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

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

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

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

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

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

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

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

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

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

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

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

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

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

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