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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Forensic Analysis of Navigation Applications on Android and iOS Platforms

Neesha Shantaram (11656642) 19 December 2021 (has links)
<div>With the increased evolution in technology over the past decade, there has been a gradual inclination towards utilizing advanced tools, like location-based applications which incorporate features such as constant route or traffic updates with Global Positioning System (GPS), among</div><div>others, which aid in smooth living. Such applications gain access to private information of users, among their other life hack qualities, thus producing a highly vulnerable ground for data exposure such as current location. With the increase in mobile application-based attacks, there exists a</div><div>constant threat scenario in terms of criminal activities which pose an ultimate challenge while tackling large amount of data. This research primarily focuses on the extent of user-specific data that can be obtained while forensically collecting and analysing data from Waze and HEREwego</div><div>applications on Android and iOS platforms. In order to address the lack of forensic research on the above mentioned applications, an in-depth forensic analysis is conducted in this study, utilizing Cellebrite, a professional tool to provide and verify the evidence acquired, that aid in any digital forensic investigations. On the Waze application, 12 artifacts were populated on the Android device and 17 artifacts on the iOS device, out of which 12 artifacts were recovered from the Android device (100% of the artifacts populated) and 12 artifacts from the iOS device (70.58% of the artifacts populated). Similarly on the HEREwego application, 14 artifacts were populated on the Android device and 13 artifacts on the iOS device, out of which 7 artifacts were recovered from the Android device (50% of the artifacts populated) and 7 artifacts from iOS device (53.84% of the artifacts populated).</div>
52

Mitigating Drone Attacks For Large High-Density Events

Travis L Cline (9739406) 15 December 2020 (has links)
Advances in technology have given rise to the widespread use of small unmanned aerial systems (sUAS), more commonly known as ‘drones.’ The sUAS market is expected to continue to increase at a rapid pace, with the FAA forecasting around 8,000 registrations monthly (FAA, 2019). High profile drone incidents include use in an attack on the Venezuelan president, an undetected landing on the property of the White House, and use in dropping crude explosives on troops in the Middle East (Gramer, 2017; Grossman, 2018; Wallace & Loffi, 2015). The rate of proliferation and high-performance characteristics of these drones has raised serious concerns for safety in high-density outdoor events. Counter-unmanned aerial systems are currently illegal for all but a few Federal entities within the U.S., leaving private and public entities at risk. This exploratory research investigates several legal facility and patron behavioral interventions to reduce possible casualties during a drone attack by using AnyLogic simulation modeling in an amusement park scenario. Data from this experiment suggest that behavioral interventions implemented 30 seconds before a drone attack can reduce casualties by more than 55%, and up to 62% casualty reductions can be realized with a 60-second implementation time. Testing suggests that venue design considerations, such as a reduction in hard corners, covered high-density areas, and smoother area transitions can synergistically reduce casualties when used in conjunction with a warning system. While casualty mitigation did occur throughout the study, active threat interdiction methods would be necessary to design a system that may prevent casualties overall.
53

INNOVATIVE MILLET FOODS TO IMPROVE NUTRITION AND EXPAND MARKETS IN WEST AFRICA

Moustapha Moussa (8100836) 09 December 2019 (has links)
<div> Abstract Sorghum and millet crops are the staple foods for most people in the Sahelian region of West Africa. Preparation of millet and sorghum foods are labor-intensive and time-consuming. This thesis work was conducted with the goal of developing competitive and innovative processes to make better quality and higher quantity of extruded <i>couscous</i>, and instant, or fast cooking, millet food products to improve markets for smallholders’ famers, improve nutrition, and to meet the changing demands of local consumers in West Africa. Processing conditions, of a low-cost single screw mini-extruder were assessed and optimized. The process has the advantage of shortening production steps, and time, of making number of products with appealing appearance, good taste, and texture, and designed for the preferences of local consumers. The products can be reconstituted by adding hot or tap water. Results of the first study on a newly developed extruded <i>couscous</i> indicated that consumers in general preferred it, that it was fast cooking <i>couscous, </i>and credited it to be<i> </i>smoother in texture than the traditionally-prepared <i>couscous</i>. It had 10x the daily yield as <i>couscous</i> typically prepared for commercial sale by women in a processing unit. The smoother texture was attributed to the presence of starch fragments of somewhat lower molecular size, than in the control <i>couscous</i>, as illustrated by size-exclusion chromatography analysis of the hot-water dispersed starch. In the second study, the extruder was used to make instant porridge flour, and locally available roasting process was optimized to make a fast cooking porridge flour, and each flour was formulated using natural and locally obtained plant fortificants to nutritionally enhance cereal-legume-fortified flours. Results of consumers sensory tests and textural characterization by RVA and dynamic oscillatory rheometry of fortified porridge samples revealed that the innovated formulas had better viscosity, taste, and flavor, and were more preferred by children and their mothers than food aid vitamin-mineral premix fortified flours distributed at rural government health centers. Bioaccessibility of provitamin A carotenoid and lycopene derivatives, including lutein, α- and β-carotenes, using an <i>in vitro</i> digestion system coupled with a HPLC-C30SHORT column, shown that the formulated fortified flour samples had high bioaccessibility values of provitamin A carotenoids, lutein, and α- and β-carotenes. In the third study, rheological results indicated that instant <i>tuwo</i> (thick) and <i>fura</i> (thin) porridges had better viscosity and textural attributes (creamy, elastic, gelling) compared to traditional corresponding porridges. In the fourth </div><p>study, a home use testing (HUT) of instant <i>tuwo</i> and <i>fura</i> porridges in Niamey, Niger indicated that overall consumers’ acceptability was good. In a market test conducted in Niamey over 20 weeks, in collaboration with local cereal processors and distributors, showed repeat purchases with good frequency of sale of instant <i>tuwo</i> and <i>fura </i>porridges that have generated about 1/3 in total sales of 35 products related millet and cereal based foods in the period. In conclusion, the low-cost single screw extruder has the potential to catalyze and increase demand and diversification of uses of millet grains, to develop market-driven nutritious and healthy grain-based foods, to benefit smallholders’ farmers, and favor growth of small- and medium-scale entrepreneur processors in West Africa.</p>
54

FROM THE SCAMMER PERSPECTIVE: PREDISPOSITIONS TOWARDS ONLINE FRAUD MOTIVATION AND RATIONALIZATION

Subia Ansari (9175607) 29 July 2020 (has links)
<p>Cybercrime and online scams are rampant in today’s tech-savvy world. In the past, scammers relied heavily on emails to contact potential victims but today, the presence and widespread usage of social networking platforms and e-commerce businesses has increased the availability of potential victims and made them easily accessible. It could be assumed that since unsuspecting users seek various products or services online - rentals, booking trips, seeking jobs, dating, it makes them easy targets for scammers yet, it is not just individual users who suffer from fraud, but organizations and institutions as well. A study at the Bank of America Merrill Lynch Global Research found that cybercrime costs the global economy up to approximately 540 billion euros annually. There is plenty of research on the technical measures that individuals and organizations may take to prevent themselves from falling prey to fraudsters, however, research trends in the recent past have shifted towards analyzing the human element present in the scenarios. Researchers have argued that identifying the underlying psychological and sociological factors used by fraudsters could help tackle the very root cause of such fraudulent attacks. While there exists some research focusing on the experiences and psychology of victims of these attacks as well as the countermeasures that can be taken to protect them from such attacks, there is little research on the psychology and motivation of those who commit online fraud. This study aims to identify the psychological factors that affect the predilection of scammers to commit online fraud.</p>
55

COUNTER UNMANNED AERIAL DEFENSE FOR HIGH VALUE UNITS AFLOAT PIERSIDE

Christopher R Hood (11186037) 27 July 2021 (has links)
<div>Counter Unmanned Aerial System (C-UAS) development and fielding has greatly accelerated over the last several years to protect against all classes of Unmanned Aerial System (UAS) threats. Integration of the detection and tracking systems, the engagement systems, and other portions of the kill chain including command and control (C2) is ongoing. A significant concern is that the majority of these developments are designed for defending ships at sea. Most of these technological advances cannot be used within restricted waters or in port, foreign or domestic, due to the potential of high collateral damages and the fact that they are not currently readily available for dissemination to the Fleet.</div><div>The problem addressed by this project is to determine how to defend high value units from the threat of weaponized UAVs while moored pier-side with currently in-place weapons systems. This study will take a parameter-driven approach based on existing technologies to determine if an enhanced fire-control system integrated with standard issue weaponry can increase watchstander accuracy required to safely defend a high value unit pierside.</div>
56

EXPLORING THE EFFECTIVENESS OF THE PMBOK RISK MANAGEMENT PROCESS ON IT PROJECTS IMPACTED BY CRISIS EVENTS LIKE THE COVID 19 PANDEMIC

Osarhieme M Iyamu (12464409) 27 April 2022 (has links)
<p>  </p> <p>This research aimed to explore whether the PMBOK risk management process needs to change to facilitate successful project execution in the future, due to the impacts of the recent covid 19 crises. </p> <p>The researcher conducted the SLR and found no specific result addressing the need to change the PMBOK risk management process. Nevertheless, this research showed that the project manager would need to be more flexible during the planning stage of the risk management process and expand the risk identification process to plan for significant disruptive risks like the covid 19. </p> <p>The findings also suggest that project managers need to adapt to challenging situations in such a crisis. One vital theme was the need to provide psychological safety for employees. During disruptions, project managers would need to pay close attention to the effects of the crisis on individuals' psychology to ensure they work effectively </p>
57

A Case Study of High-School Student Self-Regulation Responses to Design Failure

Andrew M. Jackson (5929802) 16 January 2019 (has links)
<div>Although design is part of everyday experience, increased proficiency in managing and reflecting while designing signify greater proficiency as a designer. This capacity for regulation in design is crucial for learning, including from failure experiences, while designing. Failure and iteration are integral parts of design, with potential cognitive and psychological ramifications. On the one hand, failure can be framed as a learning experience that interrupts thinking and evokes reflection. On the other hand, it can be detrimental for confidence and motivation or derail the design process. Based on similarities between design and self-regulation, I articulate a framework whereby responses to failure might be regulated by beginning designers. Then, this case study applies the framework to describe the experiences and perspectives of beginning designers as they work and fail, illuminating issues of failure in design and the extent of their self-regulation.</div><div><br></div><div>The in situ design processes of four teams was examined to describe self-regulation strategies among student designers. Analysis was conducted with two methods: linkography and typological thematic analysis. Linkography, based on think-aloud data, provided a visual representation of the design process and tools to identify reflection, planning, and critical moments in the design process. Typological analysis, based on think-aloud data, follow-up interviews, and design journals, was used to investigate specific strategies of self-regulation. The complementary methods contribute to understanding beginning designers’ self-regulation from multiple perspectives.</div><div><br></div><div>Results portray varied trajectories in design, ranging from repeated failure and determination to fleeting success and satisfaction. Class structures emerge in designers’ patterns of planning and reflection. These highlight the contextualized and evolutionary nature of design and self-regulation. Furthermore, linkographic evidence showed a beginning sense-making process, followed by oscillating phases of forward and backward thinking, to various degrees. Moments of testing, both successes and failure, were critically connected in the design process.</div><div><br></div><div>Thematic analysis identified 10 themes, aligning with the self-regulatory phases of forethought, performance, and reflection. The themes highlight how regulation in forethought is used to shape performance based on past iterations; meanwhile, the identification and attribution of failures relays information on how, and whether to iterate. Collectively, thematic findings reinforce the cyclical nature of design and self-regulation.</div><div><br></div><div>Design and self-regulation are compatible ways of thinking; for designers, the juxtaposition of these concepts may be useful to inform patterns of navigating the problem-solving process. For educators, the imposition of classroom structures in design and self-regulatory thinking draws attention to instructional design and assessment for supporting student thinking. And for researchers of design or self-regulation, these methods can give confidence for further exploration.</div>
58

Emotions on Learning with Technology

Jisoo Hwang (10867428) 03 August 2021 (has links)
<div> <div> <div> <p>Previous work has identified the many difficulties that students experience in learning abstract concepts in STEM. Past studies have also identified the critical role that emotions play on students' motivation to learn. As new learning technologies are developed, they enable visualizing complex scientific concepts which can be non-visible thus assisting students' understanding of abstract ideas as well as improving their motivation as they learn. This study investigated two learning technologies and compared them to examine 1) their effectiveness on learning concepts of electricity in physics and 2) the interplay between learning with technology and emotions. Participants were randomly assigned to either Inquiry-Based Learning (IBL) with a computer simulation or Game-Based Learning (GBL) with a computer game which addressed concepts of electricity in physics. During the experiment, students in the IBL condition explored materials by using the computer simulation and posed hypotheses and questions on their own with a guiding worksheet for IBL. Students in the GBL condition played an educational computer game following the guiding worksheet while they were meeting challenges created by the game with a guiding worksheet for GBL. Students' learning gains were assessed by comparing their pretest and posttest scores. Emotions were self-reported after the posttest by responding to a survey that measured 6 emotional scales that students may perceive during the experiment. The study found that both IBL and GBL enhanced students' understanding of given concepts. However, there was no statistically significant difference between the two conditions in terms of learning gains. Students in the IBL achieved higher mean learning gains, whereas students in the GBL showed that they were more engaged. At the same time, students in the GBL perceived more confusion and frustration compared to students in the IBL. <br></p> </div> </div> </div>
59

Effects of Movement on Biometric Facial Recognition in Body-Worn Cameras

Julia Bryan (8788169) 01 May 2020 (has links)
<p>This study examined how three different manipulations of a single policing stance affected the quality scores and matching performance in a biometric facial recognition system; it was conducted in three phases. In the first phase, the researcher collected qualitative survey data from active, sworn law enforcement officers in 15 states. In the second phase, the researcher collected quantitative data using a single facial recognition subject and a static body-worn camera mounted to an adjustable tripod. In the third phase, the researcher collected quantitative data from body-worn camera-equipped law enforcement officers who filmed a stationary target as they executed a series of specified movements from the interview stance. The second phase tested two different body-worn cameras: one that is popular among law enforcement agencies in the United States, the Axon Body 2; and one that is inexpensive and available to the general public via a popular internet commerce website. The third phase tested only the Axon Body 2. Results of the study showed that matching results are poor in a biometric system where the test body-worn camera was the sensor, with error rates as high as 100% when the body-worn camera wearer was in motion. The general conclusion of this study is that a body-worn camera is not a suitable sensor for a biometric facial recognition system at this time, though advances in camera technology and biometric systems may close the gap in the future. </p>
60

Attendance and Social Interdependence in Game Development Labs

Brantly E McCord (8812214) 08 May 2020 (has links)
This is an exploratory research study aimed toward steadying attendance across a semester of higher education video game development labs with attention to cooperation as a co-factor. Following the observation of unusually strong attendance in a highly cooperative game development lab class which aligns with these theories, this paper seeks to explore whether subfactors of positive social interdependence are co-factors with lab attendance. Sparked by previous case data, this exploratory study examines data from the Fall 2019 iteration of the introductory video game development course, defining and measuring potential co-factor variables during an individual-focused half of the course supplemented with group activity, and a fully group-focused half of the semester, with future interest in investigating a correlation between attendance and positive interdependence. Empirical studies of both the performance impact of attendance, and the financial reliance of residential higher education institutions on student attendance and retention suggest that understanding how to operationalize students’ motivation to attend class is epistemically and fiscally valuable. Studies of positive interdependence raise interest as a co-factor contextually through high commitment, joint efficacy, and mutual benefit, strongly overlapping with empirical antecedents of higher education retention and seminal social psychological frameworks. Therefore, the author began an intended extensive analysis of consecutive semesters. All students enrolled in the Fall 2019 introductory game development course (n=56 for students with matched data sets, 59 retained participant students total) were engaged in cooperatively-designed lectures and lab activities, with the first half of the semester’s lighter collaborative activity and independent assigned work to be compared to the second half’s full-time group project work. Between these designed halves, two null hypotheses were assessed: 1) lab attendance in the first half of the semester is equivalent to the second half, and 2) subfactors of positive interdependence in the first half of the semester are equivalent to the second half. Attendance proportions and surveyed positive interdependence measures for the Fall 2019 semester were analyzed using paired sample t-tests. Attendance, and a majority of positive interdependence subfactors were not significantly different across halves of the semester, suggesting that collaboration had evened results across the whole, but not all effects reached their target results. The Classroom Life Instrument was used to formally measure the presence of a positive interdependent context before and after group project work.

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