iSchool Capstone

2015

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Starting from Scratch: Connecting School-Aged Children with Coding Concepts

Many children use technology regularly but are unfamiliar with underlying concepts of computer programming. ScratchJr is an introductory programming language aimed at users ages 5 and up. Similar to the Scratch programming language developed at MIT, ScratchJr works like a jigsaw puzzle, directing users to snap together pieces of code to create strings of commands. Through a series of four after-school workshops, we utilized ScratchJr on iPads to introduce coding and programming basics to twelve 2nd and 3rd grade students at Northgate Elementary School. Under our direction, students learned to create video game narratives in which they controlled their characters' movements, appearances, and speech with the coding commands available on the application. In our final lesson, we introduced students to the original Scratch and collaboratively created a game. We hope that our computer science-based program has given students increased confidence with technology, and has fostered an interest in STEM fields.
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Step Stone

With a 21% increase in homelessness over the past year alone, the resources available to Seattle’s homeless are now more important than ever. However aside from word of mouth, the ways to find the nearest shelter or free shower are minimal and dated. Step Stone, a mobile friendly web application, is designed as a resource that aggregates information on amenities in the Seattle area. These amenities could be a place to sleep, get medical aid, or even a place offering free bus tickets. Additionally, Step Stone tracks and displays the capacity of participating homeless shelters in real-time, helping users decide where to seek shelter. Coupled with SMS and email capabilities for institutions to send news and updates to users, Step Stone is the ideal tool to
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Studying Phytoplankton Trends in Oceans Using Data Science

Discovering Phytoplankton Trends in Oceans Using Data Science Abhigyan Kaustubh (Full Time MSIM) Elton Dias (Full Time MSIM) Tanmay Modak (Full Time MSIM) Phytoplanktons are an important part of marine ecosystems, producing nearly half of the world’s oxygen supply by consuming carbon dioxide through photosynthesis. Marine biologists find it difficult to exhaustively study habitats of phytoplankton as it is nearly impossible to draw discrete samples of water from large water bodies. We plan a novel technique of analysing multidimensional flow cytometry data collected by an oceanic cruise at regular time intervals and then use suitable clustering techniques to identify regions in the water body that have similar trends in phytoplankton population. We then plan to make inferences by correlating our findings with environmental factors like temperature and salinity. This is a unique approach and through our findings, we hope to lay the foundation for oceanographers and environmental researchers to conduct further research in marine habitats using data science
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TapEat

Uncertainty makes us uneasy. When we walk into a busy restaurant and see a long line, we feel uncertain, sometimes even intimidated. We want to know whether it is worth it to wait or find another place to eat. TapEat helps remove that uncertainty. Our application provides the wait time for you, the customers, so that you can make an informed decision of where to eat. You don't have to guess or physically go to the restaurant to find that information—you can access it on your phone anywhere. Better yet, once you make the selection, you can check into the line with the app and will receive a notification when your table is ready. You can use the wait time, otherwise spent sitting in a waiting area, to do something productive. We help make your dining experience more pleasant and enjoyable by reducing meaningless wait time.
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Teamify

Have you ever been in a school project where you felt that you were doing most of the work and a few of your teammates were not contributing much? Imagine your frustration if those teammates also happened to be your friends! We bring in “Teamify”, a mobile application that will help teams keep track of each team member’s tasks using a point based system and provide visibility in their performance. It will reduce the pain points of team work by increasing the sense of accountability among the team members and make communication easier. Students can leverage this app to improve the team work experience and productivity of the team. As a proof of concept, we have designed a high-fidelity working mobile prototype and focused on the user experience of the app to help make team work hassle free and enjoyable!
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Tech Prep Courses: Feedback Study for Improving Design

As student researchers, we took an opportunity to provide feedback about introductory information technology courses currently offered at the iSchool. We’ve dubbed these courses the 'INFX Suite'. The INFX Suite, implemented in 2010, is recommended to graduate level master’s students who don’t have a technological background when they enter the iSchool. As fast as technology progresses, we wanted to investigate the INFX Suite to see if it was still fresh. Using three questionnaires, quantitative and qualitative methods have been used to gather and analyze data from iSchool faculty and students, and top iSchools in the United States. Research results revealed the INFX Suite is still in line with current technology content trends, however; meeting student expectations consistently is an area that is lacking. Research outcomes will serve as a reference for the iSchool about future INFX Suite design.
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The Anti-Cigarette League Mixed Media Collection

This project addressed the archival processing of a historic 35mm moving image and lantern slide collection. Our team focused on the problem of both preserving and maximizing access to this collection. In order to provide access to film of this size, digitization is essential, both to facilitate viewing and to prevent degradation of the original materials. The equipment required for this process, however, is prohibitively expensive. Accordingly, our team experimented with alternative digitization methods that use tools commonly available in archives. We also strove to put the diverse components of this collection into a useful historical context that would maximize its utility to researchers and patrons. Our project seeks to provide a model of processing that can be done to archival collections, even without extensive funding.
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The Appeals Factory Recommendation System for the GAMER Research Group

Our project is part of the Game Metadata Research (GAMER) Group’s Crossmedia Advisory Services based on media appeal factors, which investigates common appeal factors across multiple media formats to better support advisory services in the 21st century. Appeals Factory aims to develop a framework for recommending games to users based on preferences regarding selected factors: Story, Character, Setting, Visual Style, and Mood. Traditional mechanisms for game recommendation rely on a user’s gaming history as well as strict subject and genre metadata, but through our appeals methodology, users with any level of experience can find games suited to their taste based on what draws them to stories in general and games in particular. Our project provides a foundation for game and interactive media advisory for researchers, teachers, librarians, parents, and gamers.
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The Greenwillow Books records: Uncovering a Hidden Collection at the University of Oregon Special Collections and University Archives

Greenwillow Books is a children’s book publishing imprint of HarperCollins publishing. Since 1979, Greenwillow has transferred its publishing records to the University of Oregon for preservation and access. However, a comprehensive finding aid accounting for the numerous accretions to the collection has been unavailable for many years. Under the direction of Stephanie Kays, the UO’s Archivist for Collection Management, I accounted for 280 feet of processed records, processed and oversaw student processing of roughly 200 feet of unprocessed accessions, rehoused a large collection of oversize materials, and deaccessioned over 50 feet of duplicate materials. The result was a 487.5 foot collection of author correspondence, edited proofs, artwork drafts, and more available to researchers in a searchable, published finding aid through Northwest Digital Archives (http://nwda.orbiscascade.org/). Access to this collection will be a boon to researchers of children’s literature as well as educators looking to teach object lessons on the revision process.
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The KING Broadcasting Company Photograph Collection

The KING Broadcasting Company Photograph Collection at the University of Washington Libraries Special Collections department comprises over 5.8 cubic feet of materials including more than 1,000 photographs taken from the Dorothy Stimson Bullitt papers collection. While prior work had been done, the storage of materials and numbering conventions used were inconsistent with department standards and best practices. Project objectives included properly preparing materials for archival storage, the creation of a digital finding aid reflecting an intellectual order, renumbering materials according to department conventions, and reducing the amount of physical space taken by the collection. The results increase access to photographs that provide a unique look into early radio and television broadcasting in the Pacific Northwest as well as special events in the Seattle area. Subjects of interest include early KING personalities, local and national programs and promotions, and local events including some related to Seafair, UW, and Boeing.