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For this thesis, 100 undergraduate and recent college graduates completed online self-report measures. Results of independent t-tests showed that there were no significant differences between South and East Asians in self-improvement, which is consistent with what was hypothesized. There were also no differences between South and East Asians in future self-connectedness or growth mindset. The two Asian groups were then combined and compared to North Americans. Further independent t-tests were run, and results found that while the trend was as expected and Asians exhibited higher levels of self-improvement than North Americans, they did not exhibit significantly higher levels. There were also no significant differences between North Americans and Asians in growth mindset, however, North Americans had significantly higher levels of future self-connectedness than Asians, contrary to expectation. Results of mediation regressions found that neither future self-connectedness nor growth mindset significantly explained the effect of culture on self-improvement.
application was tested for its usability and practicality by a small sample of students. Users provided suggestions on how to make the application more versatile and functional, and confirmed that the application made first aid easier and was something that they could see themselves using. While this application is not aimed to replace the current physical guide solution completely, the findings of this project show that SmartAid has potential to stand in as an improved, easy to use, and convenient alternative for first aid guidance.
HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of a static silhouette of a face and a wave-like form to represent the mouth. Audio content analysis was performed on audio sampled from the character’s voice lines. Pitch and amplitude derived from the analysis was used to animate the character’s visual features such as it’s brightness, color, and mouth movement. The mouth’s movement and color was manipulated with the audio’s pitch. The lights of Wave were controlled by the amplitude of the audio. Design considerations were made to accommodate those with visual disabilities such as color blindness and epilepsy. Overall the final audio visualization satisfied the project sponsor and built upon existing audio visualization work. User feedback will be a necessity for improving the audio visualization in the future.