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This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
Most collegiate organizations aim to unite students with common interests and engage them in a like-minded community of peers. A significant sub-group of these organizations are classified under sororities and fraternities and commonly known as Greek Life. Member involvement is a crucial element for Greek Life as participation in philanthropic

Most collegiate organizations aim to unite students with common interests and engage them in a like-minded community of peers. A significant sub-group of these organizations are classified under sororities and fraternities and commonly known as Greek Life. Member involvement is a crucial element for Greek Life as participation in philanthropic events, chapter meetings, rituals, recruitment events, etc. often reflects the state of the organization. The purpose of this project is to create a web application that allows members of an Arizona State University sorority to view their involvement activity as outlined by the chapter. Maintaining the balance between academics, sleep, a social life, and extra-curricular activities/organizations can be difficult for college students. With the use of this website, members can view their attendances, absences, and study/volunteer hours to know their progress towards the involvement requirements set by the chapter. This knowledge makes it easier to plan schedules and alleviate some stress associated with the time-management of sorority events, assignments/homework, and studying. It is also designed for the sorority leadership to analyze and track the participation of the membership. Members can submit their participation in events, making the need for manual counting and calculations disappear. The website administrator(s) can view and approve data from any and all members. The website was developed using HTML, CSS, and JavaScript in conjunction with Firebase for the back-end database. Human-Computer Interaction (HCI) tools and techniques were used throughout the development process to aide in prototyping, visual design, and evaluation. The front-end appearance of the website was designed to mimic the data manipulation used in the current involvement tracking system while presenting it in a more personalized and aesthetically pleasing manner.
ContributorsKolker, Madysen (Author) / McDaniel, Troy (Thesis director) / Tadayon, Arash (Committee member) / School of International Letters and Cultures (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
This paper introduces MisophoniAPP, a new website for managing misophonia. It will briefly discuss the nature of this chronic syndrome, which is the experience of reacting strongly to certain everyday sounds, or “triggers”. Various forms of Cognitive Behavioral Therapy and the Neural Repatterning Technique are currently used to treat misophonia,

This paper introduces MisophoniAPP, a new website for managing misophonia. It will briefly discuss the nature of this chronic syndrome, which is the experience of reacting strongly to certain everyday sounds, or “triggers”. Various forms of Cognitive Behavioral Therapy and the Neural Repatterning Technique are currently used to treat misophonia, but they are not guaranteed to work for every patient. Few apps exist to help patients with their therapy, so this paper describes the design and creation of a new website that combines exposure therapy,
relaxation, and gamification to help patients alleviate their misophonic reflexes.
ContributorsNoziglia, Rachel Elisabeth (Author) / McDaniel, Troy (Thesis director) / Anderson, Derrick (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description

Games have traditionally had a high barrier to entry because they necessitate unique input devices, fast reaction times, high motor skills, and more. There has recently been a push to change the design process of these games to include people with disabilities so they can interact with the medium of

Games have traditionally had a high barrier to entry because they necessitate unique input devices, fast reaction times, high motor skills, and more. There has recently been a push to change the design process of these games to include people with disabilities so they can interact with the medium of games as well. This thesis examines the current guiding principles of accessible design, who they are being developed by, and how they might help guide future accessible design and development. Additionally, it will look at modern games with accessibility features and classify them in terms of the Game Accessibility Guidelines. Then, using an interview with a lead developer at a game studio as aid, there will be an examination into modern game industry practices and what might be holding developers or studios back when it comes to accessible design. Finally, further suggestions for these developers and studios will be made in order to help them and others improve in making their games more accessible to people with disabilities.

ContributorsDavis, Robert (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School for the Future of Innovation in Society (Contributor)
Created2023-05
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Description
Over the past decade, advancements in neural networks have been instrumental in achieving remarkable breakthroughs in the field of computer vision. One of the applications is in creating assistive technology to improve the lives of visually impaired people by making the world around them more accessible. A lot of research

Over the past decade, advancements in neural networks have been instrumental in achieving remarkable breakthroughs in the field of computer vision. One of the applications is in creating assistive technology to improve the lives of visually impaired people by making the world around them more accessible. A lot of research in convolutional neural networks has led to human-level performance in different vision tasks including image classification, object detection, instance segmentation, semantic segmentation, panoptic segmentation and scene text recognition. All the before mentioned tasks, individually or in combination, have been used to create assistive technologies to improve accessibility for the blind.

This dissertation outlines various applications to improve accessibility and independence for visually impaired people during shopping by helping them identify products in retail stores. The dissertation includes the following contributions; (i) A dataset containing images of breakfast-cereal products and a classifier using a deep neural (ResNet) network; (ii) A dataset for training a text detection and scene-text recognition model; (iii) A model for text detection and scene-text recognition to identify product images using a user-controlled camera; (iv) A dataset of twenty thousand products with product information and related images that can be used to train and test a system designed to identify products.
ContributorsPatel, Akshar (Author) / Panchanathan, Sethuraman (Thesis advisor) / Venkateswara, Hemanth (Thesis advisor) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Individuals with voice disorders experience challenges communicating daily. These challenges lead to a significant decrease in the quality of life for individuals with dysphonia. While voice amplification systems are often employed as a voice-assistive technology, individuals with voice disorders generally still experience difficulties being understood while using voice amplification systems.

Individuals with voice disorders experience challenges communicating daily. These challenges lead to a significant decrease in the quality of life for individuals with dysphonia. While voice amplification systems are often employed as a voice-assistive technology, individuals with voice disorders generally still experience difficulties being understood while using voice amplification systems. With the goal of developing systems that help improve the quality of life of individuals with dysphonia, this work outlines the landscape of voice-assistive technology, the inaccessibility of state-of-the-art voice-based technology and the need for the development of intelligibility improving voice-assistive technologies designed both with and for individuals with voice disorders. With the rise of voice-based technologies in society, in order for everyone to participate in the use of voice-based technologies individuals with voice disorders must be included in both the data that is used to train these systems and the design process. An important and necessary step towards the development of better voice assistive technology as well as more inclusive voice-based systems is the creation of a large, publicly available dataset of dysphonic speech. To this end, a web-based platform to crowdsource voice disorder speech was developed to create such a dataset. This dataset will be released so that it is freely and publicly available to stimulate research in the field of voice-assistive technologies. Future work includes building a robust intelligibility estimation model, as well as employing that model to measure, and therefore enhance, the intelligibility of a given utterance. The hope is that this model will lead to the development of voice-assistive technology using state-of-the-art machine learning models to help individuals with voice disorders be better understood.
ContributorsMoore, Meredith Kay (Author) / Panchanathan, Sethuraman (Thesis advisor) / Berisha, Visar (Committee member) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular, accessible node graphs tend to use speech to describe the

Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular, accessible node graphs tend to use speech to describe the transitions between nodes. While the speech is easy to understand, readers can be overwhelmed by too much speech and may not be able to discern any structural patterns which occur in the graphs. Considering these limitations, this research seeks to find ways to better present transitions in node graphs.

This study aims to gain knowledge on how sequence patterns in node graphs can be perceived through speech and nonspeech audio. Users listened to short audio clips describing a sequence of transitions occurring in a node graph. User study results were evaluated based on accuracy and user feedback. Five common techniques were identified through the study, and the results will be used to help design a node graph tool to improve accessibility of node graph creation and exploration for individuals that are blind or visually impaired.
ContributorsDarmawaskita, Nicole (Author) / McDaniel, Troy (Thesis director) / Duarte, Bryan (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12