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ASU Electronic Theses and Dissertations


This collection includes most of the ASU Theses and Dissertations from 2011 to present. ASU Theses and Dissertations are available in downloadable PDF format; however, a small percentage of items are under embargo. Information about the dissertations/theses includes degree information, committee members, an abstract, supporting data or media.

In addition to the electronic theses found in the ASU Digital Repository, ASU Theses and Dissertations can be found in the ASU Library Catalog.

Dissertations and Theses granted by Arizona State University are archived and made available through a joint effort of the ASU Graduate College and the ASU Libraries. For more information or questions about this collection contact or visit the Digital Repository ETD Library Guide or contact the ASU Graduate College at gradformat@asu.edu.


Subject
Date Range
2014 2018


With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between people promotes successful collaboration, motivation, and task success. Dialogue systems which can build rapport with their user may produce similar effects, personalizing interactions to create better outcomes. This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of …

Contributors
Lubold, Nichola Anne, Walker, Erin, Pon-Barry, Heather, et al.
Created Date
2018

Electronic books or eBooks have the potential to revolutionize the way humans read and learn. eBooks offer many advantages such as simplicity, ease of use, eco-friendliness, and portability. The advancement of technology has introduced many forms of multimedia objects into eBooks, which may help people learn from them. To help the readers understand and comprehend a concept that is put forward by the author of an eBook, there is ongoing research involving the use of augmented reality (AR) in education. This study explores how AR and three-dimensional interactive models are integrated into eBooks to help the readers comprehend the content …

Contributors
Juluru, Kalyan Kumar, Atkinson, Robert K., Chen, Yinong, et al.
Created Date
2017

There is a demanding need to empower students from kindergarten through high school to learn computer science and be equipped with the computational thinking skills that they need in today's technology driven world. However, introducing computer programming to students can be challenging, especially for those who aren't familiar with the nuances of code. Several popular tools are used in curriculum for K-12 students which utilize interactive and visualization approaches to engage young kids in learning computational concepts. Possibilities of using Augmented Reality (AR) in teaching programming to novices are explored in this work. In this thesis Ogmented, an AR application …

Contributors
Patel, Tanvi, Hsiao, I-han, Nelson, Brian, et al.
Created Date
2017

The increasing volume and complexity of software systems and the growing demand of programming skills calls for efficient information retrieval techniques from source code documents. Programming related information seeking is often challenging for users facing constraints in knowledge and experience. Source code documents contain multi-faceted semi-structured text, having different levels of semantic information like syntax, blueprints, interfaces, flow graphs, dependencies and design patterns. Matching user queries optimally across these levels is a major challenge for information retrieval systems. Code recommendations can help information seeking and retrieval by pro-actively sampling similar examples based on the users context. These recommendations can be …

Contributors
Singh, Shashank Hansraj, Hsiao, I-Han, Walker, Erin, et al.
Created Date
2017
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Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR …

Contributors
Seth, Nayan Sateesh, Nelson, Brian, Walker, Erin, et al.
Created Date
2017

Reading comprehension is a critical aspect of life in America, but many English language learners struggle with this skill. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is a tablet-based interactive learning environment is designed to improve reading comprehension. During use of EMBRACE, all interactions with the system are logged, including correct and incorrect behaviors and help requests. These interactions could potentially be used to predict the child’s reading comprehension, providing an online measure of understanding. In addition, time-related features have been used for predicting learning by educational data mining models in mathematics and science, and may be …

Contributors
Dexheimer, Matthew Scott, Walker, Erin, Glenberg, Arthur, et al.
Created Date
2017

Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated to work well with young children. In this thesis project, Guardy, an iOS tower defense game, was developed to help children over 8 years old learn about and practice using basic concepts in programming. The game is built with the SpriteKit, a graphics rendering and animation infrastructure in Apple’s integrated …

Contributors
Wang, Xiaoxiao, Nelson, Brian C., Turaga, Pavan, et al.
Created Date
2017

A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple cumbersome devices which invariably come with steep learning curves. Building new cyber-human systems with simple integrated interfaces while keeping in mind the specific requirements of the target users would help alleviate their mundane yet significant daily needs. Navigation is one such significant need that forms an integral part of everyday …

Contributors
Paladugu, Devi Archana, Li, Baoxin, Hedgpeth, Terri, et al.
Created Date
2016

EMBRACE (Enhanced Moved By Reading to Accelerate Comprehension in English) is an IPad application that uses the Moved By Reading strategy to help improve the reading comprehension skills of bilingual (Spanish speaking) English Language Learners (ELLs). In EMBRACE, students read the text of a story and then move images corresponding to the text that they read. According to the embodied cognition theory, this grounds reading comprehension in physical experiences and thus is more engaging. In this thesis, I used the log data from 20 students in grades 2-5 to design a skill model for a student using EMBRACE. A skill …

Contributors
Furtado, Nicolette Dolores, Walker, Erin, Hsiao, Ihan, et al.
Created Date
2016

Lecture videos are a widely used resource for learning. A simple way to create videos is to record live lectures, but these videos end up being lengthy, include long pauses and repetitive words making the viewing experience time consuming. While pauses are useful in live learning environments where students take notes, I question the value of pauses in video lectures. Techniques and algorithms that can shorten such videos can have a huge impact in saving students’ time and reducing storage space. I study this problem of shortening videos by removing long pauses and adaptively modifying the playback rate by emphasizing …

Contributors
Purushothama Shenoy, Sreenivas, Amresh, Ashish, Femiani, John, et al.
Created Date
2016