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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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Description

The NBA yields billions of dollars each year and serves as a pastime and hobby for millions of Americans. However, many people do not have the time to watch several 2-hour games every week, especially when only a fraction of the game is actually exciting footage. The goal of Sports

The NBA yields billions of dollars each year and serves as a pastime and hobby for millions of Americans. However, many people do not have the time to watch several 2-hour games every week, especially when only a fraction of the game is actually exciting footage. The goal of Sports Summary is to take the ``fluff'' out of these games and create a distilled summary that includes only the most exciting and relevant events. The Sports Summary model records visual and auditory data, camera angles, and game clock readings and correlates it with the game's play-by-play data. On average, a game of more than 2 hours long is shortened to a summary of less than 20 minutes. This summary is then uploaded to the Sports Summary website, where users can filter by the type of event, giving more autonomy and a more comprehensive viewing experience than highlight reels. Additionally, the website allows for users to submit footage they would like to watch for processing and later viewing. Sports Summary creates an enjoyable and accessible way to watch games.

ContributorsZimmerman, Kenna Marleen (Author) / Espanol, Malena (Thesis director) / Dahlberg, Samantha (Committee member) / Pasha, Mirjeta (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing music, or taking a phone call. As a result, it is important for designers to look into their decisions and how they might affect the overall experience a person has while interacting with multimedia screen as they are driving a vehicle. This study aims to look into how existing design decisions present themselves in the multimedia screens of modern vehicles and which principles of design users favor when interacting with the systems. With 188 participants and three vehicles tested, including the 2019 Toyota Highlander equipped with native software, the 2019 Hyundai Sonata equipped with Android Auto, and the 2020 Hyundai Elantra equipped with Apple CarPlay, it was found that design principles found in Human Computer Interaction, such as Gestalt principles, are relevant in allowing for a more positive, enjoyable experience in completing tasks such as navigation, playing music, and taking a phone call.

ContributorsHwang, Jaesang (Author) / Atkinson, Robert (Thesis director) / Chavez Echeagaray, Maria Elena (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Historically, the predominant strategy for evaluating baseball pitchers has been through statistics created directly from the offensive production against the pitcher, such as ERA. Such statistics are inherently relative to the abilities and competition level of the opposing offense and the field defense, which the pitcher has no control over,

Historically, the predominant strategy for evaluating baseball pitchers has been through statistics created directly from the offensive production against the pitcher, such as ERA. Such statistics are inherently relative to the abilities and competition level of the opposing offense and the field defense, which the pitcher has no control over, making it difficult to compare pitchers across leagues. In this paper, I use cutting edge pitch-tracking data to develop a pitch evaluation model that is intrinsic to the attributes of the pitches themselves, and not influenced directly by the outcomes of each individual pitch. I train four different classifiers to predict the probability of each pitch belonging to different subsets of outcomes, then multiply the probability of each outcome by that outcome’s average run value to arrive at an expected run value for the pitch. I compare the performance of each classifier to a baseline, examine the most impactful features, and compare the top pitchers identified by the model to those identified by a different baseball statistics resource, ultimately concluding that three of the four classification models are productive and that the overall intrinsic evaluation model accurately identifies the sports top performers.

ContributorsSmith, Roman (Author) / Shakarian, Paulo (Thesis director) / Macdonald, Brian (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
Victim advocacy is a free and confidential service provided to individuals who have experienced sexual violence. Due to the intense expectations associated with this role, victim advocates often suffer from mental health issues, including compassion fatigue. Compassion fatigue occurs when individuals in helping professions become overly exposed to clients’ traumatic

Victim advocacy is a free and confidential service provided to individuals who have experienced sexual violence. Due to the intense expectations associated with this role, victim advocates often suffer from mental health issues, including compassion fatigue. Compassion fatigue occurs when individuals in helping professions become overly exposed to clients’ traumatic experiences and suffer from debilitating symptoms that impact their daily lives. Through this project, I identified aspects of the role that put victim advocates at a high risk for developing compassion fatigue. I then explored methods for mitigating the negative effects of compassion fatigue including The Accelerated Recovery Program for compassion fatigue, humor as a coping technique, Eye Movement Desensitizing and Reprocessing therapy, comprehensive training efforts, personal and organizational self-care, and social support. With an emphasis on the benefits provided by social support, I developed a resource guide about the prevalence of violence in our community, aimed to help create more open dialogue surrounding sexual violence.
ContributorsSagarin, Rosa (Author) / Sturgess, Jessica (Thesis director) / Soares, Rebecca (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2024-05
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Description

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete’s form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete’s form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for feedback on how to improve. In this work, we present Augmented Coach, an augmented reality tool for coaches to give spatiotemporal feedback through a 3-dimensional point cloud of the athlete. The system allows coaches to view a pre-recorded video of their athlete in point cloud form, and provides them with the proper tools in order to go frame by frame to both analyze the athlete’s form and correct it. The result is a fundamentally new concept of an interactive video player, where the coach can remotely view the athlete in a 3-dimensional form and create annotations to help improve their form. We then conduct a user study with subject matter experts to evaluate the usability and capabilities of our system. As indicated by the results, Augmented Coach successfully acts as a supplement to in-person coaching, since it allows coaches to break down the video recording in a 3-dimensional space and provide feedback spatiotemporally. The results also indicate that Augmented Coach can be a complete coaching solution in a remote setting. This technology will be extremely relevant in the future as coaches look for new ways to improve their feedback methods, especially in a remote setting.

ContributorsChannar, Sameer (Author) / Dbeis, Yasser (Co-author) / Richards, Connor (Co-author) / LiKamWa, Robert (Thesis director) / Jayasuriya, Suren (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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Description

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete’s form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete’s form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for feedback on how to improve. In this work, we present Augmented Coach, an augmented reality tool for coaches to give spatiotemporal feedback through a 3-dimensional point cloud of the athlete. The system allows coaches to view a pre-recorded video of their athlete in point cloud form, and provides them with the proper tools in order to go frame by frame to both analyze the athlete’s form and correct it. The result is a fundamentally new concept of an interactive video player, where the coach can remotely view the athlete in a 3-dimensional form and create annotations to help improve their form. We then conduct a user study with subject matter experts to evaluate the usability and capabilities of our system. As indicated by the results, Augmented Coach successfully acts as a supplement to in-person coaching, since it allows coaches to break down the video recording in a 3-dimensional space and provide feedback spatiotemporally. The results also indicate that Augmented Coach can be a complete coaching solution in a remote setting. This technology will be extremely relevant in the future as coaches look for new ways to improve their feedback methods, especially in a remote setting.

ContributorsRichards, Connor (Author) / Dbeis, Yasser (Co-author) / Channar, Sameer (Co-author) / LiKamWa, Robert (Thesis director) / Jayasuriya, Suren (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2022-05