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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
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
Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being

Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being subjective, unreliable, inaccurate, and susceptible to deliberate manipulation. Furthermore, critics also believe that the administrator of the test also influences the outcome as well. As a result, the polygraph machine, the contemporary device used for lie detection, has come under scrutiny when used as evidence in the courts. The purpose of this study is to use three entirely different tools and concepts to determine whether eye tracking systems, electroencephalogram (EEG), and Facial Expression Emotion Analysis (FACET) are reliable tools for lie detection. This study found that certain constructs such as where the left eye is looking at in regard to its usual position and engagement levels in eye tracking and EEG respectively could distinguish between truths and lies. However, the FACET proved the most reliable tool out of the three by providing not just one distinguishing variable but seven, all related to emotions derived from movements in the facial muscles during the present study. The emotions associated with the FACET that were documented to possess the ability to distinguish between truthful and lying responses were joy, anger, fear, confusion, and frustration. In addition, an overall measure of the subject's neutral and positive emotional expression were found to be distinctive factors. The implications of this study and future directions are discussed.
ContributorsSeto, Raymond Hua (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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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
As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and

As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and older (N-45) were randomly assigned to one of the three conditions. They first went through a training phase that utilized their assigned condition to teach five tasks within the photo-editing program, and they were then tested on how well they learned these tasks as well as a transfer task. It was predicted that the multimedia condition would increase learning efficiency, produce more successes in the transfer task, and decrease cognitive load compared to the two unimodal conditions. The multimedia condition (text and audio) had no significant effect on transfer task successes or decreases in cognitive load compared to the unimodal conditions (text only and audio only). The multimedia condition, however, did produce significantly less errors on Tasks 2, 4, and 5 than the unimodal conditions. This suggests that redundancy principles may play an important role when designing learning platforms for elderly users, and that age needs to be considered as an additional factor during the technological design process.
ContributorsSwieczkowski, Hannah Elizabeth (Author) / Atkinson, Robert (Thesis director) / Chavez, Helen (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.
ContributorsLe, Peter Thuan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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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

Motor learning is the process of improving task execution according to some measure of performance. This can be divided into skill learning, a model-free process, and adaptation, a model-based process. Prior studies have indicated that adaptation results from two complementary learning systems with parallel organization. This report attempted to answer

Motor learning is the process of improving task execution according to some measure of performance. This can be divided into skill learning, a model-free process, and adaptation, a model-based process. Prior studies have indicated that adaptation results from two complementary learning systems with parallel organization. This report attempted to answer the question of whether a similar interaction leads to savings, a model-free process that is described as faster relearning when experiencing something familiar. This was tested in a two-week reaching task conducted on a robotic arm capable of perturbing movements. The task was designed so that the two sessions differed in their history of errors. By measuring the change in the learning rate, the savings was determined at various points. The results showed that the history of errors successfully modulated savings. Thus, this supports the notion that the two complementary systems interact to develop savings. Additionally, this report was part of a larger study that will explore the organizational structure of the complementary systems as well as the neural basis of this motor learning.

ContributorsRuta, Michael (Author) / Santello, Marco (Thesis director) / Blais, Chris (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / School of Molecular Sciences (Contributor) / School of Human Evolution & Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
The purpose of this project was to extend Whitehead 2016 to determine what neural substrates supported conflict-mediated learning. Unfortunately, as a result of the COVID-19 pandemic we were unable to address this. To repurpose the collected data, an analysis of which features of the Flanker task subjects were

The purpose of this project was to extend Whitehead 2016 to determine what neural substrates supported conflict-mediated learning. Unfortunately, as a result of the COVID-19 pandemic we were unable to address this. To repurpose the collected data, an analysis of which features of the Flanker task subjects were learning was conducted. Specifically, we wanted to know if subjects were learning by using the flanking stimuli to predict the central target or vice versa. Over 14 blocks comprised of 120 trials, we found that subjects made more stroop errors than flanker and target errors, indicating subjects were responding to stimuli in context of the flanker rather than the stroop effect.
ContributorsSobelman, Reanna Hayley (Author) / Blais, Chris (Thesis director) / Brewer, Gene (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12