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In this work we analyze just what makes the topic of third party voting so intriguing to voters and why it is different than voting for one of the major parties in American politics. First, we will discuss briefly the history of politics in America and what makes it exciting.

In this work we analyze just what makes the topic of third party voting so intriguing to voters and why it is different than voting for one of the major parties in American politics. First, we will discuss briefly the history of politics in America and what makes it exciting. Next, we will outline some of the works by other political and economic professionals such as Hotelling, Lichtman and Rietz. Finally, using the framework described beforehand this paper will analyze the different stances that voters, candidates, and others involved in the political process of voting have regarding the topic of third party voting.
ContributorsMcElroy, Elizabeth (Co-author) / Beardsley, James (Co-author) / Foster, William (Thesis director) / Goegan, Brian (Committee member) / Department of Economics (Contributor) / School of International Letters and Cultures (Contributor) / Economics Program in CLAS (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
In recent years, environment mapping has garnered significant interest in both industrial and academic settings as a viable means of generating comprehensive virtual models of the physical world. These maps are created using simultaneous localization and mapping (SLAM) algorithms that combine depth contours with visual imaging information to create rich,

In recent years, environment mapping has garnered significant interest in both industrial and academic settings as a viable means of generating comprehensive virtual models of the physical world. These maps are created using simultaneous localization and mapping (SLAM) algorithms that combine depth contours with visual imaging information to create rich, layered point clouds. Given the recent advances in virtual reality technology, these generated point clouds can be imported onto the Oculus Rift or similar headset for virtual reality implementation. This project deals with the robotic implementation of RGB-D SLAM algorithms on mobile ground robots to generate complete point clouds that can be processed off-line and imported into virtual reality engines for viewing in the Oculus Rift. This project uses a ground robot along with a Kinect sensor to collect RGB-D data of the surrounding environment to build point cloud maps using SLAM software. These point clouds are then exported as object or polygon files for post-processing in software engines such as Meshlab or Unity. The point clouds generated from the SLAM software can be viewed in the Oculus Rift as is. However, these maps are mainly empty space and can be further optimized for virtual viewing. Additional techniques such as meshing and texture meshing were implemented on the raw point cloud maps and tested on the Oculus Rift. The aim of this project was to increase the potential applications for virtual reality by taking a robotic mapping approach to virtual reality environment development. This project was successful in achieving its objective. The following report details the processes used in developing a remotely-controlled robotic platform that can scan its environment and generate viable point cloud maps. These maps are then processed off line and ported into virtual reality software for viewing through the Oculus Rift.
ContributorsUdupa, Shreya (Author) / Artemiadis, Panagiotis (Thesis director) / Chickamenahalli, Shamala (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Cannabis use has been purported to cause an amotivation-like syndrome among users. The purpose of this study was to investigate whether third party observers noticed amotivation among cannabis users. Participants in this study were 72 undergraduate university students, with a mean age of M=19.20 years old (SD=2.00). Participants nominated Informants

Cannabis use has been purported to cause an amotivation-like syndrome among users. The purpose of this study was to investigate whether third party observers noticed amotivation among cannabis users. Participants in this study were 72 undergraduate university students, with a mean age of M=19.20 years old (SD=2.00). Participants nominated Informants who knew them well and these informants completed a version of the 18-item Apathy Evaluation Scale. Results indicated that more frequent cannabis use was associated with higher informant-reported levels of amotivation, even when controlling for age, sex, psychotic-like experiences, SES, alcohol use, tobacco use, other drug use, and depression symptoms (β=0.34, 95% CI: 0.04, 0.64, p=.027). A lack of motivation severe enough to be visible by a third party has the potential to have negative social impacts on individuals who use cannabis regularly.
ContributorsWhite, Makita Marie (Author) / Meier, Madeline (Thesis director) / Glenberg, Arthur (Committee member) / Pardini, Dustin (Committee member) / School of Art (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

ContributorsGriffieth, Alan P (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Computing and Informatics Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This project is called the Zoom Room and it is about the use of virtual reality (VR) for workspace productivity. It is where Zoom and VR meet to form an enhanced productive workspace for users. Equipped with two 3D printers that show how a 3D printer moves and the intricate

This project is called the Zoom Room and it is about the use of virtual reality (VR) for workspace productivity. It is where Zoom and VR meet to form an enhanced productive workspace for users. Equipped with two 3D printers that show how a 3D printer moves and the intricate parts that make up the 3D printer, it is much more than just a standard meeting room. It is a place to analyze machines and meet with others in a virtual space.

ContributorsWang, David (Author) / Johnson-Glenberg, Mina (Thesis director) / Surovec, Victor (Committee member) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05