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Description
What makes a human, artificial intelligence, and robot team (HART) succeed despite unforeseen challenges in a complex sociotechnical world? Are there personalities that are better suited for HARTs facing the unexpected? Only recently has resilience been considered specifically at the team level, and few studies have addressed team resilience for

What makes a human, artificial intelligence, and robot team (HART) succeed despite unforeseen challenges in a complex sociotechnical world? Are there personalities that are better suited for HARTs facing the unexpected? Only recently has resilience been considered specifically at the team level, and few studies have addressed team resilience for HARTs. Team resilience here is defined as the ability of a team to reorganize team processes to rebound or morph to overcome an unforeseen challenge. A distinction from the individual, group, or organizational aspects of resilience for teams is how team resilience trades off with team interdependent capacity. The following study collected data from 28 teams comprised of two human participants (recruited from a university populace) and a synthetic teammate (played by an experienced experimenter). Each team completed a series of six reconnaissance missions presented to them in a Minecraft world. The research aim was to identify how to better integrate synthetic teammates for high-risk, high-stress dynamic operations to boost HART performance and HART resilience. All team communications were orally over Zoom. The primary manipulation was the communication given by the synthetic teammate (between-subjects, Task or Task+): Task only communicated the essentials, and Task+ offered clear and concise communications of its own capabilities and limitations. Performance and resilience were measured using a primary mission task score (based upon how many tasks teams completed), time-based measures (such as how long it took to recognize a problem or reorder team processes), and a subjective team resilience score (calculated from participant responses to a survey prompt). The research findings suggest the clear and concise reminders from Task+ enhanced HART performance and HART resilience during high-stress missions in which the teams were challenged by novel events. An exploratory study regarding what personalities may correlate with these improved performance metrics indicated that the Big Five trait taxonomies of extraversion and conscientiousness were positively correlated, whereas neuroticism was negatively correlated with higher HART performance and HART resilience. Future integration of synthetic teammates must consider the types of communications that will be offered to maximize HART performance and HART resilience.
ContributorsGraham, Hudson D. (Author) / Cooke, Nancy J. (Thesis advisor) / Gray, Robert (Committee member) / Holder, Eric (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Features of the built environment (BE) are related to a wide range of health factors, including leisure-time physical activity (PA) and active forms of transportation. For working adults, worksite neighborhood is likely an important BE to better understand the impact of various factors on PA patterns. Compared to home neighborhood

Features of the built environment (BE) are related to a wide range of health factors, including leisure-time physical activity (PA) and active forms of transportation. For working adults, worksite neighborhood is likely an important BE to better understand the impact of various factors on PA patterns. Compared to home neighborhood walkability research, worksite walkability has received relatively less attention. The objective of this project was to identify if worksite walkability was significantly associated with PA behavior.

Aims: to evaluate 1) the PA variation explained by work walkability, 2) the moderating effects of person-level characteristics to the relationship between PA and work walkability, and 3) the differences in the rate of change in PA over time by worksite walkability.

Methods: self-report and accelerometer measured PA at baseline (aim 1, 2); longitudinal accelerometer PA during the initial 56 days of a behavioral intervention (aim 3). Adults were generally healthy and reported part- or full-time employment with a geocodeable address outside the home. Geographic Information Systems (GIS) measured walkability followed established techniques (i.e., residential, intersection, and transit densities, and land-use-mix).

Results: On average, worksite walkability did not show direct relationships with PA (aim 1); yet certain person-level characteristics moderated the relationships: sex, race, and not having young children in the household (aim 2). During 56 days of intervention, the PA rate of change over time showed no evidence of a moderating effect by worksite walkability.

Discussion: Worksite walkability was generally not shown to relate to the overall PA. However, specific subgroups (women, those without young children) appeared more responsive to their worksite neighborhood walkability. Prior literature shows certain demographics respond differently with various BE exposures, and this study adds a potentially novel moderator of interest regarding young children at home. Understanding who benefits from access to walkable BE may inform targeted interventions and policy to improve PA levels and foster health equity.
ContributorsHurley, Jane Cathleen (Author) / Adams, Marc A (Thesis advisor) / Todd, Mike (Committee member) / Hooker, Steven P (Committee member) / Ohri-Vachaspati, Punam (Committee member) / Ainsworth, Barbara (Committee member) / Arizona State University (Publisher)
Created2019
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Description
As deception in cyberspace becomes more dynamic, research in this area should also take a dynamic approach to battling deception and false information. Research has previously shown that people are no better than chance at detecting deception. Deceptive information in cyberspace, specifically on social media, is not exempt from this

As deception in cyberspace becomes more dynamic, research in this area should also take a dynamic approach to battling deception and false information. Research has previously shown that people are no better than chance at detecting deception. Deceptive information in cyberspace, specifically on social media, is not exempt from this pitfall. Current practices in social media rely on the users to detect false information and use appropriate discretion when deciding to share information online. This is ineffective and will predicatively end with users being unable to discern true from false information at all, as deceptive information becomes more difficult to distinguish from true information. To proactively combat inaccurate and deceptive information on social media, research must be conducted to understand not only the interaction effects of false content and user characteristics, but user behavior that stems from this interaction as well. This study investigated the effects of confirmation bias and susceptibility to deception on an individual’s choice to share information, specifically to understand how these factors relate to the sharing of false controversial information.
ContributorsChinzi, Ashley (Author) / Cooke, Nancy J. (Thesis advisor) / Chiou, Erin (Committee member) / Becker, David V (Committee member) / Arizona State University (Publisher)
Created2019
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Description
This study was undertaken to ascertain to what degree, if any, virtual reality training was superior to monitor based training. By analyzing the results in a 2x3 ANOVA it was found that little difference in training resulted from using virtual reality or monitor interaction to facilitate training. The data did

This study was undertaken to ascertain to what degree, if any, virtual reality training was superior to monitor based training. By analyzing the results in a 2x3 ANOVA it was found that little difference in training resulted from using virtual reality or monitor interaction to facilitate training. The data did suggest that training involving rich textured environments might be more beneficial under virtual reality conditions, however nothing significant was found in the analysis. It might be possible that significance could be obtained by comparing a virtual reality set-up with higher fidelity to a monitor trial.
ContributorsWhitson, Richard (Author) / Gray, Robert (Thesis advisor) / Branaghan, Russell (Committee member) / Chiou, Erin (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Future autonomous vehicle systems will be diverse in design and functionality since they will be produced by different brands. In the automotive industry, trustworthiness of a vehicle is closely tied to its perceived safety. Trust involves dependence on another agent in an uncertain situation. Perceptions of system safety, trustworthiness, and

Future autonomous vehicle systems will be diverse in design and functionality since they will be produced by different brands. In the automotive industry, trustworthiness of a vehicle is closely tied to its perceived safety. Trust involves dependence on another agent in an uncertain situation. Perceptions of system safety, trustworthiness, and performance are important because they guide people’s behavior towards automation. Specifically, these perceptions impact how reliant people believe they can be on the system to do a certain task. Over or under reliance can be a concern for safety because they involve the person allocating tasks between themselves and the system in inappropriate ways. If a person trusts a brand they may also believe the brand’s technology will keep them safe. The present study measured brand trust associations and performance expectations for safety between twelve different automobile brands using an online survey.

The literature and results of the present study suggest perceived trustworthiness for safety of the automation and the brand of the automation, could together impact trust. Results revelated that brands closely related to the trust-based attributes, Confidence, Secure, Integrity, and Trustworthiness were expected to produce autonomous vehicle technology that performs in a safer way. While, brands more related to the trust-based attributes Harmful, Deceptive, Underhanded, Suspicious, Beware, and Familiar were expected to produce autonomous vehicle technology that performs in a less safe way.

These findings contribute to both the fields of Human-Automation Interaction and Consumer Psychology. Typically, brands and automation are discussed separately however, this work suggests an important relationship may exist. A deeper understanding of brand trust as it relates to autonomous vehicles can help producers understand potential for over or under reliance and create safer systems that help users calibrate trust appropriately. Considering the impact on safety, more research should be conducted to explore brand trust and expectations for performance between various brands.
ContributorsCelmer, Natalie (Author) / Branaghan, Russell (Thesis advisor) / Chiou, Erin (Thesis advisor) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Node-link diagrams are widely used to visualize the relational structure of real world datasets. As identical data can be visualized in infinite ways by simply changing the spatial arrangement of the nodes, one of the important research topics of the graph drawing community is to visualize the data in the

Node-link diagrams are widely used to visualize the relational structure of real world datasets. As identical data can be visualized in infinite ways by simply changing the spatial arrangement of the nodes, one of the important research topics of the graph drawing community is to visualize the data in the way that can facilitate people's comprehension. The last three decades have witnessed the growth of algorithms for automatic visualization. However, despite the popularity of node-link diagrams and the enthusiasm in improving computational efficiency, little is known about how people read these graphs and what factors (layout, size, density, etc.) have impact on their effectiveness (the usability aspect of the graph, e.g., are they easy to understand?). This thesis is comprehensive research to investigate the factors that affect people's understanding of node-link diagrams using eye-tracking methods. Three experiments were conducted, including 1) a pilot study with 22 participants to explore the layout and size effect; 2) an eye tracking experiment with 43 participants to investigate the layout, size and density effect on people's graph comprehension using abstract node-link diagram and generic tasks; and 3) an eye tracking experiment with the same participants to investigate the same effects using a real visualization analytic application. Results showed that participants' spatial reasoning ability had significant impact on people's graph reading performance. Layout, size, and density were all found to be significant effects under different task circumstances. The applicability of the eye tracking methods on visualization evaluation has been confirmed by providing detailed evidence that demonstrates the cognitive process of participants' graph reading behavior.
ContributorsLiu, Qing (Author) / McKenna, Anna (Thesis advisor) / Jennifer, Jennifer (Committee member) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The International Standards Organization (ISO) documentation utilizes Fitts’ law to determine the usability of traditional input devices like mouse and touchscreens for one- or two-dimensional operations. To test the hypothesis that Fitts’ Law can be applied to hand/air gesture based computing inputs, Fitts’ multi-directional target acquisition task is applied to

The International Standards Organization (ISO) documentation utilizes Fitts’ law to determine the usability of traditional input devices like mouse and touchscreens for one- or two-dimensional operations. To test the hypothesis that Fitts’ Law can be applied to hand/air gesture based computing inputs, Fitts’ multi-directional target acquisition task is applied to three gesture based input devices that utilize different technologies and two baseline devices, mouse and touchscreen. Three target distances and three target sizes were tested six times in a randomized order with a randomized order of the five input technologies. A total of 81 participants’ data were collected for the within subjects design study. Participants were instructed to perform the task as quickly and accurately as possible according to traditional Fitts’ testing procedures. Movement time, error rate, and throughput for each input technology were calculated.

Additionally, no standards exist for equating user experience with Fitts’ measures such as movement time, throughput, and error count. To test the hypothesis that a user’s experience can be predicted using Fitts’ measures of movement time, throughput and error count, an ease of use rating using a 5-point scale for each input type was collected from each participant. The calculated Mean Opinion Scores (MOS) were regressed on Fitts’ measures of movement time, throughput, and error count to understand the extent to which they can predict a user’s subjective rating.
ContributorsBurno, Rachael A (Author) / Wu, Bing (Thesis advisor) / Cooke, Nancy J. (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2015
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Description
When discussing human factors and performance, researchers recognize stress as a factor, but overlook mood as contributing factor. To explore the relationship between mood, stress and cognitive performance, a field study was conducted involving fire fighters engaged in a fire response simulation. Firefighter participants completed a stress questionnaire, an emotional

When discussing human factors and performance, researchers recognize stress as a factor, but overlook mood as contributing factor. To explore the relationship between mood, stress and cognitive performance, a field study was conducted involving fire fighters engaged in a fire response simulation. Firefighter participants completed a stress questionnaire, an emotional state questionnaire, and a cognitive task. Stress and cognitive task performance scores were examined before and after the firefighting simulation for individual cognitive performance depreciation caused by stress or mood. They study revealed that existing stress was a reliable predictor of the pre-simulation cognitive task score, that, as mood becomes more positive, perceived stress scores decrease, and that negative mood and pre-simulation stress are also positively and significantly correlated.
ContributorsGomez-Herbert, Maria Elena (Author) / Cooke, Nancy J. (Thesis advisor) / Becker, Vaughn (Committee member) / Branaghan, Russell (Committee member) / Hyunjin, Song (Committee member) / Arizona State University (Publisher)
Created2014
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Description
While obesity rates have plateaued within the last decade,

two-thirds of the United States

population is currently classified as overweight (defined a

s a body mass index [BMI] of

25-29.9 kg/m²) or obese (a BMI greater than 30 kg/m²). Bariatric

surgical interventions

are not only more effective than behavioral treatments

in

While obesity rates have plateaued within the last decade,

two-thirds of the United States

population is currently classified as overweight (defined a

s a body mass index [BMI] of

25-29.9 kg/m²) or obese (a BMI greater than 30 kg/m²). Bariatric

surgical interventions

are not only more effective than behavioral treatments

in the short term but are the only

form of obesity intervention with evidence of consisten

t long-term effectiveness.

However, even among bariatric surgery patients, weight

loss often stabilizes and it is

estimated that more than 20% of bariatric surgery patient

s will regain a significant

amount of weight that was initially lost long-term. Li

ttle research to date has been

conducted on physical activity in post bariatric surgery pati

ents. More specifically, there

have been no studies to date examining the effects of Me

ditative Movement (MM)

programs on body composition in bariatric patients. A s

tudy using an 8-week Tai Chi

Easy program was conducted in female gastric bypass patient

s to explore feasibility of

MM in the bariatric population as well as pre- and post-in

tervention changes in weight,

mindfulness, eating behaviors, body awareness, physical a

ctivity patterns, dietary quality

and mood. Data analysis revealed that there were no s

ignificant changes in weight or

physical activity patterns; however, significant changes w

ere observed in anxiety, overall

body awareness and cognitive restraint in eating. Addit

ionally, a significant decrease in

processed meat consumption and a weak trend towards increa

sed consumption of fruits

may suggest an overall improvement in dietary quality.
ContributorsSmith, Lisa L. (Author) / Larkey, Linda K (Thesis advisor) / Ainsworth, Barbara (Committee member) / Chisum, Jack (Committee member) / Ohri-Vachaspati, Punam (Committee member) / McClain, Darya (Committee member) / Arizona State University (Publisher)
Created2014
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Description
PURPOSE: This study aimed to identify whether increased Pokémon GO use resulted in increased daily steps, compared to days when an individual did not play. In addition, this study examined Pokémon GO as a use case for for the study of gamification, particularly whether traditionally identified game mechanics in gamification

PURPOSE: This study aimed to identify whether increased Pokémon GO use resulted in increased daily steps, compared to days when an individual did not play. In addition, this study examined Pokémon GO as a use case for for the study of gamification, particularly whether traditionally identified game mechanics in gamification literature were successfully identified as elements players enjoy when playing Pokémon GO. METHODS: A mixed methods approach, with 17 participants taking part in a daily physical activity tracking study and 14 participants participating in semi-structured interviews. In the use study, participant steps were tracked for one week using the Apple Health Kit application, and participants were also asked to provide daily answers to a variety of questions assessing game preferences and daily use of Pokémon GO - using the application called PACO. The semi-structured interviews examined self-reported physical activity, and asked questions pertaining to use of Pokémon GO, such as motivation to play. RESULTS: Results assessed by t-test indicate a small but non-significant trend towards increased steps taken on days when a participant played vs. did not play (t(72)=- .56, p=.57, mplay=5,0153220, mnonplay=4,5152,959). This was confirmed with a mixed model test showing that when controlling for time and participant’s baseline level of steps, there was no significant effect on steps/day. Results from the daily surveys and also the semi-structured interviews, indicated that nostalgia (i.e., catching ones’ favorite childhood Pokémon), was a strong motivator for many to play the game, which was counter to theoretical expectations. In line with previous theory, results suggested that operant conditioning principles appeared to be at work in terms of fostering game play use. DISCUSSION: Results of this study, which was a primarily hypothesis generating endeavor, indicated possible trends toward increased steps on days when a person plays Pokémon G), but - with such a small sample, and short-term length of study - no firm conclusions can be drawn. Further, results indicate the particular value of nostalgia as a driver towards game play for Pokémon GO.
ContributorsBiel, Alexander M (Author) / Hekler, Eric (Thesis advisor) / Ainsworth, Barbara (Committee member) / Buman, Matthew (Committee member) / Arizona State University (Publisher)
Created2016