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The study of lighting design has important implications for consumer behavior and is an important aspect of consideration for the retail industry. In today's global economy consumers can come from a number of cultural backgrounds. It is important to understand various cultures' perceptions of lighting design in order for retailers

The study of lighting design has important implications for consumer behavior and is an important aspect of consideration for the retail industry. In today's global economy consumers can come from a number of cultural backgrounds. It is important to understand various cultures' perceptions of lighting design in order for retailers to better understand how to use lighting as a benefit to provide consumers with a desirable shopping experience. This thesis provides insight into the effects of ambient lighting on product perception among Americans and Middle Easterners. Both cultural groups' possess significant purchasing power in the worldwide market place. This research will allow marketers, designers and consumers a better understanding of how culture may play a role in consumer perceptions and behavior Results of this study are based on data gathered from 164 surveys from individuals of American and Middle Eastern heritage. Follow up interviews were also conducted to examine the nuances of product perception and potential differences across cultures. This study, using qualitative and quantitative methods, was executed using a Sequential Explanatory Strategy. Survey data were analyzed to uncover significant correlations and relationships using measures of descriptive analysis, analysis of variance (ANOVA), and regression analysis. Interviews were analyzed using theme-based coding and reported in narrative form. The results suggest that lighting does in fact have an impact on product perception, however despite minor differences, this perception does not vary much between individuals from American and Middle Eastern cultures. It was found that lighting could affect price and quality perception with reference to store-image and store atmospherics. Additionally, lighting has a higher impact on subjective impressions of product (such as Freshness, Pleasantness, and Attractiveness), more than Price and Quality perceptions. This study suggests that particular lighting characteristics could be responsible for differences in product perception between these two cultures. This is important to note for lighting designers and marketers to create retail atmospheres that are preferable to both cultures.
ContributorsAlsharhan, Dalal Anwar (Author) / Kroelinger, Michael D. (Thesis advisor) / Eaton, John (Committee member) / Heywood, William (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The development of literacy abilities in young children has been a major concern for authorities and teachers in the USA for the last two decades. Significant effort has been devoted to ensure that preschool settings allow and motivate children to engage in literacy activities before entering kindergarten. Research has found

The development of literacy abilities in young children has been a major concern for authorities and teachers in the USA for the last two decades. Significant effort has been devoted to ensure that preschool settings allow and motivate children to engage in literacy activities before entering kindergarten. Research has found that a rich classroom environment in preschool settings enables teachers to encourage literacy interest in children at a young age. While a large amount of research has concentrated in testing the effect of prescriptive modifications in the classroom environment, few have focused on studying the design process and tools that teachers follow to design their classrooms. Public policy and research studies in the United States, mention the design of the classroom environment among teacher's responsibilities, but they do not include practical or methodological guides for them to use. The purpose of this research was to study the design process and tools that teachers use to design literacy rich classrooms in preschool settings. A case study was conducted at the ASU Mary Lou Fulton Teachers College Preschool at Arizona State University. This setting provides a unique opportunity for an exploratory study of this nature because it is a private child development laboratory with a flexible curriculum. Participant observation sessions and in depth semi-structured interviews were conducted to explore the design process used and experienced by the teachers. Findings revealed an iterative and cyclic design process that is repeated over time adjusting to the influence of numerous factors. Results also suggest that teacher's knowledge and beliefs highly influence the organization of their classrooms. Considering these factors as a standpoint allows for further exploration to determine a design process suitable for teachers when designing their learning environments. The use of a structured yet flexible design process, can be a potential tool for educators to design their classrooms, collaborate, document and transmit their knowledge. Although the findings correspond to a specific site studied, the implications are wide reaching as problems and opportunities expressed by the staff are common to other educational settings with similar characteristics.
ContributorsCortes, Catalina (Author) / Patel, Mookesh (Thesis advisor) / Heywood, William (Committee member) / Christie, James (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Stream computing has emerged as an importantmodel of computation for embedded system applications particularly in the multimedia and network processing domains. In recent past several programming languages and embedded multi-core processors have been proposed for streaming applications. This thesis examines the execution and dynamic scheduling of stream programs on embedded

Stream computing has emerged as an importantmodel of computation for embedded system applications particularly in the multimedia and network processing domains. In recent past several programming languages and embedded multi-core processors have been proposed for streaming applications. This thesis examines the execution and dynamic scheduling of stream programs on embedded multi-core processors. The thesis addresses the problem in the context of a multi-tasking environment with a time varying allocation of processing elements for a particular streaming application. As a solution the thesis proposes a two step approach where the stream program is compiled to gather key application information, and to generate re-targetable code. A light weight dynamic scheduler incorporates the second stage of the approach. The dynamic scheduler utilizes the static information and available resources to assign or partition the application across the multi-core architecture. The objective of the dynamic scheduler is to maximize the throughput of the application, and it is sensitive to the resource (processing elements, scratch-pad memory, DMA bandwidth) constraints imposed by the target architecture. We evaluate the proposed approach by compiling and scheduling benchmark stream programs on a representative embedded multi-core processor. We present experimental results that evaluate the quality of the solutions generated by the proposed approach by comparisons with existing techniques.
ContributorsLee, Haeseung (Author) / Chatha, Karamvir (Thesis advisor) / Vrudhula, Sarma (Committee member) / Chakrabarti, Chaitali (Committee member) / Wu, Carole-Jean (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The aim of this study is to test the feasibility of building a storytelling system for older adults to tell and share their life stories based on email. It is measured by the level of participation and people's acceptance of the system. The central goals were to empower people over

The aim of this study is to test the feasibility of building a storytelling system for older adults to tell and share their life stories based on email. It is measured by the level of participation and people's acceptance of the system. The central goals were to empower people over 60 years old by providing a platform for them to share their wonderful life experience and perspectives on life and lead social services into the digital age by bridging traditional roundtable interaction and modern digital communication. A prototype was built to test the level of participation of the system and follow-up interviews were conducted in order to deeply understand people's acceptance. Content analysis was used to analyze the stories to ascertain what common themes were present. Key design considerations and key factors that affect the feasibility of storytelling system were discussed. This research expands on current research and implementation of Internet-based storytelling system and shed light on the future of combining storytelling with older adults' existing Internet knowledge. Key findings of this research are :(1) Frequency of reminiscence trigger and the number of active participants affect the level of participation collectively. Frequency is considered to be a key determinant. High frequency indicates high level of participation. (2) Categories of topics do not affect the level of participation significantly but serve as key attractions that enhance people's acceptance of the system. (3) Older adults highly accept and get involved in the new email storytelling system. This storytelling program helps them recall their memories and have a profound effect on their own introspection.
ContributorsLi, Yuanyi (Author) / Giard, Jacques R (Thesis advisor) / Margolis, Eric (Committee member) / Larkin, Kyle (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Microprocessors are the processing heart of any digital system and are central to all the technological advancements of the age including space exploration and monitoring. The demands of space exploration require a special class of microprocessors called radiation hardened microprocessors which are less susceptible to radiation present outside the earth's

Microprocessors are the processing heart of any digital system and are central to all the technological advancements of the age including space exploration and monitoring. The demands of space exploration require a special class of microprocessors called radiation hardened microprocessors which are less susceptible to radiation present outside the earth's atmosphere, in other words their functioning is not disrupted even in presence of disruptive radiation. The presence of these particles forces the designers to come up with design techniques at circuit and chip levels to alleviate the errors which can be encountered in the functioning of microprocessors. Microprocessor evolution has been very rapid in terms of performance but the same cannot be said about its rad-hard counterpart. With the total data processing capability overall increasing rapidly, the clear lack of performance of the processors manifests as a bottleneck in any processing system. To design high performance rad-hard microprocessors designers have to overcome difficult design problems at various design stages i.e. Architecture, Synthesis, Floorplanning, Optimization, routing and analysis all the while maintaining circuit radiation hardness. The reference design `HERMES' is targeted at 90nm IBM G process and is expected to reach 500Mhz which is twice as fast any processor currently available. Chapter 1 talks about the mechanisms of radiation effects which cause upsets and degradation to the functioning of digital circuits. Chapter 2 gives a brief description of the components which are used in the design and are part of the consistent efforts at ASUVLSI lab culminating in this chip level implementation of the design. Chapter 3 explains the basic digital design ASIC flow and the changes made to it leading to a rad-hard specific ASIC flow used in implementing this chip. Chapter 4 talks about the triple mode redundant (TMR) specific flow which is used in the block implementation, delineating the challenges faced and the solutions proposed to make the flow work. Chapter 5 explains the challenges faced and solutions arrived at while using the top-level flow described in chapter 3. Chapter 6 puts together the results and analyzes the design in terms of basic integrated circuit design constraints.
ContributorsRamamurthy, Chandarasekaran (Author) / Clark, Lawrence T (Thesis advisor) / Holbert, Keith E. (Committee member) / Barnaby, Hugh J (Committee member) / Mayhew, David (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Transformation Is... is an arts practice-led research in Dance and Design, embodying and materializing concepts of structure, leadership and agency and their role in bringing about desired social transformation. My personal experiences as a foreign student interested in transformative experiences gave origin to this arts practice-led research. An auto-ethnographic approach

Transformation Is... is an arts practice-led research in Dance and Design, embodying and materializing concepts of structure, leadership and agency and their role in bringing about desired social transformation. My personal experiences as a foreign student interested in transformative experiences gave origin to this arts practice-led research. An auto-ethnographic approach informed by grounded theory methods shaped this creative inquiry in which dance was looked at as data and rehearsals became research fields. Within the context of social choreography, a transformational leadership style was applied to promote agency using improvisational movement scores to shape individual and collective creative explorations. These explorations gave birth to a flexible and transformable dance installation that served as a metaphor for social structure. Transformation revealed itself in this research as a sequence of process and product oriented stages that resulted in a final performance piece in which a site-specific interactive installation was built before the audience's eyes. This work became a metaphor of how individual actions and interactions effect the construction of social reality and how inner-transformation and collaboration are key in the process of designing and building new egalitarian social structures.
ContributorsSibauste Bermudez, Janelle (Author) / Kaplan, Robert (Thesis advisor) / Britt, Melissa (Committee member) / Standley, Eileen (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Waveform design that allows for a wide variety of frequency-modulation (FM) has proven benefits. However, dictionary based optimization is limited and gradient search methods are often intractable. A new method is proposed using differential evolution to design waveforms with instantaneous frequencies (IFs) with cubic FM functions whose coefficients are constrained

Waveform design that allows for a wide variety of frequency-modulation (FM) has proven benefits. However, dictionary based optimization is limited and gradient search methods are often intractable. A new method is proposed using differential evolution to design waveforms with instantaneous frequencies (IFs) with cubic FM functions whose coefficients are constrained to the surface of the three dimensional unit sphere. Cubic IF functions subsume well-known IF functions such as linear, quadratic monomial, and cubic monomial IF functions. In addition, all nonlinear IF functions sufficiently approximated by a third order Taylor series over the unit time sequence can be represented in this space. Analog methods for generating polynomial IF waveforms are well established allowing for practical implementation in real world systems. By sufficiently constraining the search space to these waveforms of interest, alternative optimization methods such as differential evolution can be used to optimize tracking performance in a variety of radar environments. While simplified tracking models and finite waveform dictionaries have information theoretic results, continuous waveform design in high SNR, narrowband, cluttered environments is explored.
ContributorsPaul, Bryan (Author) / Papandreou-Suppappola, Antonia (Thesis advisor) / Bliss, Daniel W (Thesis advisor) / Tepedelenlioğlu, Cihan (Committee member) / Arizona State University (Publisher)
Created2014
Description
The author explores the influences on the interiors of Hollywood films of the late 1920s and 30s. The Exposition des Arts Décoratifs et Industriels Modernes, Paris 1925 is examined in historical context and its influence on design trends internationally.

The Hollywood film industry is examined, in general, and Metro-Goldwyn-Mayer and

The author explores the influences on the interiors of Hollywood films of the late 1920s and 30s. The Exposition des Arts Décoratifs et Industriels Modernes, Paris 1925 is examined in historical context and its influence on design trends internationally.

The Hollywood film industry is examined, in general, and Metro-Goldwyn-Mayer and its longtime art director, Cedric Gibbons, in particular. Eight MGM films are discussed and their interiors analyzed for related influence from the 1925 Paris Exposition.

The thesis makes a case for the influence of the 1925 Paris Exposition on Cedric Gibbons and the interiors of the MGM films of the late 1920s and 30s.
ContributorsRishell, Ann (Author) / Brandt, Beverly (Thesis advisor) / Bender, Diane (Committee member) / Sweeney, Gray (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between aesthetics and spatial reasoning. In design research, fully understanding latent qualities of consumers assists in developing an immersive product experience

Research in design, emotion, and product experience has focused on establishing a connection between the aesthetic qualities of products and emotions. Studies in product expression have demonstrated relevant patterns between aesthetics and spatial reasoning. In design research, fully understanding latent qualities of consumers assists in developing an immersive product experience which in turn can engender a lasting product relationship. This study evaluates how people interpret the emotionality of form in order to establish a veritable method for interpreting emotional variables in 3D objects.

This research assesses the emotional perception of aesthetic values in 2D and 3D teapots. A teapot image collection and taxonomy was constructed with 101 images of teapots across four centuries. Eighty-four participants completed a card sorting task of twenty randomly distributed teapot images (taken from the total 101 image collection) into Plutchik's eight emotion categories. Individual pieces of the teapots were coded according to the base, handle, lid, or spout that was presented in the image. The coded pieces from the card-sorting task were arranged per frequency in the overall set. Through the use of response data from the card sorting task, a network of the images was developed in Pathfinder. The content of these results were compared to images of models gathered during an interview with an interactive co-creation method referred to as Magnetic Modeling. Magnetic Modeling is a methodological tool that allowed participants to manipulate individualized pieces of 3D printed teapots into proposed emotional labels.

The findings of this research establish prototypical associations in aesthetic traits and teapot piece combinations for each emotion category. Participant responses were categorized into 4 personas representing the types of perceptual bias in the studies' participants. A discussion and comparison of the methods for academic and theoretical practice is provided.
ContributorsHorner, Candace (Author) / Takamura, John (Thesis advisor) / McDermott, Lauren (Committee member) / Branaghan, Russel; (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Some disabled users of assistive technologies (AT) have expressed concerns that their use of those AT devices brings particular attention to their disability and, in doing so, stigmatizes them in the eyes of their peers. This research studies how a wide range of design factors, influence how positively or negatively

Some disabled users of assistive technologies (AT) have expressed concerns that their use of those AT devices brings particular attention to their disability and, in doing so, stigmatizes them in the eyes of their peers. This research studies how a wide range of design factors, influence how positively or negatively users of wearable technologies are perceived, by others. These factors are studied by asking survey respondents to estimate the degree to which they perceive disabilities in users of various products. The survey was given to 34 undergraduate Product Design students, and employed 40 pictures, each of which showed one person using a product. Some of these products were assistive technology devices, and some were not. Respondents used a five-bubble Likert scale to indicate the level of disability that they perceived in this person. Data analysis was done using SPSS software. The results showed that the gender of the respondent was not a significant factor in the respondent's estimation of the level of disability. However, the cultural background of the respondent was found to be significant in the respondent's estimates of disability for seven of the 40 pictures. The results also indicated that the size of AT, its familiarity to the mainstream population, its wearable location on the user's body, the perceived power of the user, the degree to which the AT device seemed to empower the user, the degree to which the AT device was seen as a vehicle for assertion of the user's individuality, and the successfulness of attempts to disguise the AT as some mainstream product reduced the perceived disability of the user. In contrast, symbols or stereotypes of disability, obstructing visibility of the face, an awkward complex design, a mismatch between the product's design and its context of use, and covering of the head were factors that focused attention on, and increased the perception of, the user's disability. These factors are summarized in a set of guidelines to help AT designers develop products that minimize the perceived disability and the resulting stigmatization of the user.
ContributorsValamanesh, Ronak (Author) / Velasquez, Joseph (Thesis advisor) / Black, John (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2014