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Somatosensory Modulation during Speech Planning

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Previous studies have found that the detection of near-threshold stimuli is decreased immediately before movement and throughout movement production. This has been suggested to occur through the use of the internal forward model processing an efferent copy of the motor

Previous studies have found that the detection of near-threshold stimuli is decreased immediately before movement and throughout movement production. This has been suggested to occur through the use of the internal forward model processing an efferent copy of the motor command and creating a prediction that is used to cancel out the resulting sensory feedback. Currently, there are no published accounts of the perception of tactile signals for motor tasks and contexts related to the lips during both speech planning and production. In this study, we measured the responsiveness of the somatosensory system during speech planning using light electrical stimulation below the lower lip by comparing perception during mixed speaking and silent reading conditions. Participants were asked to judge whether a constant near-threshold electrical stimulation (subject-specific intensity, 85% detected at rest) was present during different time points relative to an initial visual cue. In the speaking condition, participants overtly produced target words shown on a computer monitor. In the reading condition, participants read the same target words silently to themselves without any movement or sound. We found that detection of the stimulus was attenuated during speaking conditions while remaining at a constant level close to the perceptual threshold throughout the silent reading condition. Perceptual modulation was most intense during speech production and showed some attenuation just prior to speech production during the planning period of speech. This demonstrates that there is a significant decrease in the responsiveness of the somatosensory system during speech production as well as milliseconds before speech is even produced which has implications for speech disorders such as stuttering and schizophrenia with pronounced deficits in the somatosensory system.

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Date Created
2019-05

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Early Adolescent Socialization: The Effects of Internet and Technology Use in Grades 7-8

Description

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.

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Date Created
2017-12

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Company X Collaborative Thesis: RealSense Market Analysis

Description

Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far

Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far away objects are and perceiving the surrounding environment. The key issue for Company X is how to commercialize RealSense's depth recognition capabilities. This thesis addresses the problem by examining which markets to address and how to monetize this technology. The first part of the analysis identified potential markets for RealSense. This was achieved by evaluating current markets that could benefit from the camera's gesture recognition, 3D scanning, and depth sensing abilities. After identifying seven industries where RealSense could add value, a model of the available, addressable, and obtainable market sizes was developed for each segment. Key competitors and market dynamics were used to estimate the portion of the market that Company X could capture. These models provided a forecast of the discounted gross profits that could be earned over the next five years. These forecasted gross profits, combined with an examination of the competitive landscape and synergistic opportunities, resulted in the selection of the three segments thought to be most profitable to Company X. These segments are smart home, consumer drones, and automotive. The final part of the analysis investigated entrance strategies. Company X's competitive advantages in each space were found by examining the competition, both for the RealSense camera in general and other technologies specific to each industry. Finally, ideas about ways to monetize RealSense were developed by exploring various revenue models and channels.

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Agent

Created

Date Created
2016-05

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The Generational Impact of the Internet and Technology

Description

This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be

This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing up affects the way that these individuals experience contemporary adolescence. Generation X is said to be the last group of people to experience life before the spread of the personal computer and internet access. Newer generations, such as Generation Z, have grown up having constant and easy access to the internet, all of the information it encompasses, and its additional functions. This access has shaped much of the generation as individuals as well as society as a whole. It can be argued that the human experience has been fundamentally different for those born after the creation of the internet and the rapid increase in accessible technology that followed. Through an interview with a participant from Generation X, I will showcase the transformative role that the internet and technology has played in major life events for a digitally native individual compared to that of individuals from older generations. As a member of Generation Z, I will compare my personal narrative regarding ten different life events occurring between the ages of five to 25 that I feel are common and impactful to the narrative a of non-digitally native individual. I expect to see that the internet and the creation of cyber culture that we see through social media has enhanced many of the defining events for younger generations growing up in some positive ways as well as some negative ways. Thus, growing up only knowing the internet and its purposes has altered the way that our experiences play out as we age, for good and for bad.

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Agent

Created

Date Created
2020-05

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EXPLORING THE IMPACT OF BODY-WORN CAMERAS ON DOWNSTREAM CRIMINAL JUSTICE AND EXTERNAL STAKEHOLDERS

Description

Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support.

Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support. Recent studies outlined some of the perceived benefits and costs of the body-worn cameras. Research has been done on both officer and citizen perceptions of the cameras, but little has been done in regards to other stakeholders, especially those in the criminal justice system. This study takes 13 interviews of community and criminal justice stakeholders in Tempe, Arizona and examines trends to identify unifying themes. The study found that 11 out of 13 stakeholders believed that the positives of the body-worn cameras outweighed the negatives. There was agreement among the parties that the strongest benefit of the cameras would be the transparency that it provides police departments, while most regarded the largest negative to be a lack of available resources to deal with the amount of data produced. As this is a small qualitative dataset, further research should be conducted about stakeholder perceptions in other cities, as well as solutions to some of the concerns raised by Tempe interviewees.

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Agent

Created

Date Created
2016-12

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The Challenges of Telemedicine and Pathways to Success

Description

Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and

Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming such challenges with the greater goal of this paper being to facilitate the growth of telemedicine programs.

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Agent

Created

Date Created
2016-12

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Startle-evoked movement in multi-jointed, two-dimensional reaching tasks

Description

Previous research has shown that a loud acoustic stimulus can trigger an individual's prepared movement plan. This movement response is referred to as a startle-evoked movement (SEM). SEM has been observed in the stroke survivor population where results have shown

Previous research has shown that a loud acoustic stimulus can trigger an individual's prepared movement plan. This movement response is referred to as a startle-evoked movement (SEM). SEM has been observed in the stroke survivor population where results have shown that SEM enhances single joint movements that are usually performed with difficulty. While the presence of SEM in the stroke survivor population advances scientific understanding of movement capabilities following a stroke, published studies using the SEM phenomenon only examined one joint. The ability of SEM to generate multi-jointed movements is understudied and consequently limits SEM as a potential therapy tool. In order to apply SEM as a therapy tool however, the biomechanics of the arm in multi-jointed movement planning and execution must be better understood. Thus, the objective of our study was to evaluate if SEM could elicit multi-joint reaching movements that were accurate in an unrestrained, two-dimensional workspace. Data was collected from ten subjects with no previous neck, arm, or brain injury. Each subject performed a reaching task to five Targets that were equally spaced in a semi-circle to create a two-dimensional workspace. The subject reached to each Target following a sequence of two non-startling acoustic stimuli cues: "Get Ready" and "Go". A loud acoustic stimuli was randomly substituted for the "Go" cue. We hypothesized that SEM is accessible and accurate for unrestricted multi-jointed reaching tasks in a functional workspace and is therefore independent of movement direction. Our results found that SEM is possible in all five Target directions. The probability of evoking SEM and the movement kinematics (i.e. total movement time, linear deviation, average velocity) to each Target are not statistically different. Thus, we conclude that SEM is possible in a functional workspace and is not dependent on where arm stability is maximized. Moreover, coordinated preparation and storage of a multi-jointed movement is indeed possible.

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Agent

Created

Date Created
2016-12

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Company X Collaborative Thesis Project: IoT B2B

Description

Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is

Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is by far the most important component in the development of smart cities. Company X is a leader in the semiconductor industry looking to grow its revenue in the IoT space. This thesis will address how Company X can deliver IoT solutions to government municipalities with the goal of simultaneously increasing revenue through value-added engagement and decreasing spending by more efficiently managing infrastructure upgrades.

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Agent

Created

Date Created
2016-12

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Creating a Business Plan for New Dendrite Identification Technologies and Comparing Them to Existing Ones

Description

This thesis explore how current tracking technologies such as the 1D barcode, QR code, and RFID commercialized in the business world. After a comparison of the current technologies, a pitch is created for DENSEC ID and a subsequent business plan is created.

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Agent

Created

Date Created
2022-05

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A Screenshot Is Worth a Thousand Words: Capturing Affective Behavior in Romantic Dyadic Digital Communication.

Description

Due to the prevalence of digital communication, the importance of digital communication for romantic relationship formation and maintenance, and the associations between online behavior and romantic conflict, it is important to investigate conflict enabled by and conducted through digital communication

Due to the prevalence of digital communication, the importance of digital communication for romantic relationship formation and maintenance, and the associations between online behavior and romantic conflict, it is important to investigate conflict enabled by and conducted through digital communication platforms. Additionally, because of the overrepresentation of self-report measures in studying online relational behavior, it is not known whether current methods of studying in-person conflict apply to digital conflict. The present study thus aimed to examine 1) the efficacy of participant-uploaded screenshots for observing online relationship experiences, and 2) the applicability of the adapted SPAFF coding system (D-SPAFF) to romantic dyadic digital communication. We found acceptable participant compliance and rich data was acquired using this method. We also found affective behavior in screenshots was related to similar concurrent and prospective relationship outcomes as found in the literature. Finally, there were a few unexpected affective behaviors related to relationship outcomes. Our study supports a nuanced theoretical framework for the investigation of online relationship interactions. Future research should continue to validate this method and investigate the unique affordances and mechanisms of digital interactions.

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Date Created
2022-05