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Description
Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of

Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of performing work. Maintaining these practices can be difficult, because even though obvious benefits come with achieving these goals, an individual's willpower may not always be sufficient to sustain the required effort. This dissertation advocates addressing this problem by designing novel interfaces that provide people with new practices that are fun and enjoyable, thereby reducing the need for users to draw upon willpower when pursuing these long-term goals. To draw volitional usage, these practice-oriented interfaces can integrate key characteristics of existing activities, such as music-making and other hobbies, that are already known to draw voluntary participation over long durations. This dissertation makes several key contributions to provide designers with the necessary tools to create practice-oriented interfaces. First, it consolidates and synthesizes key ideas from fields such as activity theory, self-determination theory, HCI design, and serious leisure. It also provides a new conceptual framework consisting of heuristics for designing systems that draw new users, plus heuristics for making systems that will continue drawing usage from existing users over time. These heuristics serve as a collection of useful ideas to consider when analyzing or designing systems, and this dissertation postulates that if designers build these characteristics into their products, the resulting systems will draw more volitional usage. To demonstrate the framework's usefulness as an analytical tool, it is applied as a set of analytical lenses upon three previously-existing experiential media systems. To demonstrate its usefulness as a design tool, the framework is used as a guide in the development of an experiential media system called pdMusic. This system is installed at public events for user studies, and the study results provide qualitative support for many framework heuristics. Lastly, this dissertation makes recommendations to scholars and designers on potential future ways to examine the topic of volitional usage.
ContributorsWallis, Isaac (Author) / Ingalls, Todd (Thesis advisor) / Coleman, Grisha (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The purpose of this experimental study was to investigate the effects of textual and visual annotations on Spanish listening comprehension and vocabulary acquisition in the context of an online multimedia listening activity. 95 students who were enrolled in different sections of first year Spanish classes at a community college and

The purpose of this experimental study was to investigate the effects of textual and visual annotations on Spanish listening comprehension and vocabulary acquisition in the context of an online multimedia listening activity. 95 students who were enrolled in different sections of first year Spanish classes at a community college and a large southwestern university were randomly assigned to one of four versions of an online multimedia listening activity that contained textual and visual annotations of several key words. Students then took a comprehension and vocabulary posttest and a survey to measure cognitive load and general attitudes towards the program. Results indicated that textual annotations had a significant positive effect on listening comprehension and that visual annotations had a significant positive effect on how successful students felt. No statistically significant differences were found for other variables. Participants also reported positive attitudes towards vocabulary annotations and expressed a desire to see more annotations during multimedia listening activities of this type. These findings provide further evidence of the impact that multimedia may have on language acquisition. These findings have implications for multimedia design and for future research. Language listening activities should include a variety of vocabulary annotations that may help students to understand what they hear and to help them learn new vocabulary. Further research is needed outside of the laboratory, in the online and increasingly-mobile language learning environment in order to align the research with the environment in which many students currently study. The incorporation of motivation into multimedia learning theory and cognitive load should be explored, as well as new measures of cognitive load.
ContributorsCottam, Michael Evan (Author) / Savenye, Wilhelmina (Thesis advisor) / Klein, James D. (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2010
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Description

Human team members show a remarkable ability to infer the state of their partners and anticipate their needs and actions. Prior research demonstrates that an artificial system can make some predictions accurately concerning artificial agents. This study investigated whether an artificial system could generate a robust Theory of Mind of

Human team members show a remarkable ability to infer the state of their partners and anticipate their needs and actions. Prior research demonstrates that an artificial system can make some predictions accurately concerning artificial agents. This study investigated whether an artificial system could generate a robust Theory of Mind of human teammates. An urban search and rescue (USAR) task environment was developed to elicit human teamwork and evaluate inference and prediction about team members by software agents and humans. The task varied team members’ roles and skills, types of task synchronization and interdependence, task risk and reward, completeness of mission planning, and information asymmetry. The task was implemented in MinecraftTM and applied in a study of 64 teams, each with three remotely distributed members. An evaluation of six Artificial Social Intelligences (ASI) and several human observers addressed the accuracy with which each predicted team performance, inferred experimentally manipulated knowledge of team members, and predicted member actions. All agents performed above chance; humans slightly outperformed ASI agents on some tasks and significantly outperformed ASI agents on others; no one ASI agent reliably outperformed the others; and the accuracy of ASI agents and human observers improved rapidly though modestly during the brief trials.

ContributorsFreeman, Jared T. (Author) / Huang, Lixiao (Author) / Woods, Matt (Author) / Cauffman, Stephen J. (Author)
Created2021-11-04
Description

This item includes:

1) The official bracket files for the 2022 MMM tournament

2) A screen-reader enabled bracket file

3) 2022 March Mammal Madness Educational Materials Packet – in English

4) 2022 March Mammal Madness Educational Materials Packet – in Spanish

5) March Mammal Madness, Middle School Lesson Plan : Ecosystems & National Parks

6) March Mammal

This item includes:

1) The official bracket files for the 2022 MMM tournament

2) A screen-reader enabled bracket file

3) 2022 March Mammal Madness Educational Materials Packet – in English

4) 2022 March Mammal Madness Educational Materials Packet – in Spanish

5) March Mammal Madness, Middle School Lesson Plan : Ecosystems & National Parks

6) March Mammal Madness, High School Lesson Plan : Ecosystems & National Parks 

ContributorsHinde, Katie (Author) / Nickley, William (Author) / Light, Jessica (Author) / Nuñez-de la Mora, Alejandra (Author) / Kissel, Jenna (Author) / Hecht, Ian (Author) / Gabrys, Jennifer (Author) / Brunstrum, Jeff (Author) / Schuttler, Stephanie (Author) / Chestnut, Tara (Author) / Mahmoud, Marwa (Author)
Created2022
2021 March Mammal Madness Educational Materials
Description

This packet includes:

 2021 Bracket Common Name 

2021 Bracket Latin Binomial 

Bracket FAQ (English) 

Pre-Tournament Research Lesson Plan (English) 

Tournament Lesson Plan & Worksheets (English) 

Visual Arts Lesson Plan (English) 

Language Arts Lesson Plan (English) 

Guide for Youngest Players (English)

JUMBO Bracket for Youngest Players (English)

2021 Bracket Common Name (Spanish) 

Pre-Tournament Research Lesson Plan (Spanish) 

Tournament Lesson Plan & Worksheets (Spanish) 

Visual

This packet includes:

 2021 Bracket Common Name 

2021 Bracket Latin Binomial 

Bracket FAQ (English) 

Pre-Tournament Research Lesson Plan (English) 

Tournament Lesson Plan & Worksheets (English) 

Visual Arts Lesson Plan (English) 

Language Arts Lesson Plan (English) 

Guide for Youngest Players (English)

JUMBO Bracket for Youngest Players (English)

2021 Bracket Common Name (Spanish) 

Pre-Tournament Research Lesson Plan (Spanish) 

Tournament Lesson Plan & Worksheets (Spanish) 

Visual Arts Lesson Plan (Spanish)

Language Arts Lesson Plan (Spanish) 

JUMBO Bracket for Youngest Players (Spanish) 

ContributorsHinde, Katie (Author) / Schuttler, Stephanie (Author) / Henning, Charon (Illustrator) / Nuñez-de la Mora, Alejandra (Translator) / Kissel, Jenna (Author) / Nickley, William (Artist)
Created2021-02
Open Educational Resources from 2020 March Mammal Madness Tournament
Description

This packet includes:

2020 Bracket Common Name

2020 Bracket Latin Binomial

Pre-Tournament Research Lesson Plan (English)

Tournament Lesson Plan & Worksheets (English)

Visual Arts Lesson Plan (English)

Language Arts Lesson Plan (English)

2020 Bracket Common Name (Spanish)

Pre-Tournament Research Lesson Plan (Spanish)

Tournament Lesson Plan & Worksheets (Spanish)

ContributorsHinde, Katie (Author) / Schuttler, Stephanie (Author) / Henning, Charon (Illustrator) / Nuñez-de la Mora, Alejandra (Translator)
Created2020
Phylogeny of March Mammal Madness Contestants: 2013-2024
Description

This phylogeny poster displays the relationships of all the combatants in the March Mammal Madness tournament 2013-2024. Included are:

  1. The PDF version of the poster
  2. The PNG version of the poster
  3. A list of references consulted for generating the poster.
ContributorsChen, Albert (Author)
Created2024-03-29
Description

Selected narrations, or Play by Plays, to illustrate how matches in the annual March Mammal Madness Tournament are conducted and communicated. Referenced in “March Mammal Madness and the Power of Narrative in Science Outreach” (full citation coming and will link to KEEP record once created).

ContributorsChestnut, Tara (Creator) / Connors, Patrice K. (Creator) / Desari, Mauna (Creator) / Hilborn, Anne W. (Creator) / Hinde, Katie (Creator) / Light, Jessica (Creator)
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Description
Wittgenstein’s claim: anytime something is seen, it is necessarily seen as something, forms the philosophical foundation of this research. I synthesize theories and philosophies from Simondon, Maturana, Varela, Wittgenstein, Pye, Sennett, and Reddy in a research process I identify as a paradigm construction project. My personal studio practice of inventing

Wittgenstein’s claim: anytime something is seen, it is necessarily seen as something, forms the philosophical foundation of this research. I synthesize theories and philosophies from Simondon, Maturana, Varela, Wittgenstein, Pye, Sennett, and Reddy in a research process I identify as a paradigm construction project. My personal studio practice of inventing experiential media systems is a key part of this research and illustrates, with practical examples, my philosophical arguments from a range of points of observation. I see media systems as technical objects, and see technical objects as structurally determined systems, in which the structure of the system determines its organization. I identify making, the process of determining structure, as a form of structural coupling and see structural coupling as a means of knowing material. I introduce my theory of conceptual plurifunctionality as an extension to Simondon’s theory. Aspects of materiality are presented as a means of seeing material and immaterial systems, including cultural systems. I seek to answer the questions: How is structure seen as determining the organization of systems, and making seen as a process in which the resulting structures of technical objects and the maker are co-determined? How might an understanding of structure and organization be applied to the invention of contemporary experiential media systems?
ContributorsLahey, Byron (Author) / Burleson, Winslow (Thesis advisor) / Xin Wei, Sha (Committee member) / Collins, Daniel (Committee member) / Paine, Garth (Committee member) / Arizona State University (Publisher)
Created2015