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Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this

Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this study was to determine the relationship between physical activity levels and emotional intelligence, navigation and planning skills, motor skills, memory capacity, and one’s perception of the ‘value’ of an object or an experience. During sessions, participants were equipped with two physiological sensors: the EEG B-Alert X10 or X24 headset, and the Shimmer GSR3. In addition to these, two external sensors were used: a web camera for recording and evaluating facial expressions, and the Tobii X2-30, X2-60, or Tobii T60XL eye tracking systems, used to monitor visual attention. These sensors were used to collect data while participants completed a series of tasks: the Self-Report of Emotional Intelligence Test, the Tower of London Test, the Motor Speed Test, the Working Memory Capacity Battery, watching product-centered videos, and watching experience-centered videos. Multiple surveys were also conducted, including a demographic survey, a nutritional and health survey, and a sports preference survey. Utilizing these metrics, this study found that those who exercise more experience and express higher levels of emotion, including joy, sadness, contempt, disgust, confusion, frustration, surprise, anger, and fear. This implies a difference in emotional response modulation between those who exercise more and those who exercise less, which in turn implies a difference in perception between the two groups. There were no significant findings related to navigation and planning skills, motor skills, or memory capacity from this analysis.
ContributorsFalls, Tarryn (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Physical activity has been shown to have lasting impacts on one's physical and mental wellbeing. The purpose of this study was to further this understanding by examining the effects of high team-based exercise on cognition and perception, and the role of gender and emotion in those differences. Participants were fitted

Physical activity has been shown to have lasting impacts on one's physical and mental wellbeing. The purpose of this study was to further this understanding by examining the effects of high team-based exercise on cognition and perception, and the role of gender and emotion in those differences. Participants were fitted with a biometric measure system (EEG headset, GSR bracelet, face-based emotion recognition system, and eye tracking system), while they engaged in diverse tasks, such as: a demographic survey, self-report of emotional intelligence test, tower of London test, motor speed test, viewing product and experience marketing videos, working memory capacity battery, completion of an online task on online store, and a system usability survey. By participating in this series of assessments, individuals of low and high exercise levels had diverse metrics collected which yield a view into their cognition and perception. This study found that gender and emotion does play a role in the effect on cognition and perception of individuals who exercise in team-based settings. Utilizing Welch's t-test, female participants of high team-based exercise were found to be less engaged during the tower of London test and a marketing video about baseball products that shows different experiences of the game and more distracted during a marketing video about baseball products that shows a particular baseball product than male participants of high team-based exercise during the same same exact test and marketing videos.
ContributorsLe, Tristan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
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
Technical interviews have become the standard for assessing candidates for software development roles. The purpose of this study is to determine whether time constraints impact the performance of individuals on HackerRank coding assessments. During the surveys and HackerRank assessment, subjects wore two physiological sensors: a galvanic skin response bracelet, Shimmer3+GSR

Technical interviews have become the standard for assessing candidates for software development roles. The purpose of this study is to determine whether time constraints impact the performance of individuals on HackerRank coding assessments. During the surveys and HackerRank assessment, subjects wore two physiological sensors: a galvanic skin response bracelet, Shimmer3+GSR that measures emotional intensity and an EEG headset, B-Alert X24 that measures cognitive workload, engagement, and distraction. Subjects were also monitored by external sensors, such as an eye tracker to measure visual attention and by a facial-based emotion recognition system through a webcam to measure their visual attention and emotions. Through these metrics, as well as a Big Five personality demographic survey and mental demand survey, the study examines the difference in performance between strictly timed assessments and timed assessments with time to revise.
Created2018-05
Description

Coliving is a concept that has many benefits towards society and sustainability. This is due to the resources saved economically and environmentally when living with other people. Aisha Comfortable Coliving, a company based in Canada, provides a service where they help women find Coliving communities. A lack of knowledge pertaining

Coliving is a concept that has many benefits towards society and sustainability. This is due to the resources saved economically and environmentally when living with other people. Aisha Comfortable Coliving, a company based in Canada, provides a service where they help women find Coliving communities. A lack of knowledge pertaining to this service could slow down or halt the growth of Aisha ElSherbiny’s Aisha Comfortable Coliving company. This thesis was an extension of a broader project, “Web App for Aisha Comfortable Coliving Inc.,” which focused on transitioning from their current website platform into a web application. As an extension of this main project, this thesis is focused on the engine component design portion surrounding AI chatbots to determine which implementation would provide the best results for a small company in reaching their target audience and helping inform them through an interactive chatbot. The ability to present 24/7 support for Aisha Comfortable Coliving brings value to the company and the methods used in this chatbot can be reproduced in order to create similarly effective chatbots. This thesis delves into the various approaches and implementations researched to determine how to optimize the backend of a chatbot to provide speed, reliability, and expandability for companies aiming to create a chatbot for their users to interact with. It also discusses the methods used when implementing a chatbot called AishaBot using the IBM Watson Assistant’s platform that includes the development of Intents, Entities, Dialog Tree structure, and its WebHook functions. Overall, satisfaction pertaining to the designed chatbot engine within IBM Watson Assistant was discovered to be positive through user trials. Limitations have been discovered, feedback for future improvements have been noted, and lessons learned about the thoroughness of training data have been discussed.

ContributorsNgov, Justin (Author) / Salahudeen, Afsana (Co-author) / Chavez-Echeagaray, Maria Elena (Thesis director) / ElSherbiny, Aisha (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-12