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<title>Technical Library</title>
<copyright>Copyright (c) 2013 Grand Valley State University All rights reserved.</copyright>
<link>http://scholarworks.gvsu.edu/cistechlib</link>
<description>Recent documents in Technical Library</description>
<language>en-us</language>
<lastBuildDate>Thu, 23 May 2013 01:43:57 PDT</lastBuildDate>
<ttl>3600</ttl>


	
		
	

	
		
	

	
		
	

	
		
	

	
		
	

	
		
	

	
		
	

	
		
	







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<title>Recommender System Using Collaborative Filtering Algorithm</title>
<link>http://scholarworks.gvsu.edu/cistechlib/155</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/155</guid>
<pubDate>Tue, 21 May 2013 10:53:26 PDT</pubDate>
<description>
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	<p>With the vast amount of data that the world has nowadays, institutions are looking for more and more accurate ways of using this data. Companies like Amazon use their huge amounts of data to give recommendations for users. Based on similarities among items, systems can give predictions for a new item’s rating. Recommender systems use the user, item, and ratings information to predict how other users will like a particular item.</p>
<p>Recommender systems are now pervasive and seek to make profit out of customers or successfully meet their needs. However, to reach this goal, systems need to parse a lot of data and collect information, sometimes from different resources, and predict how the user will like the product or item. The computation power needed is considerable. Also, companies try to avoid flooding customer mailboxes with hundreds of products each morning, thus they are looking for one email or text that will make the customer look and act.</p>
<p>The motivation to do the project comes from my eagerness to learn website design and get a deep understanding of recommender systems. Applying machine learning dynamically is one of the goals that I set for myself and I wanted to go beyond that and verify my result. Thus, I had to use a large dataset to test the algorithm and compare each technique in terms of error rate. My experience with applying collaborative filtering helps me to understand that finding a solution is not enough, but to strive for a fast and ultimate one. In my case, testing my algorithm in a large data set required me to refine the coding strategy of the algorithm many times to speed the process.</p>
<p>In this project, I have designed a website that uses different techniques for recommendations. User-based, Item-based, and Model-based approaches of collaborative filtering are what I have used. Every technique has its way of predicting the user rating for a new item based on existing users’ data. To evaluate each method, I used Movie Lens, an external data set of users, items, and ratings, and calculated the error rate using Mean Absolute Error Rate (MAE) and Root Mean Squared Error (RMSE). Finally, each method has its strengths and weaknesses that relate to the domain in which I am applying these methods.</p>

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<author>Ala Alluhaidan</author>


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<title>iBusinessReports: An Android App for Managing Personal Finances</title>
<link>http://scholarworks.gvsu.edu/cistechlib/154</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/154</guid>
<pubDate>Tue, 21 May 2013 10:49:41 PDT</pubDate>
<description>
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	<p>“iBusinessReports” is an Android app to manage personal finances. Users can track income and expenses, view personal finance reports, create reminders, and find local ATMs and banks. Many types of income and expenses can be tracked: phone service, electricity/Gas, school, internet/telephone/cable services, travel, Insurance, shopping, dining, medical, grocery, and other daily expense. The app supports several types of reporting graphs including pie charts, bar graphs, line graph etc. Based on the reports user can forecast their future expense or do the analysis on the past expenses and plan their budget accordingly. Reminders can be created to make sure the user enters their income and expenses on a regular basis or reminder to pay bills, etc. So ‘iBusinessReports’, acts like personal assistant to give friendly reminder to pay the bills, can make out trending analysis from their expenses made using various reports and also forecast their budget apart from this some additional features like to find ATM's and Banks.</p>

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<author>Senthilraj Ulagasundaram</author>


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<title>Threadz: Image-Matching Using Colors and Contrasts</title>
<link>http://scholarworks.gvsu.edu/cistechlib/153</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/153</guid>
<pubDate>Tue, 21 May 2013 10:43:26 PDT</pubDate>
<description>
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	<p>One of the objectives of the furniture industry is to help customers match fabric options with their home or office décor. In particular, the ability to automatically search through a fabric database by color would be valuable for designers and customers alike. However, text- based color descriptions are subjective: “red” and “blue” have too wide a range, and it is difficult to reach agreement on terms such as “pale” or “electric”. Therefore, the best option is to have the user present a direct visual representation of the color they desire.</p>
<p>The goal of this project was to develop a two-tiered application to solve the color communication problem. The first part is an Android application, which allows the user to deliver an image off a digital device via the gallery/device storage or the camera. The idea is that a user could bring in a digital image of their carpeting, walls or other furniture. An intelligent front end processes the image to extract meaningful color information. The second part of the solution implements a Tomcat-based web service that receives color information sent from the device and interfaces with a fabric database. Both tiers use OpenCV, an open-source real-time computer vision library, to implement search and comparison routines. The result is a solution that returns a selection of matching fabrics, including the use of similarity metrics to determine complementary colors.</p>

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<author>Chris Rysko</author>


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<title>Impact of Gamification and Shared Situated Displays on Smartphone Application Engagement</title>
<link>http://scholarworks.gvsu.edu/cistechlib/152</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/152</guid>
<pubDate>Fri, 17 May 2013 06:11:26 PDT</pubDate>
<description>
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	<p>Planning the development of a smartphone application with user engagement in mind is a creative process that involves the incorporation of elements that encourage a sustainable longitudinal connection with its users. As more and more smartphone applications are introduced in the various application ecosystems, sustained user engagement has become very challenging and unpredictable.</p>
<p>Incorporating game elements into applications is one technique that appears particularly promising with regard to increased engagement. This process is referred to as gamification. The availability of inexpensive high quality flat panel displays has increased the use of digital signage in public places, and raises another interesting question: can the integration of smartphone app experiences with shared situated displays be used to encourage sustained engagement with users? This project investigates both of these opportunities as a way to encourage smartphone engagement. An existing campus app (that lacked an engaged user base) was enhanced with game features, and integrated into a series of situated displays. By comparing analytics data collected during the experiment, we can conclude that gamification encouraged engagement, but the impact of the shared displays was not conclusive.</p>

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<author>Juan Mejia</author>


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<title>Search Engine Optimization: A Survey of Current Best Practices</title>
<link>http://scholarworks.gvsu.edu/cistechlib/151</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/151</guid>
<pubDate>Fri, 17 May 2013 06:05:13 PDT</pubDate>
<description>
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	<p>With the rapid growth of information on the web, search engines have become the starting point of most web-related tasks. In order to reach more viewers, a website must improve its organic ranking in search engines. This paper introduces the concept of search engine optimization (SEO) and provides an architectural overview of the predominant search engine, Google. This paper presents a conceptual framework for exploring various optimization guidelines, which can be categorized under four parts: keyword research, indexing, on-page optimization, and off-page optimization. Some worst practices, or ”black hat” approaches, to SEO are briefly discussed. The paper concludes with the future semantic web and how it can affect optimization techniques, such as link building.</p>

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<author>Niko Solihin</author>


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<title>ParabolaX: Learner Engagement with Serious Games</title>
<link>http://scholarworks.gvsu.edu/cistechlib/150</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/150</guid>
<pubDate>Thu, 16 May 2013 11:00:29 PDT</pubDate>
<description>
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	<p>Video games continue to be a growing and vibrant industry. These games have an unprecedented ability to persuade their players to overcome gameplay challenges. As educators struggle to motivate the learners in their classroom, games provide a great opportunity to enrich the education curriculum. The use of games for this purpose is the primary goal of the growing serious games field. ParabolaX is a serious game designed to teach principles of quadratic functions [1]. ParabolaX was developed with two gameplay versions: full and basic. The basic version eliminated many game features. Leaners played ParabolaX during a single classroom session and took surveys before and after they played. Learner scores on quadratic problems before playing were not significantly different than scores after playing ParabolaX, t(65) = -0.486, p = 0.629. Learners that played the full version that included all game like features did not show significantly different engagement indicators than those who</p>
<p>played the basic version. Learner engagement did not differ based on gender or prior experience playing digital games. 76.1% of learners playing the full version agreed that ParabolaX helped them understand quadratic functions compared to only 50% of those who played the basic version.</p>

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<author>Kevin Formsma</author>


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<title>Book Discussion Web Application Based on Django Framework with UI/IX Design for Senior Citizens and Inexperienced Users</title>
<link>http://scholarworks.gvsu.edu/cistechlib/149</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/149</guid>
<pubDate>Thu, 16 May 2013 10:00:12 PDT</pubDate>
<description>
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	<p>With the Internet becoming available and affordable to more people, the number of Internet users among older generations is rapidly growing. However, most websites on the web are confusing to this age group, due to lack of experience, as well as disabilities coming with age. The purpose of this project is to create an easy to use, self-explanatory web application, taking into account this specific target group. It is a platform where one can discuss various books. The online book club can substitute a traditional book club by ignoring the time and geographic limitations. The process of the creation of this application included exploring a new web framework, Django, which is one of the trends in web application development.</p>

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<author>Gayane Kabalyan</author>


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<title>SMiT: Local System Administration Across Disparate Environments Utilizing the Cloud</title>
<link>http://scholarworks.gvsu.edu/cistechlib/148</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/148</guid>
<pubDate>Thu, 16 May 2013 09:49:33 PDT</pubDate>
<description>
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	<p>System administration can be tedious. Most IT departments maintain several (if not several hundred) computers, each of which requires periodic housecleaning: updating of software, clearing of log files, removing old cache files, etc. Compounding the problem is the computing environment itself. Because of the distributed nature of these computers, system administration time is often consumed in repetitive tasks that should be automated. Although current system administration tools exist, they are often centralized, unscalable, unintuitive, or inflexible. To meet the needs of system administrators and IT professionals, we developed the Script Management Tool (SMiT). SMiT is a web-based tool that permits administration of distributed computers from virtually anywhere via a common web browser. SMiT consists of a cloud-based server running on Google App Engine enabling users to intuitively create, manage, and deploy administration scripts. To support local execution of scripts, SMiT provides an execution engine that runs on the organization’s local machines and communicates with the server to fetch scripts, execute them, and deliver results back to the server. Because of its distributed asynchronous architecture SMiT is scalable to thousands of machines. SMiT is also extensible to a wide variety of system administration tasks via its plugin architecture.</p>

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<author>Kevin Guyot</author>


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<title>Requisites and Best Practices in the Implementation of Lean Principles Applied to Hospital Quality Improvement Initiatives</title>
<link>http://scholarworks.gvsu.edu/cistechlib/147</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/147</guid>
<pubDate>Tue, 12 Feb 2013 10:39:58 PST</pubDate>
<description>
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	<p>Since the 1980s there has been an explosion in the use of formalized methodologies for increasing quality and efficiency.  Methods outlined by philosophies such as TQM, Six Sigma, Lean, and ISO 9001 have yielded great returns in the manufacturing environment.  These techniques have proven successful in reducing costs, increasing production, and improving quality in both manufacturing and service environments.  After several generations of exposure to similar yet distinct philosophies of quality management, several hybrid methodologies have arisen to leverage the strength of two or more systems simultaneously (Dahlgaard and Dahlgaard-Park, 2006; Karthi <em>et al.,</em> 2011).</p>
<p>Since health care has become an area of continued attention in the pursuit of reducing government waste, it is a natural candidate for the application of the systematic and data driven techniques defined by TQM, Six Sigma, Lean, and ISO 9001 philosophies.  The nature of healthcare as a service necessary for wellbeing, the presence of 3<sup>rd</sup> party payers, and the non-employee relationship between hospitals and healthcare providers contribute to presenting unique challenges when implementing quality improvement initiatives.  This paper performs a literature review of the relationship between quality management practices and their effects on quality outcomes focusing on the unique challenges to implementing quality improvement initiatives in a healthcare setting.  An approach is suggested using elements of TQM to create a standardized management structure and organizational focus (Irani et al., 2004; Taveira et al., 2003), lean to identify waste, six sigma to reduce redundancy and monitor processes so that small tests of change can be effectively monitored via the Plan Do Check Act (PDCA) cycle, and ISO 9001 to ensure that monitored processes are documented and enforced.</p>
<p>Previous studies have shown Baldrige Award (for Performance Excellence) winning hospitals to have better patient safety records than similar hospitals that have not won the Baldrige Award (Denney et al., 2009; Foster, 2011).  We continue this investigation by comparing patient safety in hospitals that choose DNV accreditation to hospitals that choose another accrediting body.  The DNV hospital accreditation organization “seamlessly introduces ISO 9001 quality methods into the hospital setting.”  If the assumption is made that hospitals focused on standardization and process oriented quality improvement initiatives would choose the accreditation agency most closely aligned with its quality improvement philosophy, then DNV accredited hospitals would represent a more process-oriented population than their peers. This paper investigates whether a hospital’s investment in a formalized methodology of quality improvement translates into better performance on select AHRQ and SCIP measures of patient safety, patient satisfaction via the HCAPS survey, readmission rates for select conditions, and hospital acquired conditions by comparing DNV accredited to non-DNV accredited hospitals. I found significance in 6 of 61 metrics available in the data.</p>

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<author>Chris Bretl</author>


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<title>Risk Prediction For A Fly Genome In A Clinical Context</title>
<link>http://scholarworks.gvsu.edu/cistechlib/146</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/146</guid>
<pubDate>Tue, 12 Feb 2013 10:36:10 PST</pubDate>
<description>
	<![CDATA[
	<p>This research project attempts to evaluate a fly genome from a clinical perspective. To study the clinical translation of genetic risk, Drosophila Melanogaster has been chosen as the model organism. <strong><em> </em></strong>A similar study to this, on the human genome, has been reported in [1].  Thanks to technological advancement, the cost of genome sequencing has significantly decreased in recent years, thus making genetic information potentially accessible for clinical use.  However, the explanatory power and clinical implementation and utilization of risk estimates for common variants as found in genome-wide association studies still remain widely unclear [1].  Drosophila Melanogaster has been used in this model, because it is attractive to study as explained in [2]. <strong><em> </em></strong>Many basic biological, physiological, and neurological properties are conserved between mammals and D. melanogaster.  Nearly 75% of human disease-causing genes are believed to have a functional homolog in the fly.  The data source is the National Center for Biotechnology Information’s (NCBI’s) Sequence Read Archive (SRA), which stores raw sequence data from the next generation of sequencing platforms (“Next-Gen Sequencing”).  To quantify the genetic risk information available in different databases (NCBI SRA, Flybase, etc.) has been integrated as shown in the below diagram.</p>
<p>The following pipeline is used for the analysis:</p>
<p>The model is tested on a selected number of human disease genes.  To assess the clinical risk of a specific disease the fly gene orthologs of the human disease genes are identified and extracted from the fly genome.  The risk is calculated using a Hidden Markov Model (HMM) trained from known mutations of the corresponding gene.</p>
<p>Here is the software currently used for the project:</p>
<p>a)   Acquire Genome (Mapping and sorting): BWA, SAMTOOLS</p>
<p>b)   Genes associated to diseases: AUGUSTUS (http://augustus.gobics.de/)</p>
<p>c)   Calculation of likelihood of clinical risk (similarity of sequences): NCBI BLAST, HMMER</p>
<p>d)   Gene-Environment Interaction Diagram: Programmed in HTML5.</p>
<p>This is a proof of concept study.</p>

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<author>Lakshmi Mamidi</author>


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<title>An Inquiry Into Therapist Effectiveness and Productivity When Using Gamification to Motivate Patients</title>
<link>http://scholarworks.gvsu.edu/cistechlib/145</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/145</guid>
<pubDate>Fri, 11 Jan 2013 10:33:35 PST</pubDate>
<description>
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	<p>Past research has shown that games on handheld devices can be used to motivate and elicit therapeutic movements from traumatic brain injury (TBI). There remains a need to examine how this approach can be best integrated into the daily practice of the therapists treating these patients. Moreover, there is a need to understand how a therapist’s goals for a particular patient can be translated into terms meaningful within the game, and how game output can be translated back into information that helps the therapist monitor a patient’s progress and intervene when necessary. Furthermore, there is a need to examine what type of supporting software infrastructure is needed in order for therapists to utilize this approach in a clinical setting, and whether or not there is potential to improve the effectiveness and productivity of therapists when all of these issues, ranging from patient motivation and therapist efficiency, are addressed in the context of an end to end solution. This study proposes to address these questions by building a series of prototypes that will be evaluated by therapists in local clinics.</p>

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<author>Thomas Parker Jr.</author>


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<title>GVSU Art Gallery Meets iOS: How To Cram 10K+ Works of Art Into Your Pocket</title>
<link>http://scholarworks.gvsu.edu/cistechlib/144</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/144</guid>
<pubDate>Wed, 09 May 2012 08:11:13 PDT</pubDate>
<description>
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	<p>The Grand Valley State University Art Gallery has over ten thousand works of original art, including paintings, sculptures, ceramics, and more. A large portion of this collection is displayed across GVSU's campuses. These pieces of art are used by students for courses and research and are also simply enjoyed by people each day as they encounter them on campus. Although each individual work has a placard describing it and its artist, these do not help people locate specific works of art around the different campuses and buildings. Furthermore, the amount of information that can be displayed on a work of art is limited to the size of the placard. Another difficulty is that there is no way for a person to share or comment on a work of art that they really appreciate. This project addressed these problems by developing and deploying a mobile application that allows users to browse and locate works of art using their iPhone and its network connection and GPS capabilities. Furthermore, users can use the application to go on virtual art tours, and they can interact with their friends around a piece of art via integration with Facebook, Twitter, and other social networks, all from their iPhone.</p>

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<author>Andres Solano</author>


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<title>Accessorized Therapeutic Game Experiences for Touch-Enabled Devices</title>
<link>http://scholarworks.gvsu.edu/cistechlib/143</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/143</guid>
<pubDate>Wed, 09 May 2012 07:31:50 PDT</pubDate>
<description>
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	<p>In the world of physical therapy, a number of consumer gaming devices have been used with various levels of success. Most commercially available video games are designed for the general population and are, in most cases, overwhelming and difficult for traumatic brain injury (TBI) or stroke patients to use. Specialized therapeutic medical devices are not only expensive and non-portable, they also make limited use of gamification techniques to better engage and motivate the patient. This thesis aims to study the use of inexpensive, portable handheld devices, together with a custom sensor accessory in order to drive a set of therapist designed and configured, short video games. The games are intended to elicit specific therapeutic movements from the patient, and also to produce clinical output for the therapists to use.</p>

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<author>Alex Restrepo</author>


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<title>Using Handheld Touch Screen Enabled Devices and Persuasive Game Mechanics to Teach Quadratic Functions</title>
<link>http://scholarworks.gvsu.edu/cistechlib/142</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/142</guid>
<pubDate>Tue, 07 Feb 2012 09:47:29 PST</pubDate>
<description>
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	<p>Research has shown that many students are not interested in learning mathematics; they find it difficult to understand, irrelevant to their daily lives, and uninteresting. This thesis explores elements of computer games that may satisfy children’s learning needs and ultimately motivate them to learn mathematical concepts.</p>
<p>According to a 2008 survey conducted by the Washington, D.C. based Pew Research Center, 97% of children between the ages of 12 and 17 in the United States play computer, Web, portable or console games. Based on these numbers we can conclude young students like video games. Over the past few years, a new body of research has begun to develop, demonstrating how video games can have a positive impact on young people by stimulating their imagination and curiosity, and by encouraging the exploration of new concepts.</p>
<p>According to Gee [28], “Games give children the tools they need to explore complex systems and experiment with different possibilities and outcomes”. By using video games students can learn how to use facts to solve problems rather than simply memorizing data.</p>
<p>Two seemingly unrelated content areas in which handheld touch-­‐enabled devices appear to be drawing immediate attention are the areas of education and video games. Apple iPhones, iPads and similar products are rapidly finding their way into classrooms around the world. Many educators and educational institutions are trying to make use of these technologies in classrooms. The impact of technology in education remains to be formally studied.</p>
<p>Modern handheld touch-­‐enabled devices are also playing a role in changing the face of the video game industry. Instead of being preoccupied with fast twitch, highly realistic game experiences, running on dedicated game hardware platforms, (e.g. game console devices) and targeted at adolescent and young adult males, video game designers are finding that casual game genres have a broader appeal and could potentially have a more profound impact. These games, involving puzzles, or simple arcade experiences, run on smart phones and tablets, and have universal appeal across all age demographics. A recent report published by the mobile analytics firm Flurry indicates that these new smart phone platforms are rapidly replacing traditional dedicated video game platforms [41].</p>
<p>The focus of this study is the intersection of these two developments: the recent popularity of handheld touch-­‐enabled devices in education and video game content. In particular, the study aims to investigate the use of video games on handheld touch-­‐enabled devices in helping algebra students learn mathematical concepts related to the link between linear and quadratic functions.</p>
<p>The game used in this study, <em>ParabolaX</em>, is a new experimental mathematics educational game and runs on handheld touch-­‐enabled devices. In conducting the testing, the <em>ParabolaX</em> application gathered anonymous data from players to determine whether they were engaged, how well they understood the mathematical content, whether they understood the challenge, and whether they could apply an appropriate problem solving strategy to the challenge. The subject of the study was not the game player, but the effectiveness of the game itself.</p>
<p>The results of this research showed that the gap between genders is not very large, and both female and male students were very engaged with the use of <em>ParabolaX</em>. When the students were asked if the game helped them to understand the concept of quadratic functions, all females and 84% of the males agreed.</p>
<p>Thus, the main thesis can be stated as: An educational game developed for handheld touch-­‐enabled devices can be helpful in learning mathematics.</p>

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<author>Alejandro Montoya</author>


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<title>ADLib: An Arduino Communication Framework for Ambient Displays</title>
<link>http://scholarworks.gvsu.edu/cistechlib/141</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/141</guid>
<pubDate>Fri, 17 Jun 2011 05:22:31 PDT</pubDate>
<description>
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	<p>As computers become more and more a part of our everyday lives, the need to change the way in which people interact with them is also evolving. Ambient displays provide an effective way to move computers away from our main focus and into the periphery.</p>
<p>ADLib is a small communication framework that aims to simplify the construction of ambient displays built using the Arduino prototyping platform. The ADLib framework provides an easy-to-use library for communicating with an Arduino, allowing the user to focus on the construction and development of the display.</p>
<p>The framework consists of three main components:   <ul> <li> A protocol for encoding information to be sent from a host computer to the Arduino </li> </ul> <ul> <li> An Arduino library for receiving and parsing incoming data </li> </ul> <ul> <li> A desktop application for sending data to the Arduino </li> </ul></p>

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<author>Russ Shearer</author>


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<title>Building a Dynamic Explorer Tree to Investigate  Behavioral Risk</title>
<link>http://scholarworks.gvsu.edu/cistechlib/140</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/140</guid>
<pubDate>Thu, 09 Dec 2010 12:28:45 PST</pubDate>
<description>
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	<p>In today’s world, especially in health care, good data is the key to good decision making.  The massive collection of data on many subjects continues daily and more of this data is becoming freely available to the public to be explored.  Yet even if this data is loaded into a relational database, it may not be accessible to researchers or decision makers who may not be experienced in writing SQL.  Users of varying experience levels need tools that can help them visualize data and make its information more accessible.</p>
<p>The purpose of this project was to develop a web based application that can enable users to explore data already stored in a database, using an interface familiar to many computer users.  My approach was to represent database querying, through the use of a tree structure similar to that used in file explorers, such as in the Microsoft Windows operating system.  The content displayed in the tree interface is displayed dynamically based on which nodes in the tree are opened.  The developed solution was built using Microsoft Silverlight, C#, ASP.NET, LINQ to SQL, and SQL Server.</p>
<p>The Centers for Disease Control and Prevention’s (CDC) Behavioral Risk Factor Surveillance System (BRFSS) was used as an example dataset.  The BRFSS is state based and the world’s largest, on-going telephone health survey system, tracking health conditions and risk behaviors in the United States yearly since 1984. States use BRFSS data for a multitude of purposes, e.g., to identify emerging health problems and establish and track health objectives, or support health-related legislative efforts. For many states, this is the only data source on health-related behaviors. The BRFSS 2009 data contains 432,607 responses and 400 questions. The size of this dataset makes it both a challenge to study, yet full of interesting querying possibilities.</p>
<p>The application is accessible through this website: http://capstone.arivium.com/.</p>

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<author>James W. Bund</author>


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<title>Proximity Synchronization for Mobile  Wireless Sensor Networks</title>
<link>http://scholarworks.gvsu.edu/cistechlib/139</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/139</guid>
<pubDate>Thu, 09 Dec 2010 12:24:16 PST</pubDate>
<description>
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	<p>Wireless sensor networks are designed to be used anywhere that monitoring of widely-dispersed geographic areas is required. Sensor networks can provide automated monitoring with high precision at low cost over long periods of time.    In order to achieve the conflicting goals of high precision at low cost, software algorithms can be used to ensure the correctness of important metrics such as accurate timing measurements.  The area of focus in this investigation is increasing the accuracy between the clocks of different sensor nodes, for the purpose of improving the accuracy of time-sensitive data acquisition.    We propose to develop an improved method of clock synchronization suitable for mobile sensor networks.  Our goal is to design, implement and test a clock synchronization protocol that provides for increased accuracy or lower power consumption, depending on user needs.</p>

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<author>Mike Lingg</author>


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<title>Discovering Residential Electric Usage Patterns: A Data Mining Approach</title>
<link>http://scholarworks.gvsu.edu/cistechlib/138</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/138</guid>
<pubDate>Thu, 09 Dec 2010 12:21:27 PST</pubDate>
<description>
	<![CDATA[
	<p>The goal of this research was to discover patterns in hourly residential electricity usage.  Understanding such patterns will allow management at the utility to design and offer appropriate incentives to its customers to influence their usage habits and, consequently, reduce the costs associated with providing electricity.  Hourly electric consumption data was acquired for a subset of residential customers within the Holland Board of Public Works’ (Holland BPW) service territory in Holland, Michigan. SQL Server 2005 was used for data compilation and pre-processing.  Machine learning algorithms were applied using R, a free software environment for statistical computing and graphics, with Kohonen Self Organizing Maps (SOMs) employed for discovering usage patterns within the time-series data.  The resulting discoveries offered useful insight to management at the Holland BPW and form a solid foundation for further investigation</p>

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</description>

<author>Mary Hendershot</author>


</item>






<item>
<title>Lava: A JVM-Based Framework for Rapid  Web Application Development</title>
<link>http://scholarworks.gvsu.edu/cistechlib/136</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/136</guid>
<pubDate>Thu, 09 Dec 2010 05:20:13 PST</pubDate>
<description>
	<![CDATA[
	<p>As the Web has become increasingly interactive, web development languages and frameworks have become indispensable tools for creating Web content. Unfortunately, many of these tools suffer from a steep learning curve, large system footprint, or verbose syntax. Lava aims to overcome these challenges by providing a simple yet robust framework for creating web applications.</p>
<p>Lava consists of two main components: a server, and a set of application base classes. The server dynamically generates and caches application content from the source files. The base classes exist to provide functionality to application objects. The entire project is written in Groovy, a dynamic language that runs on the Java Virtual Machine.</p>
<p>Lava's primary focus is simplicity. Lava applications are composed of plain Groovy objects that inherit from one of Lava's base document classes. The base classes provide functionality that allows the application objects to include files, remote URLs, or other Lava objects through the use of tags in their markup. The combination of Groovy's compact syntax and Lava's built-in capabilities will allow a web developer to write compact, modular, reusable code.</p>

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</description>

<author>Todd Boss</author>


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<item>
<title>Testing Programs That Contain OpenMP Directives</title>
<link>http://scholarworks.gvsu.edu/cistechlib/135</link>
<guid isPermaLink="true">http://scholarworks.gvsu.edu/cistechlib/135</guid>
<pubDate>Wed, 18 Aug 2010 08:48:00 PDT</pubDate>
<description>
	<![CDATA[
	<p>OpenMP is a standard of compiler directives for C and Fortran programs that allow a developer to parallelize existing code. In this master's project, the topic of tests for code that has been parallelized using OpenMP is addressed. How should a developer test a program to make sure that the directives have not modified the expected results of the code?</p>

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</description>

<author>Bob Barnhart</author>


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