• Teaching of SQL Through a Game

      Ward, Patrick T. (2015-05-01)
      The project seeks to provide an effective alternate method for teaching SQL through the use of a Game. There is value in learning SQL, as SQL skills are still in the top ten list of sought after IT skills for 2015 (Greenspan, 2014). However, lecture based teaching may not fully engage the learner. Therefore, the game was constructed with the MDA framework and Problem-Based Learning in mind. These methods help the learner bridge the gaps between lesson content, problems, and solutions. The game itself was constructed with MSSQL, Adobe Cold Fusion, HTML, CSS, and JavaScript. The game presents lessons on SQL concepts and quiz-based challenges for students to solve. Students faced increasingly difficult challenges as their level SQL knowledge expanded. The project may be found here: http://www.patrickward.net/SQLGame/
    • Technology Case Study in Storage Area Networks

      Marsh, John ; Thesis Advisor; Hash, Larry J.; Climek, David; Bull, Ronny; Pethe, Ameya (2014-05)
      In today's world we need immediate access to data. The demand for networked data access has increased exponentially in the last 20 years. With that demand the importance and volume of networked data has also grown exponentially. The speed at which the data can be accessed has increased and with that the data has moved from individual workstations to a networked location. Over the last decade there has been a trend to move mission critical data away from individual workstations to a centralized data center. A centralized data center removes the location constraint for accessing the data. If critical data is stored on individual servers, a failure will cause the data to be inaccessible. Today, mission critical applications are spanned over multiple servers for redundancy. With this topology, having the data in a central location allows the individual servers to better work with data. With the addition of virtualization, servers can be moved online from one physical server to another. If the data is centralized, it can be presented to all hosts in the cluster. This allows servers to move efficiently between hosts without losing access to the critical data. Many businesses in various industries like finance, airline, hospital, research, etc. depend on the speed and secure availability of their centralized data to function efficiently.
    • A Technology Case Study on Integrating Open Stack with SDN for Internet Connectivity using BGP

      Gonuguntla, Raja Bhushan Rao; Hash, Larry; Advisor (2016-12)
      There were many developments in Internet usage, which resulted in significant increase in Internet routing. With existing networking infrastructure, it is difficult to meet these requirements and causing more cost and less performance. Since network devices are hardware modules, processing them requires more power and more memory. However, if network protocols are developed using software modules, flexibility can be achieved in various programming applications and reduces dependency on hardware. The concept of using networking protocols as a software module can be explained using “Software Defined Networking (SDN).” With SDN, existing infrastructure can be integrated with various applications and centralized control protocols can be developed. One of the key components of SDN is integrating with Cloud Computing, where many applications can be built, which can be used for on-demand services. Integrating cloud computing with SDN will create dynamic networks and reduces infrastructure costs. In this paper, a case was considered for providing better internet connectivity by building public & private networks using Open source cloud technology (OpenStack) and existing distribution environments. For connectivity, BGP was used as routing protocol as it is known to be well- suited for such environments. Both public and private networks were integrated with SDN for centralized control. OpenStack was used to build various network topologies using different plugins through SDN controller. This method allowed to develop SDN controller with global view of OpenStack networks. The same controller was connected to distributed layers using Open Flow protocol. Since, both OpenStack and distributed networks were attached to SDN controller, centralized control of network protocols could be achieved. This model of centralized networks could be very useful in reducing costs and improving network efficiency, especially in large scale deployments.
    • Technology Case Study on Web Real-Time Communications (WebRTC)

      Karnati, Nagarjuna; Hash, Larry; Adviser (2016-05-01)
      Web real-time communication (WebRTC) is the latest technology standard which enables web browsers to communicate directly without having to install any internal or external plug-ins. WebRTC fills a critical gap in the web platform where a native proprietary app like Skype could do something which is media communication that World Wide Web just couldn’t. Now, this can be done form web using WebRTC technology. This paper starts with a brief introduction of WebRTC and how it got started. Moving on, it provides information about the WebRTC technical goals, architecture and protocols involved. This paper highlights the network address translation (NAT) traversal where STUN, TURN and ICE protocols are involved. Also, this paper highlights about the peer to peer to media flows with reference to WebRTC protocol stack and application program interface (API). In the end, this paper discusses about implemented security features, tools available for WebRTC development and provides enterprise use cases.
    • Text Detection from an Image

      Andriamanalimanana, Bruno R.; Thesis Advisor; Novillo, Jorge; Thesis Committee; Spetka, Scott; Thesis Committee; Goda, Piyush Jain (2020-12)
      Recently, a variety of real-world applications have triggered a huge demand for techniques that can extract textual information from images and videos. Therefore, image text detection and recognition have become active research topics in computer vision. The current trend in object detection and localization is to learn predictions with high capacity deep neural networks trained on a very large amount of annotated data and using a high amount of processing power. In this project, I have built an approach for text detection using the object detection technique. Our approach is to deal with the text as objects. We use an object detection method, YOLO (You Only Look Once), to detect the text in the images. We frame object detection as a regression problem to spatially separated bounding boxes and associated class probabilities. YOLO, a single neural network, that predicts bounding boxes and class probabilities directly from full images in one evaluation. Since the whole detection pipeline is a single network, it can be optimized end-to-end directly on detection performance. The MobileNet pre-trained deep learning model architecture was used and modified in different ways to find the best performing model. The goal is to achieve high accuracy in text spotting. Experiments on standard datasets ICDAR 2015 demonstrate that the proposed algorithm significantly outperforms methods in terms of both accuracy and efficiency.
    • The Ties That Bind: A blog project about the meaning of fandom

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Isgar, Eric (2021-05)
      Fandoms, or fan communities; groups of enthusiasts or ‘fans’ that have come together through their shared love of some kind of media, have been around for a long time in a number of different forms around the world, though in small numbers. When comic books became popular, those groups increased, and once again as movies became more commonplace. These communities and cultures are reliant on information technology, and the technology reliant on them, in a symbiotic relationship. It is my objective to research, analyze and observe fandoms and the culture related to the associated communities of fans within, and how they have formed, communicated and interacted, both prior to the development of modern information technology and after, as well as their continued growth on established and upcoming platforms. My actual project consists of a set of blog posts, or ‘mini-essays’, on Tumblr, around one hundred words per post, perhaps more, with ten posts in total.
    • To Upgrade or Not To Upgrade Application

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader; Francisco, Neil (2021-05)
      New Technology consists of new hardware devices, computational workflows, digital advances, and information systems. As technology continues to evolve over the years, this never-ending cycle of new devices and experiences will always be present amongst consumers. Traditionally, new hardware devices are intriguing because they are designed to improve our access to information, media, and a connection to the digital world, but does this mean our previous-gen devices are no longer valuable? This project involves creating a prototype application designed for both computer and mobile interfaces to help improve the accessibility to information and the overall user experience with an older device. The “To Upgrade or Not To Upgrade” app will inform end-users of their older technological device specifications and suggest hardware/software methods to unlock their full potential. The goal of this paper is to shed some light on consumers that upgrading to the following gen devices is not always necessary to receive the best human-to-computer interactions. It is likely the computer or mobile device that one owns now, with some slight modifications, is all that is needed to provide a pleasant experience.
    • 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.
    • 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