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The X3 Guitar Processor: A Software Adaptation of Vintage Analog Technology
The X3 Guitar Processor is a software adaptation of the Rockman X100 headphone amplifiers and stompbox pedals made popular in the 1980s. This project, which is still in progress, implements a comprehensive signal path to convert a dry input signal from a guitar into a fully developed tone ready for performance. The signal chain includes an adjustable input gain control, a compressor, a distortion generator, a complex filter for cabinet simulation, and an optional stereo chorus effect. This software was built using the JUCE framework, a set of C++ libraries designed to create and manage audio applications. Further development will focus on completing the distortion generator and fine-tuning the sound to closer match the original hardware that inspired it. Currently, all effects have been implemented, with one of the three amp modes being fully completed. Additionally, in its current state, the app is compatible with many Digital Audio Workstations (DAWs) and live performance software environments
A Comparison of Gender Representation in Children’s Books
The American Academy of Pediatrics (2021) recommends daily reading for children from birth. While the importance of books is clear, little is known about the language used in them. Books expose children to concepts that shape their real-world understanding (Strouse et al., 2018). In languages like English, many terms are male-biased, which can reinforce gender stereotypes and inequalities (Vainapel et al., 2015). We predict that male representation in children’s books will outnumber female representation.
This study assesses the top 50 picture books from four Indiana counties (N=200), based on circulation data. We used LIWC to examine gender references in these books. Preliminary results from two counties indicate a male bias, with males represented more than females (M=2.91, SD=3.72 vs. M=1.54, SD=2.76). We will conduct a mixed ANOVA to test if this pattern holds, using county as a between-group factor and gender as a within-group factor.
Gender representation influences life outcomes, with women holding only 25% of US Senate seats, 10.6% of Fortune 500 CEO positions, and 32.8% of university presidencies (Schaeffer, 2023). This study helps understand current gender disparities and guide efforts for more equitable representation. The findings will be useful for parents, teachers, and librarians seeking to promote gender equality in children’s literature
The design and development of a Square Koch Fractal Slot Antenna for the BCON-2 satellite mission
The BCON-2 satellite mission aims to enhance downlink time by utilizing the receive-only ground stations of the Satellite Networked Open Ground Station SatNOGS network and optimizing the scheduling of satellite passes along its orbital footprint. Due to the physical constraints of the mission, it was not possible to develop a deployable ultra-high frequency antenna while also ensuring that the antenna operated with enough gain at a center frequency of 435 megahertz. To address this challenge, a Square Koch Fractal Slot Antenna was designed and developed as a compact and effective alternative.
The Square Koch Fractal Slot Antenna is formed using two second-iteration square Koch curves, each consisting of eight segments. The use of fractal geometries allows for miniaturization while maintaining effective operation within the ultra-high frequency band, making it a suitable solution for small satellite missions with significant design constraints. Building upon previous research, this work demonstrates how fractal slot antennas can provide optimized performance in restricted physical spaces. The antenna was designed, simulated, and fabricated to validate its effectiveness for communication applications in the BCON-2 satellite mission
Using Games and Movement in the Classroom to Help Boost Students Comprehension
The idea for this project is to see if using games and movement in a lesson will help students\u27 comprehension of a lesson. I wanted to test this because students sitting for a long period of time will start to zone out and lose interest. When students zone out and you go to do an assessment the student won\u27t remember as well because they weren\u27t engaged in the lesson. The theory I used for research is Vygotsky\u27s theory because it is about using play-based learning in the classroom and having a collaborative approach to learning. My hypothesis for this project is that movement and games help students\u27 comprehension. First, I introduced a reading passage to the students and then the next day after reading it I had them take an assessment that asked 5 questions of all multiple choice. Then I read the students the passage again the next day and then I played a jeopardy game with them, they answered questions based on the passage while working in teams. The students came up one at a time against someone with the opposing team and whoever answered correctly first got the points for their team. After the game was finished, I gave them the same assessment with the same questions. Lastly I compared their results before and after the game. When I tested this, I actually found positive results. The scores improved from the first time so playing a game and moving around helped them comprehend the passage better
Comparing Interventions for Improving Quality of Life in Pediatric Cancer Patients
Background: Children with cancer face significant challenges impacting their quality of life (QoL). Two common interventions amongst this population are play-based interventions and exercise-based interventions. Although they are independently studied, there are currently limited studies on the comparison of these interventions related to QoL. This modified systematic review aimed to answer the question: for children with cancer, how do play-based interventions compare to exercise-based therapy interventions in improving quality of life?
Methods: Four independent researchers conducted a comprehensive search across major databases (CINAHL, EBSCO, MEDLINE, and PUBMED) to identify studies published within the last ten years. Inclusion criteria of the study were articles involving children diagnosed with cancer who received either a play-based intervention or an exercise-based therapy and the study was conducted in the last 10 years. Studies were excluded if they were systematic reviews, meta-analyses, dissertations, or presentations or if interventions were unrelated to QoL or focused solely on cancer survivors. Data extraction focused on intervention type, participant demographics, and QoL outcomes.
Results: The review included 20 studies comparing play-based and exercise-based interventions. Preliminary findings suggest that play-based interventions demonstrated stronger improvements in emotional well-being and social engagement, while exercise-based therapies yielded better physical functioning outcomes and reduced fatigue. Both intervention types showed positive effects on overall QoL, albeit through distinct mechanisms.
Conclusion: Combining these approaches may provide a comprehensive strategy for enhancing QoL in pediatric cancer patients. Further research is recommended to explore optimal intervention combinations and long-term effects
Fetishization and Representation in Digital Fan Spaces
Fanfiction, particularly on the platform Archive of Our Own (AO3), offers a vast and/= / \u3eunique dataset for studying how individuals reinterpret narratives and portray marginalized identities. AO3 is notable for its lack of traditional content moderation, allowing for a broad range of unfiltered self-expression. Its user base is also demographically distinct, with significantly higher representation of non heteronormative and female identities compared to the general population. This provides a valuable opportunity to analyze trends in representation, identity, and objectification within fan communities, particularly with the focus on how media types developed in a female and LGBTQ-dominated community represent relationships. This research investigates the intersection of fetishization and identity on AO3 by analyzing its tagging system and metadata. Using re-processed data from AO3’s selective statistic dump, methods such as Chi-Squared and Bayesian Modeling are used to assess the size and significance of prevalence of fetishization-related tags across genres and ratings. Additionally, natural language processing is used to identify thematic groupings and trends in content. A key focus is on understanding how different subsets of marginalized identities are sexualized in comparison to broader author demographics, revealing potential biases in fan-created media. One notable trend is the prevalence of homoerotic fanfiction, which appears at a disproportionately high rate compared to author demographics. Despite a majority-female user base, homoerotic fiction is significantly more common than other relationship dynamics and is more likely to contain sexual content. This understanding contributes to recognizing and addressing issues with representation and objectification in digital fan spaces
A simple Model Demonstrating How EMG Works
Conveying bioengineering disciplines is challenging given younger students\u27 limited understanding of engineering. While electromyography (EMG) signal model exist mainly when studying sports-related activities, there is no simple model for an entry-level student to understand who does not have prior knowledge. Our design exemplifies the basics of how electromyography signals are captured and turned into code that is used to power an electrical robot arm through a software called BioPac Student Laboratory. Our system consists of two interconnected breadboards,, each incorporating two EMG signal processing channels designed with IC148 logic gates. The circuit will be powered by +-5V and include key components such as capacitors (C21, C22, C23, C26) and resistors (R25-R374). The expected outcome of this research is to provide an approachable introductory hands-on experience to EMG technology, which will inspire interest in biomedical engineering and highlight the department\u27s work in signal processing
Fraud Detection in Health Insurance Claims using Machine Learning
This project focuses on detecting fraudulent health insurance claims using machine learning techniques. The dataset includes various patient attributes, claim amounts, and medical details, which were preprocessed by handling missing values, encoding categorical features, and standardizing numerical data. Fraud detection was formulated as a classification problem, where claims in the top 5% of the cost distribution were labeled as potentially fraudulent. Several models, including Logistic Regression, Random Forest, and XG Boost, were trained and evaluated, with Random Forest providing the best performance after tuning.
To gain deeper insights, multiple visualizations were created to analyze fraud patterns based on age, region, smoking habits, blood pressure levels, and feature correlations. While initial models exhibited overfitting, techniques such as feature selection, SMOTE balancing, and adjusting fraud detection thresholds improved generalization. The final optimized model achieved a balance between high precision and recall, making it suitable for real-world applications. Though deployment was initially considered, the project concluded with a locally usable model for fraud prediction, ensuring robust, data-driven decision-making for healthcare fraud detection.
Keywords: Insurance Claims Classification Predictive Analytics Fraud Detection Machine Learning Models Random Forest Classifier Claim Amount Prediction Data Preprocessing Feature Importance Analysis Logistic Regression XG Boos
Writer\u27s Block
Writer’s Block is a mixed-media piece created using a shadow box, collage, and a variety of found/chosen materials. The piece is inspired by my favorite authors and artists, who all embraced dadaism and experimental ways of creating their work. My goal for this piece is to provoke viewers into seeing creative expression and writing as a cathartic experience, as well as something that isn’t bound to societal norms/constraints. I believe that art is best in its rawest and most honest form—untouched by outside influences and sometimes even absent of reason