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Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs

Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs sixteen personality types and complete a survey that asked them questions about their behavior while games playing competitively online including their preferred in-game archetype and questions about how they interact with other players online. The survey also included the Grit Scale test, which which was intended to explore players' perseverance. Nearly 700 people participated in the study and all responses were analyzed based on their Myers-Briggs' personality type. While this study revealed that Myers-Briggs' personality type alone cannot determine a player's mindset while playing online, it was found to be an indicator of how they feel about socializing with others online. The implications of these results are discussed in this paper.
ContributorsKeyvani, Kurosh (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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ContributorsChandler, N. Kayla (Author) / Neisewander, Janet (Thesis director) / Sanabria, Federico (Committee member) / Olive, M. Foster (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2013-05
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Description
I propose that norms regulate behaviors that negatively impact an individual's survival and reproduction. But because monitoring and enforcing of norms can be costly, individuals should be selective about which norms they police and under what circumstances they should do so. Two studies tested this idea by experimentally activating fitness-relevant

I propose that norms regulate behaviors that negatively impact an individual's survival and reproduction. But because monitoring and enforcing of norms can be costly, individuals should be selective about which norms they police and under what circumstances they should do so. Two studies tested this idea by experimentally activating fitness-relevant motives and having participants answer questions about the policing of norms. The first study examined a norm prescribing respect for status and another proscribing sexual coercion. Results from Study 1 failed to support the hypotheses; activating a status-seeking motive did not have the predicted effects on policing of the respect-status norm nor did activating a mating motive have the predicted effects on policing of the respect-status norm or anti-coercion norm. Study 2 examined two new norms, one prescribing that people stay home when sick and the other proscribing people from having sex with another person's partners. Study 2 also manipulated whether self or others were the target of the policing. Study 2 failed to provide support; a disease avoidance motive failed to have effects on policing of the stay home when sick norm. Individuals in a relationship under a mating motive wanted less policing of others for violation of the mate poaching norm than those in a baseline condition, opposite of the predicted effects.
ContributorsSmith, M. Kristopher (Author) / Neuberg, L. Steven (Thesis director) / Presson, Clark (Committee member) / Hruschka, J. Daniel (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2013-05
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Description
This project created a tool for visualizing constructive solid geometry (CSG) using an HTC Vive virtual reality
headset. This tool provides functionality for surface triangulation
of a variety of three-dimensional primitive solids. Then with those
solids it can perform the core CSG operations—intersection,
union and complement—to create more complex objects. This
tool also parses in

This project created a tool for visualizing constructive solid geometry (CSG) using an HTC Vive virtual reality
headset. This tool provides functionality for surface triangulation
of a variety of three-dimensional primitive solids. Then with those
solids it can perform the core CSG operations—intersection,
union and complement—to create more complex objects. This
tool also parses in Silo data files to allow the visualization
of scientific models like the Annular Core Research Reactor.
This project is useful for both education and visualization. This
project will be used by scientists to visualize and understand
their simulation results, and used as a museum exhibit to engage
the next generation of scientists in computer modeling.
ContributorsJones, Derek Matthew (Author) / Kashiwagi, Dean (Thesis director) / O'Brien, Matthew (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Nicholas Keith (Co-author) / Jorgensen, Caitlin Nicole (Co-author) / Selgrad, Justin (Thesis director) / Ehgner, Arnaud (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Time spent alone is a topic that has been studied in great detail, particularly the manner in which it is spent and the effect it has during the adolescent stage of life. Similarly, stress levels in adolescents have always been a topic of interest because of the effects they could

Time spent alone is a topic that has been studied in great detail, particularly the manner in which it is spent and the effect it has during the adolescent stage of life. Similarly, stress levels in adolescents have always been a topic of interest because of the effects they could have on the individual later in adulthood. Oddly enough however, the two areas of study have never been looked at in relation to one another. This study will look at different types of alone time as possible stressors in a community sample (N=82) of adolescents transitioning to college. The data on time alone and stress levels was collected through diary reports over a period of 3 days. The analysis only yielded significant effects for females and only for specific categories. It was found that females experience the lowest amount of perceived stress when they are alone and want to be alone, they have more negative affect when their desired environment differs from their current situation, and more positive affect in both the alone incongruence and not alone congruence situations. These results indicate that only women experience stress and affect changes when they encounter different congruent and incongruent environments.
ContributorsVanderwerf, Jennifer (Author) / Doane, Leah (Thesis director) / Knight, George (Committee member) / Arbona, P. Anita (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
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Description
The aim of this thesis was to explore whether major life changes can have a visual, perceptible impact on facial changes. The proposed mediation model suggested that changes in personality serve as a mediating factor between life experiences and facial changes throughout the lifetime. The proposed model was tested by

The aim of this thesis was to explore whether major life changes can have a visual, perceptible impact on facial changes. The proposed mediation model suggested that changes in personality serve as a mediating factor between life experiences and facial changes throughout the lifetime. The proposed model was tested by examining (1) perceived personality changes, (2) perceived physical changes, and (3) major life changes in photos of individuals' old-aged faces compared to their respective younger faces. Participants in the current study viewed old and young photos of 29 Miss America pageant winners and rated how much each older face changed from its respective younger face on the following criteria: age change, overall change, personality change, and physical change. Responses were aggregated across participants for each target, and personality and physical items were separately composited into single measures of overall perceived personality change and overall perceived physical change. Results did not support the proposed model; however, some marginally significant correlations were found between the number of times the targets experienced a change in marital status and the appearance of being calm, feminine, and less changed in older age. However, these correlations were in the reverse direction from what was expected; further research is needed to understand how marital changes influence, and are influenced by, personality and physical changes. As a form of face perception, the processes underlying the proposed model are discussed in terms of possible social consequences. Further research is needed to explore whether changes in life events, such as the ones presented here, are related to specific facets of personality and physical changes, and how these perceptions translate to important social outcomes. Suggestions for future research pertaining to these issues are discussed.
ContributorsMichael, Kendra (Author) / Kwan, Virginia (Thesis director) / Knight, George (Committee member) / Neuberg, Steven (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
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Description
Religion and the belief in supernatural agents have been assumed to play an important role in encouraging prosocial behavior. However, different studies conducted have shown a complex relation between religion and prosociality. For example, Darley & Batson (1973) found that religious people do not always help strangers. In the present

Religion and the belief in supernatural agents have been assumed to play an important role in encouraging prosocial behavior. However, different studies conducted have shown a complex relation between religion and prosociality. For example, Darley & Batson (1973) found that religious people do not always help strangers. In the present study, Christian participants were primed with benevolent commandments attributed to either the Bible or past historical figures or secular, non-benevolent quotes (control). I then measured their willingness to help pick up envelopes dropped by either a Muslim (wearing a hijab) or non-Muslim confederate woman. The results show that subjects primed with Bible or presidential quotes about benevolence were more likely to be helpful to the Muslim confederate than those in the control group. Differences between the Bible and presidential condition were not significant. I conclude that an authority, whether it be a president or God, promoting benevolence can increase prosocial behaviors toward out-group members.
ContributorsMemon, Rabia (Author) / Cohen, Adam (Thesis director) / Knight, George (Committee member) / Okun, Morris (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12