• Employing User-Centered Design to Accelerate the Construction of a Business Intelligence Dashboard

      Obermaier, Joseph F.; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (2018)
      Providing real-time data to decision makers has become a key component in the management of complex systems. The most common visualization for this type of data is the electronic dashboard, which, like the instrument panel on an airplane, displays critical data in a well-designed, easily understood, manner. The challenge for designers of such systems today is not just to find a way to effectively communicate information to decision makers, but to do so in an environment that demands an ever more rapid development cycle. The intent of this paper is to review several studies and present a hypothetical project with an eye toward uncovering just how user-centered design can afford a designer an opportunity to develop such an intranet dashboard at an accelerated pace.
    • Enhancing Community and Creating Unity Using a Mobile Application

      Ellis, Kayla; Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Second Reader (SUNY Polytechnic Institute, 2019-05)
      This project involves the creation of a prototype mobile application for a multi-cultural community center in Utica, NY, the Midtown Utica Community Center (MUCC). It is an inclusive multicultural and refugee-friendly space for members to come and join in on different programs, activities, and services that the center offers. Hundreds of families utilize the open and welcoming space on a weekly basis and it serves as a place for them to congregate and come together. It is a place filled with heritage and members who are friends, but see themselves as family. This is where the idea for a mobile application stemmed from. This mobile application would be used by both members and nonmembers of the community center, as well as the staff, executive board, and volunteers. The goal of the application is to enhance the sense of community and bring a feeling of unity to the members of the organization. In this unique scenario, since the application is being built for a community center, the sense of “community” is already present—the utilization of technology such as a mobile application will only enhance, build upon, and create a sense of unity for the current and soon-to-be members of this organization. For the most part, members of this center are made up of various youth age groups. In this paper, I will explore research that has been conducted on the use of mobile technology and applications by youth as well as ways to keep them engaged and interacting with an application on a daily basis. Another area for exploration is the idea of using the application to an application on a daily basis. Another area for exploration is the idea of using the application to be in two places at once, to communicate with peers even though they may not physically be present at the center.
    • Enhancing the Effectiveness of Software Test Automation

      Jansing, David; Novillo, Jorge; Adviser; Cavallo, Roger; Reviewer; Spetka, Scott; Reviewer (2015-12-01)
      Effective software testing can save money and effort by catching problems before they make it very far through the software development process. It is known that the longer a defect remains undetected, the more expensive it is to fix. Testing is, therefore a critical part of the development process. It can also be expensive and labor intensive, particularly when done by hand. It is estimated that the total effort testing software consumes at least half of a project’s overall labor. Automation can make much of the testing an organization does more accurate and cheaper than merely putting several people in a room and having them run tests from a paper script. It also frees the testing staff to do more specific and in-­‐depth testing than would otherwise be possible. This paper focuses mainly on software test automation techniques and how automation can enhance the efficiency of a software team as well as the quality of the final product.
    • Evaluating Cloud-Based Gaming Solutions

      Stam, Kathryn; Thesis Advisor; Yucel, Ibrahim; Second reader; Truong, Daniel (2021-05)
      Recently, tech companies such as Google and Microsoft have invested resources into offering cloud-based delivery of video games. Delivery of games over such a medium negates the need of requiring dedicated video game consoles or computers with robust 3D graphics hardware. Tangible hardware requirements for traditional video game playing are currently undergoing a supply shortage due to a multitude of factors, particularly related to the COVID-19 pandemic. This project evaluates the cost of using cloud services vs. using a physical video game console. Also, this article evaluates whether players can come up with a custom solution utilizing VPS (virtual private server) providers such as Amazon Web Services. By utilizing the diffusion of innovations theory, we evaluate how the common actors of the video game industry try to replicate the traditional video game playing experience, but in a cloud setting. Results confirm that those wishing to use cloud-based services should only need a consumer-level personal computing device (such as a laptop or smartphone) to access them. Consumers must also take heed of their networking infrastructure, as well as the supported library of games that each service carries if they intend to maximize their value for each cloud service.
    • Evaluating the Appropriateness of Using Web Technologies to Promote Farm Safety to New York Farmers

      Park, Samantha (2014-05-01)
      In the past, internet and smart-phone use was not common among the farm community. With advances in technology, the average number of cell phone owners has increased, as well as access to high speed internet. More farms are looking to social media for promotion for their farms, and this study aimed to determined if the farm population also uses web 2.0 technologies to find information related to safety practices. Surveys with the farming community were administered at trade show events, and targeted small dairy and livestock farmers. These surveys collected information about access to technology, technology use, and information gathering practices. The study reveled that farmers do indeed have access to mobile devices and internet connections, and they commonly go to the internet as a source for their farm questions. This allows us to believe that if used in conjunction with the other two main information gathering practices (reading publications, and talking to peers), we could successfully reach our target with a web 1.0 and web 2.0 campaign.
    • Evaluating The Effective Design Of Web-Based Learning Environments For Promotional Marketing Team Directives

      Swistak, Lydia (2014-05-01)
      This project seeks to evaluate the use of proper design choices in the development of Web based learning tools, specifically instructional videos for developing successful promotional marketing campaigns, and asks can the use of proper design choices capture the learner’s attention, while being relevant to their needs, increase their confidence and provide overall satisfaction? For the project, I created a series of instructional videos using Microsoft PowerPoint and Camtasia II for Mac, a screen recording software product and created a Google Site to organize and host the videos. The website URL is: https://sites.google.com/site/powerofpromotion/. The videos detail the step-by-step process of developing an effective promotional marketing campaign utilizing Progressive Disclosure techniques from of the Universal Principles of Design, as described by Lidwell, Holden and Butler (2003). The videos are comprised of strong visuals and narrations that combine with to-the-point dialogue and information to conclude that the use of strong design elements when combined with will lead to a successful instructional web-based learning tool.
    • Evaluating the Effectiveness of The New York Academy of Sciences Wikispace Reflecting Constructivist theory of Instructional Materials within Middle School STEM Learning Environments

      Widomski (Synakowski), Elissa (2013-12-01)
      This study’s purpose is to evaluate the effectiveness of the New York Academy of Sciences’ Wikispace reflect Constructivist theory with the use of instructional material shared with middle school teachers for grade 7-8, in STEM disciplines. The research was compiled to answer the questions of how and why a collaborative cloud environment, a wiki, could provide adequate support for mentors and teachers to instruct middle level students on STEM disciplines. Through the use of forms and questionnaires, in addition to informal interviews, and ‘speak aloud/walk through’ of the use of the wiki data was collected to answer the primary and sub questions of the study. The conclusions that were found through this study identified the strength and weaknesses of the Wikispace. This analysis supported the effectiveness of the Wikispace and the continued use of the Wikispace by the STEM mentoring program.
    • Evaluating Variant Deep Learning and Machine Learning Approaches for the Detection of Cyberattacks on the Next Generation 5G Systems

      Kholidy, Hisham A.; Borgesen, Michael E.; Kholidy, Hisham A.; Advisor (SUNY Polytechnic Institute, 2020)
      5G technology promises to completely transform telecommunication networks, introducing a wealth of benefits such as faster download speeds, lower download times, low latency, high network capacity. These benefits will pave the way for additional new capabilities and support connectivity for applications like smart homes and cities, industrial automation, autonomous vehicles, telemedicine, and virtual/augmented reality. However, attackers use these resources in their advantages to speed up the attacking process. This report evaluates four different machine learning and deep learning approaches namely the Naïve Bayes model, the logistic regression model, the decision tree model, and the random forest model. The performance evaluation and the validation of these approaches are discussed in details in this report.
    • Examining the Use of Social Media by United States Senators

      Stanton, Jeffrey (2014-05-01)
      The introduction of Web 2.0 in 2004 and its related social media platforms have provided United States Senators with a variety of new ways to interact with their audience and influence that audience’s opinion and actions. In this content based study, using data I have compiled from a variety of social media platforms, I examine to what extent United States Senators are making use of the various social media platforms from their official United States Senate Web Site. This study examines when they joined various social media platforms, what social media platforms are being utilized, and their level of activity, as well as examine and report upon their usage based upon gender, party affiliation, age and the number of years they have served in the Senate. My analysis indicates that the gender, male means being higher than female in most of the tables, has the most influence over social media usage, followed by age, political party, and years in the Senate.
    • Expanding the Classroom: Using Video Tutorials to Create Choices in the Elementary Art Classroom

      Prestigiacomo, Floretta (2015-05-01)
      This paper will discuss the benefits of video tutorials, effective tutorial development techniques, video tutorial application, and personal applications and ideas for using video tutorials in an elementary art classroom. The research questions, how can video tutorials be used as an educational methodology in the elementary art curriculum to supplement a choice-based art program and what is the process of executing video tutorials in the elementary art classroom are examined. A video series prototype was created using IMovie for a 4th grade Native American art unit. Constructivist learning theory, anchored instruction and information-processing strategies guided the development of the unit. Creating the video series proved to be an extensive yet worthwhile experience. Employing video tutorials in the elementary art classroom may be valuable method of instruction that is paid for with an investment of time.
    • Exploratory Data Analysis and Sentiment Analysis on Brazilian E-Commerce Website

      Andriamanalimanana, Bruno; Committee Chair; Novillo, Jorge; Thesis Committee; Reale, Michael; Thesis Committee; Patel, Mihir (2020-05)
      In the past few years, the growth of e-commerce and digital marketing has generated a huge volume of opinionated data. Analyzing those data would provide enterprises with insight for better business decisions. E-commerce web applications are almost ubiquitous in our day to day life, however as useful as they are, most of them have little to no adaptation to user needs, which in turn can cause both lower conversion rates as well as unsatisfied customers. We propose a machine learning system which learns the user behavior from multiple previous sessions and predicts useful metrics for the current session. In turn, these metrics can be used by the applications to customize and better target the customer, which can mean anything from offering better offers of specific products, targeted notifications or placing smart ads. With recent advances in every field, the need for developing efficient techniques for analytics as well as predictions have increased to larger extend. As the data gets large it becomes difficult for companies to handle such large volume of data, therefore new approaches are developed. Here we work with the dataset from olist e-commerce website taken from year 2016 to 2018. In this work, we study sentiment analysis of product reviews in Portuguese since this dataset contains data from Brazilian supermarkets. Understanding customer sentiments is of paramount importance in marketing strategies today. Not only will it give companies an insight as to how customers perceive their products and/or services, but it will also give them an idea on how to improve their offers. This project attempts to understand the correlation of different variables in customer reviews e-commerce products, and to classify each review whether it recommends the reviewed product or not and whether it consists of positive, negative, or neutral sentiment.
    • Face Recognition and Emotion Identification

      Andriamanalimanana, Bruno R.; Thesis Advisor; Spetka, Scott; Thesis Committee; Chiang, Chen-Fu; Thesis Committee; Lagwankar, Akshara Avadhut (2021-05)
      While face recognition has been around in one form or another since the 1960s, recent technological developments have led to a wide proliferation of this technology. This technology is no longer seen as something out of science fiction movies like Minority Report. With the release of the iPhone X, millions of people now literally have face recognition technology in the palms of their hands, protecting their data and personal information. While mobile phone access control might be the most recognizable way face recognition is being used, it is being employed for a wide range of use cases including preventing crime, protecting events and making air travel more convenient. This project focuses on various advanced Python libraries to improve the face recognition accuracy such as OpenCV, Sklearn, face_recognition. The project understands the data and model, train it for further usage. The real time videos are considered for evaluating the results. Further the project glances the emotion recognition algorithms using CV2, Seaborn. The areas of the human faces are highlighted according to different emotions. The large data sets (fer2013, Olivetti faces) are used for training and testing the data sets. PCA, leave one out cross validation, grid search CV, machine learning pipelines, CNN models are used to estimate and increase the accuracy. The project is executed in Anaconda environment Jupyter Notebook. As the data sets are huge Google Collaboratory is used for execution.
    • Faces extracted from Time Magazine 1923-2014

      Jofre, Ana; Berardi, Vincent; Bennett, Carl; Reale, Michael; Cole, Josh (Journal of Cultural Analytics, 2020-03-16)
      We present metadata of labeled faces extracted from a Time magazine archive that contains 3,389 issues ranging from 1923 to 2012. The data we are publishing consists of three subsets: Dataset 1) the gender labels and image characteristics for each of the 327,322 faces that were automatically-extracted from the entire Time archive, Dataset 2) a subset of 8,789 faces from a sample of 100 issues that were labeled by Amazon Mechanical Turk (AMT) workers according to ten dimensions (including gender) and used as training data to produce Dataset 1, and Dataset 3) the raw data collected from the AMT workers before being processed to produce Dataset 2.
    • 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