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ABSTRACT The phenomenon of cyberbullying has captured the attention of educators and researchers alike as it has been associated with multiple aversive outcomes including suicide. Young people today have easy access to computer mediated communication (CMC) and frequently use it to harass one another -- a practice that many researchers

ABSTRACT The phenomenon of cyberbullying has captured the attention of educators and researchers alike as it has been associated with multiple aversive outcomes including suicide. Young people today have easy access to computer mediated communication (CMC) and frequently use it to harass one another -- a practice that many researchers have equated to cyberbullying. However, there is great disagreement among researchers whether intentional harmful actions carried out by way of CMC constitute cyberbullying, and some authors have argued that "cyber-aggression" is a more accurate term to describe this phenomenon. Disagreement in terms of cyberbullying's definition and methodological inconsistencies including choice of questionnaire items has resulted in highly variable results across cyberbullying studies. Researchers are in agreement however, that cyber and traditional forms of aggression are closely related phenomena, and have suggested that they may be extensions of one another. This research developed a comprehensive set of items to span cyber-aggression's content domain in order to 1) fully address all types of cyber-aggression, and 2) assess the interrelated nature of cyber and traditional aggression. These items were administered to 553 middle school students located in a central Illinois school district. Results from confirmatory factor analyses suggested that cyber-aggression is best conceptualized as integrated with traditional aggression, and that cyber and traditional aggression share two dimensions: direct-verbal and relational aggression. Additionally, results indicated that all forms of aggression are a function of general aggressive tendencies. This research identified two synthesized models combining cyber and traditional aggression into a shared framework that demonstrated excellent fit to the item data.
ContributorsLerner, David (Author) / Green, Samuel B (Thesis advisor) / Caterino, Linda (Committee member) / Atkinson, Robert (Committee member) / Nakagawa, Kathryn (Committee member) / Arizona State University (Publisher)
Created2013
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ABSTRACT This qualitative study examines how high school art teachers conceive of being a good art teacher. Motivated by my own experiences as an art teacher, I designed this study to add teachers' voices to the conversation surrounding quality in education. My research design included a narrative strand and an

ABSTRACT This qualitative study examines how high school art teachers conceive of being a good art teacher. Motivated by my own experiences as an art teacher, I designed this study to add teachers' voices to the conversation surrounding quality in education. My research design included a narrative strand and an arts-based strand. In the narrative strand, I interviewed and observed 12 high school art educators from a major city in the southwest. I conducted an autoethnographic reflection exploring my connection to the research topic and research process. In the arts-based strand I used fiber-arts to further understand my topic. I wrote this dissertation using a narrative approach, blending the traditional research format, voices of participants, and my autoethnographic reflection. I included the results of my arts-based approach in the final chapter. Findings suggest that the teachers in this study conceptualize being a good art teacher as a process of identity construction. Each of the teachers understood what it meant to be a good art teacher in unique ways, connected to their personal experiences and backgrounds. As the teachers engaged in identity work to become the kind of art teacher they wanted to be, they engaged in a process of identity construction that consisted of four steps. I propose a model of identity construction in which the teachers chose teaching practices, evaluated those practices, identified challenges to their identities, and selected strategies to confirm, assert, or defend their desired identities. The findings have implications for teachers to become reflective practitioners; for teacher educators to prepare teachers to engage in reflective practices; and for administrators and policy makers to take into account the cyclical and personal nature of identity construction. This study also has implications for further research including the need to examine the dispositions of art teachers, teachers' evolving conceptions of what it means to be a good art teacher, and the effect labeling teachers' quality has on their identity construction.
ContributorsAndrelchik, Hillary (Author) / Erickson, Mary (Thesis advisor) / Young, Bernard (Committee member) / Margolis, Eric (Committee member) / Arizona State University (Publisher)
Created2014
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The goal of the ANLGE Lab's AR assembly project is to create/save assemblies as well as to replicate assemblies later with real-time AR feedback. In this iteration of the project, the SURF algorithm was used to provide object detection for 5 featureful objects (a Lego girl piece, a Lego guy

The goal of the ANLGE Lab's AR assembly project is to create/save assemblies as well as to replicate assemblies later with real-time AR feedback. In this iteration of the project, the SURF algorithm was used to provide object detection for 5 featureful objects (a Lego girl piece, a Lego guy piece, a blue Lego car piece, a window piece, and a fence piece). Functionality was added to determine the location of these 5 featureful objects within a frame as well by using the SURF keypoints associated with detection. Finally, the feedback mechanism by which the system detects connections between objects was improved to consider the size of the blocks in determining connections rather than using static values. Additional user features such as adding a new object and using voice commands were also implemented to make the system more user friendly.
ContributorsSelvam, Nikil Panneer (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
Description
In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect data on the control and experimental groups. The experimental group was subjected to different learning material than the control grou

In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect data on the control and experimental groups. The experimental group was subjected to different learning material than the control group with the use of the Elements 4D mobile application by Daqri to learn basic chemical elements and compounds. The control group learning material provided all the exact information as the application, but in the 2D form of a printed packet. It was expected the experimental group would outperform the control group and have a more enjoyable experience and higher performance. After data analysis, it was concluded that the control group outperformed the experimental group on performance and both groups has similar experiences in contradiction to the hypothesis. Once the factors that contribute to the limitations of different study duration, learning the application beforehand, and only-memorization questions are addressed, the study can be conducted again. Application improvements may also alter the future results of the study and hopefully lead to full implementation into a curriculum.
ContributorsApplegate, Garrett Charles (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to

Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR to collaborate in real time.

The study of developing a real-time cross-platform collaboration system between VR and MR takes into consideration a scenario in which multiple device users are connected to a multiplayer network where they are guided to perform various tasks concurrently.

Usability testing was conducted to evaluate participant perceptions of the system. Users were required to assemble a chair in alternating turns; thereafter users were required to fill a survey and give an audio interview. Results collected from the participants showed positive feedback towards using VR and MR for collaboration. However, there are several limitations with the current generation of devices that hinder mass adoption. Devices with better performance factors will lead to wider adoption.
ContributorsSeth, Nayan Sateesh (Author) / Nelson, Brian (Thesis advisor) / Walker, Erin (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2017
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This study was designed to introduce specific activities/lessons to students in an online university gender and communication course. It was also designed to determine how participants made meaning of and felt about learning about intersectionality of gender and cultural identities, using arts-based data collection. Previous research on the symbolic nature

This study was designed to introduce specific activities/lessons to students in an online university gender and communication course. It was also designed to determine how participants made meaning of and felt about learning about intersectionality of gender and cultural identities, using arts-based data collection. Previous research on the symbolic nature of language, ground-breaking work on intersectionality, and work on arts-based research were instrumental frameworks in guiding this study. Participants were asked to create poems in response to their readings of class materials and vignettes about cultural identity issues that were provided to them. The researcher was able to determine how individuals from disparate cultural backgrounds made meaning of what they read and then how they articulated their feelings relative to learning about intersectionality, their experiences with arts-based data collection, and their perceptions of their futures application of the lessons learned. The poetic expression about those experiences provides a valuable initial base for future research with regard to more narrowly focused studies of gender intersected with identities associated with socioeconomic status, age, ableism, religious affiliation, and other cultural identities.
ContributorsEdmonds, Leonard M. (Author) / Caterino, Linda (Thesis advisor) / Carlson, David L. (Committee member) / Sumner, Carol (Committee member) / Arizona State University (Publisher)
Created2017
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ABSTRACT Cyberbullying has emerged as one of educators' and researchers' chief concerns as the use of computer mediated communication (CMC) has become ubiquitous among young people. Many undesirable outcomes have been identified as being linked to both traditional and cyberbullying, including depression,truancy, and suicide. America and Japan have both been

ABSTRACT Cyberbullying has emerged as one of educators' and researchers' chief concerns as the use of computer mediated communication (CMC) has become ubiquitous among young people. Many undesirable outcomes have been identified as being linked to both traditional and cyberbullying, including depression,truancy, and suicide. America and Japan have both been identified as nations whose youth engage frequently in the use of CMC, and may be at a potentially higher risk to be involved in cyberbullying. Time spent using CMC has been linked to involvement in cyberbullying, and gender and age have, in turn, been linked to CMC use - these may play significant roles in determining who is at risk. In order to assess the effects of nationality, gender, and age on cyberbullying involvement among Japanese and American middle school students, a survey exploring these factors was developed and carried out with 590 American and Japanese middles school students (Japan: n = 433 and America: n = 157). MANOVA results indicated that that Americans tend to both use CMC more and be more involved in cyberbullying. In addition, Japanese involvement increased with age, while American involvement did not. There were minimal differences between Americans and Japanese with regards to traditional bullying.
ContributorsLerner, David (Author) / Nakagawa, Kathryn (Thesis advisor) / Caterino, Linda (Thesis advisor) / Ladd, Becky (Committee member) / Arizona State University (Publisher)
Created2011
Description

Augmented reality offers a unique and innovative way to interact and connect with the natural world through the digital world. In an effort to better facilitate learning, this project makes use of web-based augmented reality. This project employs JavaScript libraries, AR.js and Three.js, to provide an augmented reality experience that

Augmented reality offers a unique and innovative way to interact and connect with the natural world through the digital world. In an effort to better facilitate learning, this project makes use of web-based augmented reality. This project employs JavaScript libraries, AR.js and Three.js, to provide an augmented reality experience that better links real-world objects to information in a more digestible format. As well as discusses the many issues with technology and how to work around them and ultimately solve them.

ContributorsRickertsen, Nathaniel (Author) / Carter, Lynn (Thesis director) / Atkinson, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

Bad actor reporting has recently grown in popularity as an effective method for social media attacks and harassment, but many mitigation strategies have yet to be investigated. In this study, we created a simulated social media environment of 500,000 users, and let those users create and review a number of

Bad actor reporting has recently grown in popularity as an effective method for social media attacks and harassment, but many mitigation strategies have yet to be investigated. In this study, we created a simulated social media environment of 500,000 users, and let those users create and review a number of posts. We then created four different post-removal algorithms to analyze the simulation, each algorithm building on previous ones, and evaluated them based on their accuracy and effectiveness at removing malicious posts. This thesis work concludes that a trust-reward structure within user report systems is the most effective strategy for removing malicious content while minimizing the removal of genuine content. This thesis also discusses how the structure can be further enhanced to accommodate real-world data and provide a viable solution for reducing bad actor online activity as a whole.

ContributorsYang, Lucas (Author) / Atkinson, Robert (Thesis director) / O'Neil, Erica (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05