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Previous research has shown that perceptual illusions can enhance golf putting performance, and the effect has been explained as being due to enhanced expectancies. The present study was designed to further understand this effect by measuring putting in 3 additional variations to the Ebbinghaus illusion and by measuring putting kinematics.

Previous research has shown that perceptual illusions can enhance golf putting performance, and the effect has been explained as being due to enhanced expectancies. The present study was designed to further understand this effect by measuring putting in 3 additional variations to the Ebbinghaus illusion and by measuring putting kinematics. Nineteen ASU students with minimal golf experience putted to the following illusion conditions: a target, a target surrounded by small circles, a target surrounded by large circles, a target surrounded by both large and small circles, no target surrounded by small circles and no target surrounded by large circles. Neither perceived target size nor putting error was significantly affected by the illusion conditions. Time to peak speed was found to be significantly greater for the two conditions with no target, and lowest for the condition with the target by itself. Suggestions for future research include having split groups with and without perceived performance feedback as well as general performance feedback. The size conditions utilized within this study should continue to be explored as more consistent data could be collected within groups.
ContributorsCoon, Victoria (Author) / Gray, Rob (Thesis advisor) / Roscoe, Rod (Committee member) / Branaghan, Russ (Committee member) / Arizona State University (Publisher)
Created2019
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This paper explores the technological systems used by Arizona State University’s Housing department during the course of 2020-2021 and 2021-2022 school years at the height of the COVID-19 pandemic which struck the state of Arizona. The COVID-19 epidemic is the largest pandemic in recent memory. It has affected all walks

This paper explores the technological systems used by Arizona State University’s Housing department during the course of 2020-2021 and 2021-2022 school years at the height of the COVID-19 pandemic which struck the state of Arizona. The COVID-19 epidemic is the largest pandemic in recent memory. It has affected all walks of life, from social economic damages, widespread panic and the rise of civil unrest. One of the most profound effects from this generation of students is the impact it has had in all levels of education from kindergarten to graduate school. The American education system has been heavily affected since the pandemic first started. Due to the lockdowns, traditional education practices such as in-person classrooms, class labs, and even the psychological impact of physical distancing has affected students’ educational experiences. This disruption has also greatly affected our college system. In response to problems such as the lockdowns, slow rate of infections per student, many colleges have made extensive use of technological aids, substitutes, and systems to combat the damage done to the education system. This resulted in switching of in-person course work to online based assignments and tests. The colleges response to the pandemic has not only been online, but in-person as well. ASU has adopted a variety of systems to track its students’ and employees’ health statuses. This is done via the use of the Daily Heath Check System (an application used by ASU to track the health of both students and faculty), and the use of randomized testing. This enabled the tracking and monitoring of the rate of infections within the ASU community. ASU has also installed hand sanitizer machines in every building as well as providing a supply of health and safety equipment to necessary staff. These systems, products, and preventative practices have been put into place for the protection of not only the students but employees of ASU. However, one key consideration about the adoption of these measures, is whether or not they are truly effective. One of the areas explored are the problems with the adoption of these systems and how they were implemented. Meaning that these systems adopted resulted in either less then successful outcomes or causing student displeasure towards the systems that were implemented.

ContributorsGalindez, Jonah (Author) / Chiou, Erin (Thesis director) / Roscoe, Rod (Committee member) / Barrett, The Honors College (Contributor) / Human Systems Engineering (Contributor)
Created2021-12
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Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through

Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through cyber deception shows great promise by providing an opportunity to delay and disrupt an attacker once network perimeter security has already been breached. Traditional Human Factors research and methods are designed to mitigate human limitations (e.g., mental, physical) to improve performance. These methods can also be used combatively to upend performance. Oppositional Human Factors (OHF), seek to strategically capitalize on cognitive limitations by eliciting decision-making errors and poor usability. Deceptive tactics to elicit decision-making biases might infiltrate attacker processes with uncertainty and make the overall attack economics unfavorable and cause an adversary to make mistakes and waste resources. Two online experimental platforms were developed to test the Sunk Cost Fallacy in an interactive, gamified, and abstracted version of cyber attacker activities. This work presents the results of the Cypher platform. Offering a novel approach to understand decision-making and the Sunk Cost Fallacy influenced by factors of uncertainty, project completion and difficulty on progress decisions. Results demonstrate these methods are effective in delaying attacker forward progress, while further research is needed to fully understand the context in which decision-making limitations do and do not occur. The second platform, Attack Surface, is described. Limitations and lessons learned are presented for future work.
ContributorsJohnson, Chelsea Kae (Author) / Gutzwiller, Robert S (Thesis advisor) / Cooke, Nancy (Committee member) / Shade, Temmie (Committee member) / Ferguson-Walter, Kimberly (Committee member) / Roscoe, Rod (Committee member) / Gray, Rob (Committee member) / Arizona State University (Publisher)
Created2022