will describe the evolution of the technological changes and show that these advances also had the same exponential curve in change very similar to the changes that occurred in print although the ability to record sound arrived thousands of years after the ability to record letters and words. However, at some point the technological changes created the same kind of disruptions - meaning the ability to record sound and transport it and listen to it in various ways. This created markets and economic advancements that were not there before - again similar in many ways to technological changes in other fields. Later in this paper I will focus on the last few years of these changes with an emphasis on streaming technologies. This in my opinion a change that is still ongoing and was transformational in the way revenue distribution came back after a very tough time that included a breakdown in the established industry and the piracy that affected it during this crisis. Another theory is that the instant gratification of on demand technology that gives consumers exactly what they want when they want it was also solved with streaming music services. The literature that I chose to cite and that I based my research on was primarily from trade magazines and industry news. These articles paint a picture of a changing landscape in the music industry and also talk about some of my ideas that led me to research and write this paper.
    • Routing Protocols for MANETs

      Muchintala, Priyanka Reddy; Hash, Larry; Advisor (2016-08)
      This technology case study focuses on the routing protocols used in mobile ad-hoc networks. For any wireless ad-hoc network, routing is the main concept. Proactive and reactive routing protocols are two such approaches. The ever changing properties like asymmetric links, low transmission power and topology have always been a challenge for the routing protocols. Under such circumstances, the proactive and reactive routing protocols have proved to be inefficient. Each of these approaches has its own disadvantages. To overcome these disadvantages, hybrid routing protocol has been designed. This paper will provide an overview of all the three above mentioned protocols namely proactive routing protocol, reactive routing protocol and hybrid routing protocol with an example each. A comparison between the three routing protocols is also provided in this paper.
    • A Rubric to Assess the Virtual Library

      Stamm, Kathryn; Thesis Advisor; Lizardi, Ryan; Reader; DeVito, Jennifer A. (2020-05)
      The virtual library is a digital representation of an academic library and should provide a similar level of engagement, interactivity, and research support that users find in the physical library location. A virtual academic library should be user-centered, contain multi-media, being socially engaging, and foster community. Using these elements from Library 2.0 and the characteristics of Human-Centered Design, a rubric to assess virtual academic libraries was developed. The rubric measures where the library pages are meeting the standards and the areas that need to be further developed. The libraries evaluated ranked high in most areas. Areas for enhancement include malleability and ownership. The rubric serves as a starting point for assessment but requires additional delineation in each characteristic to allow for variations in how libraries meet the criteria.
    • Secure Routing in Mobile Ad-hoc Networks

      Jadhav, Sumedh; Hash, Larry; Adviser (2016-05-01)
      The detailed study investigates the various problems faced by Mobile Ad hoc Networks because of their inherent characteristics. The characteristics make these networks vulnerable to various attacks. The attack known to be performed on MANETs were researched in order to gain better understanding and insight on how they can be defended against. The focus of this project was to secure the routing protocols, since routing plays a vital role in the operation of network and is the target of most attacks. Various research papers were referenced for collecting the information needed. The existing routing protocols were systematically categorized and compared. Additionally, advanced routing protocols that integrate cryptographic methods into them were studied to come to a conclusion that they are the most robust protocols that effectively protect the Mobile Ad hoc Networks against some dangerous attacks. Securing the routing protocols is indeed the most important aspect for securing MANETs. However, there are other techniques that can be used as extensions for strengthening these networks, in addition to using a robust routing protocol. Recommendations have been made for the same.
    • SECURITY CHALLENGES IN SDN IMPLEMENTATION

      Patil, Pradnya; Hash, Larry; Advisor; White, Joshua; Reviewer; Tekeoglu, Ali, Reviewer (2018-05)
      This study analyzes how security challenges caused by data and control layer separation in the SDN, such as Denial of Service attacks and unauthorized access attacks, limit SDN deployment. This study also offers network engineers’ views on preventing those security issues and whether implementing SDN is a good idea in the first place. This study was conducted in order to answer three questions: 1. How does data and control layer separation in SDN cause DoS and unauthorized access attacks? 2. What are the best practices and measures to minimize such security threats from the engineer’s point of view? 3. Do security threats at the lower layer affect the decision to implement SDN? These questions were answered by reviewing research papers and interviewing engineers from the telecommunication field. DoS and unauthorized access attacks are due to vulnerabilities in OpenFlow, SDN switches and SDN controllers. Table 6 presents solutions for preventing DoS and unauthorized access attacks. Most of the network engineers said SDN should be implemented based on cost, limited risk, customers’ positive views, and company projects, despite the current security challenges.
    • Sense Making Methodology: A Study of the Impact of a New Technology on Banking Culture

      Smith, Daniel J. (2012-12-01)
      The purpose of this paper is to explore the possibility that Remote Deposit Capture technology has enhanced productivity and culture at ABC Credit Union. This study used relevant literature as well as qualitative research methodology to investigate how this new technology has changed relationships between financial institution employees and members of the financial institution. More specifically, this qualitative study used a grounded theory concept developed by Glaser and Strauss (Merriam, 2009, pp. 199) to “constantly compare” employees and their productivity and workflow at ABC Credit Union in Upstate, NY. Using interviews, field notes and documents from employees has determined if ABC Credit Union has benefited from the implementation of Remote Deposit Capture. I also performed a coding analysis defined by Corbin & Strauss (Merriam, 2009, pp. 180) as “coding that comes from interpreting and reflection on meaning” to evaluate the responses provided to me by my participants regarding the implementation of Remote Deposit Capture at ABC Credit Union. Remote Deposit Capture technology is the ability to deposit checks directly into your ABC Credit Union account via mobile devices such as an iPhone or Android device. Based on the interviews I have been able to answer the research question: Does the implementation of Remote Deposit Capture enhance the culture at Financial Institutions? If so, how?
    • SipNrate: Mobile Application for New York State Wines

      Choquette, Rebecca E (2015-12)
      It is estimated that 893 million gallons of wine were consumed in 2014, according www.wineinstitute.org, which is an increase of 228 million gallons from ten years ago. In addition mobile phone usage has soared with 90% of American adults owning a cell phone and 50% of those cell phone users, use their phones to download mobile applications, according to the Pew Research Center. Due to increases in both wine consumption and cell phone usage/mobile downloads it showed a clear need for a mobile application to assist consumers in making an informed decision prior to purchasing wine. The prototype was created using mokeupphone.com, a free online tool. Cooley’s theory of Human Centered Design was used during the creation of this mock up to insure that it would be all around user friendly. The mock ups created aide in the understanding of why this mobile application is needed, furthermore this paper explores the need for this mobile application through research in wine consumption, wine marketing and cell phone usage. The protoypes created for this project are embedded as images throughout the paper with clearly labeled image numbers to coincide with the labeling in the paper.
    • Smart Technologies in a Technology Classroom: Integration Investigation of Smart board and Smart Notebook into 7-12 Technology Education Classroom

      Owens, Travis H. (2012-04-01)
      The project explores how the different uses of Smart technologies (Smart Board and Smart Notebook) can aide in teaching technology education and address New York State and ITEEA (International Technology and Engineering Educators Association) Standards for Technical Literacy during instruction by the creation of three Smart Notebook documents to be used in a 9-12 grade technology education classroom of 8-14 students. The lengths of the three presentations vary from 10-40 minutes. One presentation is used as a teacher presentation(and student note-taking) tool and demonstrates some of the affordances that Smart Notebook has over using a traditional whiteboard and markers or Microsoft Office Power Point. The second presentation explores interactivity and demonstrates how the interactive whiteboard can be used to increase student participation and motivation in the through the use of games, activities, and interactive websites. Lastly, Smart Notebook is utilized as an assessment tool; allowing the teacher to create questions from multiple resources. The project also covers a review of literature that attempts to explain why Smart Technologies have become so popular and are often credited to improve student learning. The literature review covers a few basic theories of student learning and informational technology and design that explain how content should best be created and structured so it is learner-friendly and effective.
    • Social Media Emoji Analysis, Correlations and Trust Modeling

      Preisendorfer, Matthew; Sengupta, Sam; Adviser; White, Joshua; Adviser; Tekeoglu, Ali; Adviser (2018-01-18)
      Twitter is an ever-growing social-media platform where users post tweets, or small messages, for all of their followers to see and react to. This is old news of course, as the platform first launched over ten years ago. Currently, Twitter handles approximately six thousand new tweets every second, so there is plenty of data to be analyzed. With a character limit of 140 per tweet, emojis are commonly used to express feelings in a tweet without using extra characters that more explaining might use. This is helpful in identifying the mood or state of mind that a person may have been in when writing their tweet. From a computing standpoint, this makes mood analysis much easier. Rather than analyzing a group of words and predicting moods from keywords, we can analyze single (or many) emoji(s), and then match those emojis to commonly expressed emotions and feelings. The objective of this research is to gather large amounts of Twitter data and analyze emojis used to find correlations in societal interactions, and how current events may drive social media interactions and behaviors. By creating topic models for each user and comparing it with the emoji distribution analysis, a trust ”fingerprint” can be created to measure authenticity or genuineness of a given user and/or group of users. The emoji distribution analysis also provides the possibility of demographic predictions. Analysis is not limited to Twitter of course but is used here because the API is free and generally easy to use. This paper aims to prove the validity of emoji analysis as a method of user identification and how their trust models can be used in conjunction with pre-existing models to improve success rates of these models.
    • Spanning Tree Protocol

      Kasu, Sivalasya; Hash, Larry; Adviser; Marsh, John; Reviewer; Bull, Ronny; Reviewer (2015-05-21)
      This technology case study focuses on Spanning Tree Protocol (STP). The Spanning Tree Protocol is a layer2 protocol that ensures a loop free topology for any LAN network. The basic function of STP is to prevent loops in the network. Spanning Tree Protocol is standardized as IEEE 802.1D. Spanning tree is created within a Layer 2 network of connected switches, leaves only one active path between two network devices. Spanning tree has evolutions and extensions such as; Per VLAN Spanning Tree Protocol (PVST), Rapid Spanning Tree Protocol (RSTP) and Multi Spanning Tree Protocol (MSTP).
    • Sql Course Development Via Scaffolding, Social Constructivism, & Fantasy Football

      Thornton, Shawna (2013-12-01)
      Applying scaffolding and social constructivist concepts in online learning environments requires consideration of multimedia design and the impact it has on learning achievement. Online learning is transforming students’ experiences from “learning from technology” to “learning with technology”. Social constructivism –theoretical model in which learners make meaning from experience – and scaffold –theoretical guidelines for learning through incremental assistance – approaches aid instructors in providing effective and responsible learning environments though balancing student support and engaging challenges to help students understand that, ultimately, they learn from and teach each other. This project seeks to execute scaffolding and social constructivist techniques in a prototype online undergraduate level course on Structured Query Language, a programming language, for computer science and related field students. The prototype focuses on utilizing datasets from professional football players and utilizing Gamification aspects to create a pseudo fantasy football league. Students manage their fantasy teams and compete via increasing difficult SQL statements.
    • The Student Commons

      Stokes, Amy (2011-09-01)
      Over the past decade, distance learning has grown (in popularity) and developed at such a fast rate that getting your degree online is now accepted as a popular alternative to traditional face-to-face education (Connolly, MacArthur, Stansfield, & McLellan, 2007). Students’ lives have become increasingly complicated and busy, which makes distance learning’s flexible nature not only attractive but often one of the primary considerations as a student searches for a college degree. As online education continues to grow, however, so too does the rate at which students drop out or fail to complete their degree. Student retention for distance learning programs is lower than campus based programs, and while institutions are excited about the opportunities distance learning provides, they struggle to reduce the high attrition rates. To address the low retention rates, some educators suggest an abandonment of online education; others consider steps that would improve success for online students. Using Moreland & Carnwell’s three types of learning support for distance learners as a theoretical framework, I began to create an online Student Commons. The community was designed to provide students with each of the three types of support: academic, emotional and practical. After an initial survey of academic advisors, a concept of the Student Commons was born. Utilizing ANGEL (Bryant & Stratton’s Virtual Classroom program), the Student Commons was further developed. A focus group of academic advisors were then given permission to view and interact in the group for assessment and recommendations. Presently the Student Commons group is complete and in the process of having additional information added to complete its functionality. The group is expected to “go live” for all Bryant & Stratton online students in September 2011.
    • Study of Brain Computer Interfacing (BCI) with Cochlear Implant as an Example

      Roy, Debsuta; Hash, Larry; Advisor (2016-08)
      Brain Computer interfacing (BCI) has been under constant research to improvise the pathway amongst the brain and outside subject in several characteristics. This technology is being widely appreciated as the world tends towards automation. The mechanics of this domain include computer prone brain interfaces induced on the cortical part of the brain which helps in controlling external devices via thought. These interfaces are designed such that they will receive and transmit acoustic data and process them so that they can be recorded as a generalization thereby helping in generating signals artificially. Cochlear Implant has been demonstrated as an example of BCI where stimulation of brain takes place with the help of an external device. As this field is still being developed, there are several factors needed to be focused viz. research/study of the subject, location of electrodes, cost, complexity, performance, setup requirements and security. BCI field is a highly vast topic and is a combination of various fields like science, technology, medicine etc. This piece of research and study focuses primarily on the neuroscience and technology part. This project is presented to showcase the depth of this field and create interest for further advancement in this field. Chapter one deals with introduction to the technology as a whole and its related study of papers. Chapter two discusses about brain and the principle behind this technology. Chapter three helps in understanding the technology by splitting its components. This is followed by taking an example of cochlear implant technology in chapter four. Chapter five initiates the wireless approach brought to this technology. And then chapter six is all about challenges, conclusions and ideas of enhancement.
    • Style Guide Development For An Internal Reference Library

      Lizardi, Ryan; Bush, Sarah C.; Lizardi, Ryan; First Reader; Jofre, Ana; Second Reader (SUNY Polytechnic Institute, 2020-12)
      This work strives to present information design and user experience (UX) techniques to improve continuity of design and usability, before migrating a cross-functional internal reference library to a new content management system (CMS). Expert-curated content accessed through LinkedIn Learning, combined with scholarly research, result in a complimentary style guide for use in the workplace.
    • Supplemental Teaching Tools: Will They Help Students Improve Their Learning Capabilities?

      Cirillo, Mary Catherine (2012-12-01)
      This project explores the use of supplemental teaching tools as an aid to a traditional lecture course. The website is geared for a community college course in Advertising and/or History of Visual Communication. I also discuss the positives of the use of Google Sites with podcasts, Google Presentation/Docs, Jing, and Prezi as supplemental teaching tools. Using the learning theories of constructivism and cognitivism, I explore how these tools will help students to learn. This paper looks at the learning theories that support the use of these tools to help students learn and fill in gaps that they might have missed in class during the lecture. This work discusses the planning, implementation, and evaluation of the project. A literature review examining different types of supplemental tools and supplemental instruction, as well as the supplemental teaching tool topic, “Women in Advertising,” is also included.
    • Supporting Interactive Fundraising for Gen X Cancer Survivors and Co-Survivors in the New England Area

      Winters, Robert (2015-12)
      Two theories were used in creating the application. The first, Human Centered Design accounts for a number of factors which support a design in being user-friendly and highly functional. The second, Engestrom’s Activity Theory, which stipulates for certain outcomes (goals) it is necessary to produce certain objects (experiences and knowledge). The question under investigation was: Can a mobile application provide interested parties transparent nonprofit financial information and allow them to make a personal contribution? Through the process of prototyping it was found that a mobile application can connect an individual to an organization. It was also found that it is possible for said application to create a connection that results in real world impact by providing clear and easy methods of contributing time and money. In providing this medium of connecting the user to an organization it was also found the organization can provide user impact data through the application to share real time data generating a cycle of application use, impact and reporting which builds over time. The application has been fully prototyped but has not yet been tested in a real world environment. The prototype can be viewed by downloading App Taster (https://itunes.apple.com/app/id518977767) and opening the prototype file (https://www.dropbox.com/sh/ttzg8kv1dwntjyi/AABrcWwi1c23fC0Hm7oOB5hPa?dl=0).
    • Surviving Remote Teaching during a Pandemic

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Van de Bogart, Patty (2020-05)
      On March 11, 2020, the Governor of New York, Andrew Cuomo, announced SUNY and CUNY Colleges of New York would move to online instruction only, as of March 19, 2020. At the same time, school districts throughout the state were moving their curriculum online, and non-essential businesses were being required to have their workers work at home. The headlines across the state were reminding everyone to “stay home” because of the Covid-19. The news was frightening to some of the Professors, Adjuncts and Teachers all across the state, (especially in K-12). In this paper, I will refer to all folks who teach as ‘Instructors’ or ‘Educators.’ These Instructors, who teach in person, and have never taught an online course, were expressing their concern that their course “could not” be taught on line. My Capstone Project is to create a “Guide” with some ideas to help in this stressful time.