Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.

Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.

Displaying 1 - 2 of 2
Filtering by

Clear all filters

131759-Thumbnail Image.png
Description
As autonomous vehicle development rapidly accelerates, it is important to not lose sight of what the worst case scenario is during the drive of an autonomous vehicle. Autonomous vehicles are not perfect, and will not be perfect for the foreseeable future. These vehicles will shift the responsibility of driving to

As autonomous vehicle development rapidly accelerates, it is important to not lose sight of what the worst case scenario is during the drive of an autonomous vehicle. Autonomous vehicles are not perfect, and will not be perfect for the foreseeable future. These vehicles will shift the responsibility of driving to the passenger in front of the wheel, regardless if said passenger is prepared to do so. However, by studying the human reaction to an autonomous vehicle crash, researchers can mitigate the risk to the passengers in an autonomous vehicle. Located on the ASU Polytechnic campus, there is a car simulation lab, or SIM lab, that enables users to create and simulate various driving scenarios using the Drive Safety and HyperDrive software. Using this simulator and the Window of Intervention, the time a driver has to avoid a crash, vital research into human reaction time while in an autonomous environment can be safely performed. Understanding the Window of Intervention is critical to the development of solutions that can accurately and efficiently help a human driver. After first describing the simulator and its operation in depth, a deeper look will be offered into the autonomous vehicle field, followed by an in-depth explanation into the Window of Intervention and how it is studied and an experiment that looks to study both the Window of Intervention and human reactions to certain events. Finally, additional insight from one of the authors of this paper will be given documenting their contributions to the study as a whole and their concerns about using the simulator for further research.
ContributorsSalceda, Rhiannon (Co-author) / Baratti, Alexander (Co-author) / Gaffar, Ashraf (Thesis director) / Gonzalez Sanchez, Javier (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
166210-Thumbnail Image.png
Description

Engaging users is essential for designers of any exhibit, such as the human-computer interface, the visual effects, or the informational content. The need to understand users’ experiences and learning gains has motivated a focus on user engagement across computer science. However, there has been limited review of how human-computer interaction

Engaging users is essential for designers of any exhibit, such as the human-computer interface, the visual effects, or the informational content. The need to understand users’ experiences and learning gains has motivated a focus on user engagement across computer science. However, there has been limited review of how human-computer interaction research interprets and employs the concepts in museum and exhibit settings, specifically their joint effects. The purpose of this study is to assess users’ experience and learning outcome, while interacting with a web application part of an exhibit that showcases the NASA Psyche spacecraft model. This web application provides an interactive menu that allows the user to navigate on the touch panel installed within the Psyche Spacecraft Exhibit. The user can press the button on the menu which will light up the corresponding parts of the model with a detailed description displayed on the panel. For this study, participants were required to take a questionnaire, a pretest, and a posttest. They were also required to interact with the web application while wearing an Emotiv EPOC+ EEG headset that measures their emotions while they were visiting the exhibit. During the study, data such as questionnaire results, sensed emotions from the EEG headset, and pretest and posttest scores were collected. Using the information gathered, the study explores user experience and learning gains through both biometrics and traditional tools. The findings show that users felt engaged and frustrated the most and that users gained more knowledge but at varying degrees from the interaction. Future work can be done to lower the levels of frustration and keep learning gains at a more consistent rate by improving the exhibit design to better meet various learning needs and visitor profiles.

ContributorsMa, Yumeng (Author) / Chavez-Echeagaray, Maria Elena (Thesis director) / Gonzalez Sanchez, Javier (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05