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Description
Color as a communication medium plays an important role in conveying meaning. It has been identified as a major element in marketing and advertising, and has shown to influence consumer's emotions (Labrecque & Milne, 2012). Despite the large volume of color-centered research, the literature on the subject remains

Color as a communication medium plays an important role in conveying meaning. It has been identified as a major element in marketing and advertising, and has shown to influence consumer's emotions (Labrecque & Milne, 2012). Despite the large volume of color-centered research, the literature on the subject remains largely abstract and unreliable. Academic research on the impact of color on brand personality it is still in its early stages of investigation, and therefore fragmented and inadequate. The goal of this study is to identify and visually represent patterns of association between colors and specific brand personality traits. We hypothesized that such patterns exist, although the exact associations are difficult to predict. If such patterns are found, they can assist in creating a valuable design tool with wide range of applications in product design, manufacturing, and marketing.
ContributorsToteva, Maya (Author) / Branaghan, Russell (Thesis advisor) / Gray, Rob (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Using a modified news media brand personality scale developed by Kim, Baek, and Martin (2010), this study measured the personalities of eight news media outlets and combined them into the same associative network with participants’ self-image via the Pathfinder tool (Schvaneveldt, Durso, & Dearholt, 1989). Using these networks, this study

Using a modified news media brand personality scale developed by Kim, Baek, and Martin (2010), this study measured the personalities of eight news media outlets and combined them into the same associative network with participants’ self-image via the Pathfinder tool (Schvaneveldt, Durso, & Dearholt, 1989). Using these networks, this study was able to both explore the personality associations of participants and observe if self-congruity, measured by the distance between the self-image node and a brand, is significantly related to participant preference for a brand. Self-congruity was found to be significantly related to preference. However, this relationship was mediated by participants’ fiscal and social orientation. Overall, using Pathfinder to generate associative networks and measure self-congruity could be a useful approach for understanding how people perceive and relate to different news media outlets.
ContributorsWillinger, Jacob T (Author) / Branaghan, Russel (Thesis advisor) / Craig, Scotty (Committee member) / Gray, Robert (Committee member) / Arizona State University (Publisher)
Created2018
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Description
As automation becomes more prevalent in society, the frequency that systems involve interactive human-automation control increases. Previous studies have shown accountability to be a valuable way of eliciting human engagement and reducing various biases, but these studies have involved the presence of an authority figure during the research. The current

As automation becomes more prevalent in society, the frequency that systems involve interactive human-automation control increases. Previous studies have shown accountability to be a valuable way of eliciting human engagement and reducing various biases, but these studies have involved the presence of an authority figure during the research. The current research sought to explore the effect of accountability in the absence of an authority figure. To do this, 40 participants took part in this study by playing a microworld simulation. Half were told they would be interviewed after the simulation, and half were told data was not being collected. Eleven dependent variables were collected (accountability, number of resources shared, player score, agent score, combined score, and the six measures of the NASA- Task Load Index), of which statistical significance was found in number of resources shared, player score, and agent score. While not conclusive, the results suggest that accountability affects human-automation interactions even in the absence of an authority figure. It is suggested that future research seek to find a reliable way to measure accountability and examine how long accountability effects last.
ContributorsWilkins, Adam (Author) / Chiou, Erin K. (Thesis advisor) / Gray, Robert (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2019
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Description
In 2013, 1.8 million US drivers were responsible for rear-end collisions with other vehicles (NHTSA 2014), for which driver distraction has been identified as the main factor (Campbell, Smith & Najm, 2003; Knipling, Mironer, Hendricks, Tijerina, Everson, Allen & Wilson 1993; Wang, Knipling & Goodman, 1996). The ubiquity of cell

In 2013, 1.8 million US drivers were responsible for rear-end collisions with other vehicles (NHTSA 2014), for which driver distraction has been identified as the main factor (Campbell, Smith & Najm, 2003; Knipling, Mironer, Hendricks, Tijerina, Everson, Allen & Wilson 1993; Wang, Knipling & Goodman, 1996). The ubiquity of cell phones and their use behind the wheel has played a major role in distracting these drivers. To mitigate this, some manufacturers are equipping vehicles with forward collision warning (FCW) systems.

Generally, warnings that are perceived as being urgent produce lower response times. One technique for increasing perceived urgency of a warning is called looming, where the signal increases in or more dimensions over time. Looming warning signals have been shown to produce low response times, likely because the recipient perceives the signal as a potential approaching threat, prompting defensive reactions (Graziano and Cooke, 2006).

The present study evaluates the effect of veridical (intensity increases at the rate of closure with the lead vehicle) and high urgency (intensity increases at a rate of Time to Collision minus 0.5 seconds) looming FCW, as well as a static FCW, on drivers’ brake reaction times in the presence of a secondary texting task. Participants’ brake reaction times were recorded as they followed a lead car in a driving simulator, encountering multiple sudden-braking events across the five conditions (a control condition as well as four counterbalanced conditions using a secondary texting task). In the four conditions with a secondary task, participants received no FCW, static FCW, veridical FCW, and high-urgency FCW, respectively. Performance data was analyzed using a repeated measures ANOVA, and a series of pairwise comparisons were then made using Bonferroni corrected pairwise t-tests.

The presence of a visually and manually distracting secondary task (texting) seems to diminish the performance of the looming signals as compared to previous studies that did not use a distraction component. While looming FCW do seem to effectively lower BRTs when the driver is distracted, it is recommended that further research investigate the relationship between secondary task types and their respective levels of distraction, and the effectiveness of auditory looming FCW.
ContributorsBecker, Mike (Author) / Gray, Robert (Thesis advisor) / Branaghan, Russell (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2016
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Description
While various collision warning studies in driving have been conducted, only a handful of studies have investigated the effectiveness of warnings with a distracted driver. Across four experiments, the present study aimed to understand the apparent gap in the literature of distracted drivers and warning effectiveness, specifically by studying various

While various collision warning studies in driving have been conducted, only a handful of studies have investigated the effectiveness of warnings with a distracted driver. Across four experiments, the present study aimed to understand the apparent gap in the literature of distracted drivers and warning effectiveness, specifically by studying various warnings presented to drivers while they were operating a smart phone. Experiment One attempted to understand which smart phone tasks, (text vs image) or (self-paced vs other-paced) are the most distracting to a driver. Experiment Two compared the effectiveness of different smartphone based applications (app’s) for mitigating driver distraction. Experiment Three investigated the effects of informative auditory and tactile warnings which were designed to convey directional information to a distracted driver (moving towards or away). Lastly, Experiment Four extended the research into the area of autonomous driving by investigating the effectiveness of different auditory take-over request signals. Novel to both Experiment Three and Four was that the warnings were delivered from the source of the distraction (i.e., by either the sound triggered at the smart phone location or through a vibration given on the wrist of the hand holding the smart phone). This warning placement was an attempt to break the driver’s attentional focus on their smart phone and understand how to best re-orient the driver in order to improve the driver’s situational awareness (SA). The overall goal was to explore these novel methods of improved SA so drivers may more quickly and appropriately respond to a critical event.
ContributorsMcNabb, Jaimie Christine (Author) / Gray, Dr. Rob (Thesis advisor) / Branaghan, Dr. Russell (Committee member) / Becker, Dr. Vaughn (Committee member) / Arizona State University (Publisher)
Created2017
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Description
In sports, athletes reach new levels every day and are truly masters of their own bodies. Yet, when placed under pressure, the pin-point accuracy and elite level of performance can begin to wane.  Despite plentiful literature investigating the effects of pressure on performance, the underlying mechanisms behind decreased performance in

In sports, athletes reach new levels every day and are truly masters of their own bodies. Yet, when placed under pressure, the pin-point accuracy and elite level of performance can begin to wane.  Despite plentiful literature investigating the effects of pressure on performance, the underlying mechanisms behind decreased performance in sport are not yet clear.  The current research discusses possible theories for “choking under pressure”, the specific mechanisms through which pressure has its effects, and methods to prevent “choking.”  Fourteen current and former basketball players shot free throws with two primary predictor variables: the presence/absence of performance pressure and the restriction
on-restriction of movement during the pre-shot routine. Results were analyzed using 2x2 Within-Subjects Analysis of Variance. For shooting performance, there was an interaction (approaching significance) such that participants were more affected by pressure when allowed to execute their pre-shot routine. For kinematic variables, significant interactions between pressure and movement restriction were found for elbow-knee cross correlations and there were significant main effects of variability of the acceleration of both the elbow and knee angles. In all kinematic measures, participants exhibited more “novice-like” patterns of movement under pressure when movement was not restricted during the pre-shot routine. Primary results indicate promising evidence that motor control may be a mediating variable between pressure and performance and bring into question the value of a pre-shot routine in basketball.
ContributorsOrn, Anders (Author) / Gray, Robert (Thesis advisor) / Branaghan, Russell (Thesis advisor) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Minimally invasive surgery is a surgical technique that is known for its reduced

patient recovery time. It is a surgical procedure done by using long reached tools and an

endoscopic camera to operate on the body though small incisions made near the point of

operation while viewing the live camera

Minimally invasive surgery is a surgical technique that is known for its reduced

patient recovery time. It is a surgical procedure done by using long reached tools and an

endoscopic camera to operate on the body though small incisions made near the point of

operation while viewing the live camera feed on a nearby display screen. Multiple camera

views are used in various industries such as surveillance and professional gaming to

allow users a spatial awareness advantage as to what is happening in the 3D space that is

presented to them on 2D displays. The concept has not effectively broken into the

medical industry yet. This thesis tests a multi-view camera system in which three cameras

are inserted into a laparoscopic surgical training box along with two surgical instruments,

to determine the system impact on spatial cognition, perceived cognitive workload, and

the overall time needed to complete the task, compared to one camera viewing the

traditional set up. The task is a non-medical task and is one of five typically used to train

surgeons’ motor skills when initially learning minimally invasive surgical procedures.

The task is a peg transfer and will be conducted by 30 people who are randomly assigned

to one of two conditions; one display and three displays. The results indicated that when

three displays were present the overall time initially using them to complete a task was

slower; the task was perceived to be completed more easily and with less strain; and

participants had a slightly higher performance rate.
ContributorsSchroll, Katelyn (Author) / Cooke, Nancy J. (Thesis advisor) / Chiou, Erin (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2019
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Description
The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was not clear whether the effect of VR on learning was

The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was not clear whether the effect of VR on learning was partly from sensory novelty and whether the effectiveness was sustainable. This study was to satisfy the concern on the sustainability of VR STEM learning in instruction and address the research gaps in exploring the effect of VR on a STEM learning experience with a consideration of novelty.

The study used a mixed-methods experimental design and involved a three-session VR STEM learning intervention. The quantitative data was collected through the intervention by survey questionnaire, session quiz, and pre- and post-tests, while the interviews were taken after the intervention. The structural equation modeling method was used to explore the relationships among factors in the VR learning experience. Longitudinal quantitative comparisons were conducted with the multiple imputation method. Its purpose was to evaluate the changing magnitude of factors across sessions. After quantitative analysis, interview transcripts were analyzed. They were used to triangulate or provide context for understanding of quantitative results.

The results showed that motivation and engagement play a critical mediation role in an effective VR learning experience. While individuals’ psychological responses and motivation may significantly increase in a VR learning experience for novelty, the novelty effect may not steeply decrease when individuals are becoming familiar with the novelty. This phenomenon is more observable in a VR condition having a high degree of immersion and embodiment. In addition, novelty does not necessarily increase learning achievement. The increase of learning achievement is more dependent on a match between the learning content and the learning method. The embodied learning method is appropriate for instructing difficult knowledge and spatial knowledge. Reserving enough time for reflection is important to deep learning in a VR environment.
ContributorsHuang, Wen (Author) / Roscoe, Rod (Thesis advisor) / Johnson, Mina (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2020