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This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and

This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. Demographic information was also collected, including age, computer gameplay experience, number of virtual environments interacted with, gender and time spent in this virtual environment. The data was analyzed as a 2 x 2 between subjects ANOVA.

The main effects of shader fidelity and polygon fidelity were both non- significant for both learning and all presence subscales inside the VLE. In addition, there was no significant interaction between shader fidelity and model fidelity. However, there were two significant results on the supplementary variables. First, gender was found to have a significant main effect on all the presence subscales. Females reported higher average levels of presence than their male counterparts. Second, gameplay hours, or the number of hours a participant played computer games per week, also had a significant main effect on participant score on the learning measure. The participants who reported playing 15+ hours of computer games per week, the highest amount of time in the variable, had the highest score as a group on the mercury learning measure while those participants that played 1-5 hours per week had the lowest scores.
ContributorsHorton, Scott (Author) / Nelson, Brian (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this

Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this work has integrated context-aware search principles with applications of preference based re-ranking and query modifications. This research investigates several aspects of context-aware search principles, specifically context-sensitive and preference based re-ranking of results which take user inputs as to their preferred content, and combines this with search query modifications which automatically search for a variety of modified terms based on the given search query, integrating these results into the overall re-ranking for the context. The result of this work is a novel web search algorithm which could be applied to any online learning environment attempting to collect relevant resources for learning about a given topic. The algorithm has been evaluated through user studies comparing traditional search results to the context-aware results returned through the algorithm for a given topic. These studies explore how this integration of methods could provide improved relevance in the search results returned when compared against other modern search engines.
ContributorsVan Egmond, Eric (Author) / Burleson, Winslow (Thesis advisor) / Syrotiuk, Violet (Thesis advisor) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
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Description
In most of the work using event-related potentials (ERPs), researchers presume the function of specific components based on the careful manipulation of experimental factors, but rarely report direct evidence supporting a relationship between the neural signal and other outcomes. Perhaps most troubling is the lack of evidence that ERPs correlate

In most of the work using event-related potentials (ERPs), researchers presume the function of specific components based on the careful manipulation of experimental factors, but rarely report direct evidence supporting a relationship between the neural signal and other outcomes. Perhaps most troubling is the lack of evidence that ERPs correlate with related behavioral outcomes which should result, at least in part, from the neural processes that ERPs capture. One such example is the NoGo-N2 component, an ERP component elicited in Go/NoGo paradigms. There are two primary theories regarding the functional significance of this component in this context: that the signal represents response inhibition and that the component reflects conflict. In this paper, a trial-level method of analysis for the relationship between ERP component potentials and downstream behavioral outcomes (in this case, response accuracy) using a multi-level modeling framework is proposed to provide discriminatory evidence for one of these theories. Following a description of the research on the NoGo-N2, preliminary data supporting the conflict monitoring theory are presented, noting important limitations. Next, an EEG simulation study is presented in which NoGo-N2 data are generated with a known relationship to fabricated reaction time data, showing that, with added levels of complexity and noise within the data, the MLM approach is consistently successful at extracting the known relationships that occur in real NoGo-N2 data. Next, using independent components analysis (ICA) to extract spatiotemporal components that best represent the signal of interest, a well-powered analysis of the relationship between the NoGo-N2 and response accuracy is used to provide strong discriminatory evidence for the conflict monitoring theory of the NoGo-N2. Finally, implications for the NoGo-N2, as well as all ERP components, are discussed with a focus on how this approach can and should be used. the paper concludes with potential expansions of this approach to areas beyond identifying the function of ERP components.
ContributorsHampton, Ryan Scott (Author) / Varnum, Michael E.W. (Thesis advisor) / Shiota, Michelle N. (Committee member) / Brewer, Gene A. (Committee member) / Blais, Chris (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Brain-computer interface technology establishes communication between the brain and a computer, allowing users to control devices, machines, or virtual objects using their thoughts. This study investigates optimal conditions to facilitate learning to operate this interface. It compares two biofeedback methods, which dictate the relationship between brain activity and the movement

Brain-computer interface technology establishes communication between the brain and a computer, allowing users to control devices, machines, or virtual objects using their thoughts. This study investigates optimal conditions to facilitate learning to operate this interface. It compares two biofeedback methods, which dictate the relationship between brain activity and the movement of a virtual ball in a target-hitting task. Preliminary results indicate that a method in which the position of the virtual object directly relates to the amplitude of brain signals is most conducive to success. In addition, this research explores learning in the context of neural signals during training with a BCI task. Specifically, it investigates whether subjects can adapt to parameters of the interface without guidance. This experiment prompts subjects to modulate brain signals spectrally, spatially, and temporally, as well differentially to discriminate between two different targets. However, subjects are not given knowledge regarding these desired changes, nor are they given instruction on how to move the virtual ball. Preliminary analysis of signal trends suggests that some successful participants are able to adapt brain wave activity in certain pre-specified locations and frequency bands over time in order to achieve control. Future studies will further explore these phenomena, and future BCI projects will be advised by these methods, which will give insight into the creation of more intuitive and reliable BCI technology.
ContributorsLancaster, Jenessa Mae (Co-author) / Appavu, Brian (Co-author) / Wahnoun, Remy (Co-author, Committee member) / Helms Tillery, Stephen (Thesis director) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
This thesis investigates students' learning behaviors through their interaction with an educational technology, Web Programming Grading Assistant. The technology was developed to facilitate the grading of paper-based examinations in large lecture-based classrooms and to provide richer and more meaningful feedback to students. A classroom study was designed and data was

This thesis investigates students' learning behaviors through their interaction with an educational technology, Web Programming Grading Assistant. The technology was developed to facilitate the grading of paper-based examinations in large lecture-based classrooms and to provide richer and more meaningful feedback to students. A classroom study was designed and data was gathered from an undergraduate computer-programming course in the fall of 2016. Analysis of the data revealed that there was a negative correlation between time lag of first review attempt and performance. A survey was developed and disseminated that gave insight into how students felt about the technology and what they normally do to study for programming exams. In conclusion, the knowledge gained in this study aids in the quest to better educate students in computer programming in large in-person classrooms.
ContributorsMurphy, Hannah (Author) / Hsiao, Ihan (Thesis director) / Nelson, Brian (Committee member) / School of Computing, Informatics, and Decision Systems Engineering (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The premise of the embodied cognition hypothesis is that cognitive processes require emotion, sensory, and motor systems in the brain, rather than using arbitrary symbols divorced from sensorimotor systems. The hypothesis explains many of the mechanisms of mental simulation or imagination and how they facilitate comprehension of concepts. Some forms

The premise of the embodied cognition hypothesis is that cognitive processes require emotion, sensory, and motor systems in the brain, rather than using arbitrary symbols divorced from sensorimotor systems. The hypothesis explains many of the mechanisms of mental simulation or imagination and how they facilitate comprehension of concepts. Some forms of embodied processing can be measured using electroencephalography (EEG), in a particular waveform known as the mu rhythm (8-13 Hz) in the sensorimotor cortex of the brain. Power in the mu band is suppressed (or de-synchronized) when an individual performs an action, as well as when the individual imagines performing the action, thus mu suppression measures embodied imagination. An important question however is whether the sensorimotor cortex involvement while reading, as measured by mu suppression, is part of the comprehension of what is read or if it is arises after comprehension has taken place. To answer this question, participants first took the Gates-MacGinitie reading comprehension test. Then, mu-suppression was measured while participants read experimental materials. The degree of mu-suppression while reading verbs correlated .45 with their score on the Gates-MacGinitie test. This correlation strongly suggests that the sensorimotor system involvement while reading action sentences is part of the comprehension process rather than being an aftereffect.
ContributorsMarino, Annette Webb (Author) / Glenberg, Arthur (Thesis director) / Presson, Clark (Committee member) / Blais, Chris (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Abstract: Behavioral evidence suggests that joint coordinated movement attunes one's own motor system to the actions of another. This attunement is called a joint body schema (JBS). According to the JBS hypothesis, the attunement arises from heightened mirror neuron sensitivity to the actions of the other person. This study uses

Abstract: Behavioral evidence suggests that joint coordinated movement attunes one's own motor system to the actions of another. This attunement is called a joint body schema (JBS). According to the JBS hypothesis, the attunement arises from heightened mirror neuron sensitivity to the actions of the other person. This study uses EEG mu suppression, an index of mirror neuron system activity, to provide neurophysiological evidence for the JBS hypothesis. After a joint action task in which the experimenter used her left hand, the participant's EEG revealed greater mu suppression (compared to before the task) in her right cerebral hemisphere when watching a left hand movement. This enhanced mu suppression was found regardless of whether the participant was moving or watching the experimenter move. These results are suggestive of super mirror neurons, that is, mirror neurons which are strengthened in sensitivity to another after a joint action task and do not distinguish between whether the individual or the individual's partner is moving.
ContributorsGoodwin, Brenna Renee (Author) / Glenberg, Art (Thesis director) / Presson, Clark (Committee member) / Blais, Chris (Committee member) / School of Historical, Philosophical and Religious Studies (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05