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Description
Believe It! is an animated interactive computer program that delivers cognitive restructuring to adolescent females' irrational career beliefs. It challenges the irrational belief and offers more reasonable alternatives. The current study investigated the potentially differential effects of Asian versus Caucasian animated agents in delivering the treatment to young Chinese American

Believe It! is an animated interactive computer program that delivers cognitive restructuring to adolescent females' irrational career beliefs. It challenges the irrational belief and offers more reasonable alternatives. The current study investigated the potentially differential effects of Asian versus Caucasian animated agents in delivering the treatment to young Chinese American women. The results suggested that the Asian animated agent was not significantly superior to the Caucasian animated agent. Nor was there a significant interaction between level of acculturation and the effects of the animated agents. Ways to modify the Believe It! program for Chinese American users were recommended.
ContributorsZhang, Xue (Author) / Horan, John J (Thesis advisor) / Homer, Judith (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The Believe It! program developed and evaluated by Kovalski & Horan (1999) was the first interactive, multimedia, psychological-education intervention deployed on the Internet. In a controlled study, the authors reported that the ethnically diverse cartoon models were partially successful in using cognitive restructuring to promote more reasonable career beliefs among

The Believe It! program developed and evaluated by Kovalski & Horan (1999) was the first interactive, multimedia, psychological-education intervention deployed on the Internet. In a controlled study, the authors reported that the ethnically diverse cartoon models were partially successful in using cognitive restructuring to promote more reasonable career beliefs among Caucasian middle-school young women. It was not clear if the program's lack of efficacy among minority young women was due to computer literacy factors affected by SES. Subsequently, three studies explored the role of matching or mismatching the ethnicity of animated agents in a graphically enhanced program with that of the young women receiving the cognitive restructuring treatment. Each of the studies used the same four outcome measures (Occupational Sex-Role Questionnaire, Believe It Measure, Career Beliefs Inventory, and the Career Myths Scale) before and after matched and mismatched participants received the Believe It! intervention. Webster (2010) analyzed data from African-American participants, Hardy (2011) Latinas, and Zhang (2013) Asian-Americans. The current study examined the matching hypothesis on a sample of ethnically isolated Caucasian young women in a rural setting. The results obtained in the three previous studies are consistent with similar research involving client and counselor dyads (e.g., Cabral & Smith, 2011). The Believe It! program had a clear impact on ethnically matched African-American young women, whereas pairings on ethnicity did not improve outcomes for either Latinas or Asian-Americans. A solitary effect on the Occupation Sex-Role Questionnaire in the current study suggests the hypothesis is worthy of further study.
ContributorsHacker, Robyn (Author) / Horan, John J (Thesis advisor) / Atkinson, Robert (Committee member) / Homer, Judith (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Computational thinking, the creative thought process behind algorithmic design and programming, is a crucial introductory skill for both computer scientists and the population in general. In this thesis I perform an investigation into introductory computer science education in the United States and find that computational thinking is not effectively taught

Computational thinking, the creative thought process behind algorithmic design and programming, is a crucial introductory skill for both computer scientists and the population in general. In this thesis I perform an investigation into introductory computer science education in the United States and find that computational thinking is not effectively taught at either the high school or the college level. To remedy this, I present a new educational system intended to teach computational thinking called Genost. Genost consists of a software tool and a curriculum based on teaching computational thinking through fundamental programming structures and algorithm design. Genost's software design is informed by a review of eight major computer science educational software systems. Genost's curriculum is informed by a review of major literature on computational thinking. In two educational tests of Genost utilizing both college and high school students, Genost was shown to significantly increase computational thinking ability with a large effect size.
ContributorsWalliman, Garret (Author) / Atkinson, Robert (Thesis advisor) / Chen, Yinong (Thesis advisor) / Lee, Yann-Hang (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The current study is a follow up to a previous evaluation of Believe It!, an internet-based career development program for adolescent girls. This study attempted to extend the program's effectiveness by manipulating animated agent appearance based on literature suggesting that agent appearance has implications for human-computer program interface. Participants included

The current study is a follow up to a previous evaluation of Believe It!, an internet-based career development program for adolescent girls. This study attempted to extend the program's effectiveness by manipulating animated agent appearance based on literature suggesting that agent appearance has implications for human-computer program interface. Participants included 52 Latinas (ages 11 to 14) randomly assigned to view one of two versions of the revised career program. Each version contained identical content but included animated agents designed to represent different ethnicities. Pre and post-treatment scores for three career belief measures and an occupational stereotype measure were analyzed using a MANCOVA. The results were not significant and further analyses revealed that the results were confounded by complications with the perceived ethnicity of the animated agents. Despite a lack of significance the results provide enriching information about Latina adolescent perception of ethnicity.
ContributorsHardy, Amanda (Author) / Horan, John (Thesis advisor) / Atkinson, Robert (Committee member) / Homer, Judith (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Lots of previous studies have analyzed human tutoring at great depths and have shown expert human tutors to produce effect sizes, which is twice of that produced by an intelligent tutoring system (ITS). However, there has been no consensus on which factor makes them so effective. It is important to

Lots of previous studies have analyzed human tutoring at great depths and have shown expert human tutors to produce effect sizes, which is twice of that produced by an intelligent tutoring system (ITS). However, there has been no consensus on which factor makes them so effective. It is important to know this, so that same phenomena can be replicated in an ITS in order to achieve the same level of proficiency as expert human tutors. Also, to the best of my knowledge no one has looked at student reactions when they are working with a computer based tutor. The answers to both these questions are needed in order to build a highly effective computer-based tutor. My research focuses on the second question. In the first phase of my thesis, I analyzed the behavior of students when they were working with a step-based tutor Andes, using verbal-protocol analysis. The accomplishment of doing this was that I got to know of some ways in which students use a step-based tutor which can pave way for the creation of more effective computer-based tutors. I found from the first phase of the research that students often keep trying to fix errors by guessing repeatedly instead of asking for help by clicking the hint button. This phenomenon is known as hint refusal. Surprisingly, a large portion of the student's foundering was due to hint refusal. The hypothesis tested in the second phase of the research is that hint refusal can be significantly reduced and learning can be significantly increased if Andes uses more unsolicited hints and meta hints. An unsolicited hint is a hint that is given without the student asking for one. A meta-hint is like an unsolicited hint in that it is given without the student asking for it, but it just prompts the student to click on the hint button. Two versions of Andes were compared: the original version and a new version that gave more unsolicited and meta-hints. During a two-hour experiment, there were large, statistically reliable differences in several performance measures suggesting that the new policy was more effective.
ContributorsRanganathan, Rajagopalan (Author) / VanLehn, Kurt (Thesis advisor) / Atkinson, Robert (Committee member) / Burleson, Winslow (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Overt forms of sexism have become less frequent (Swim Hyers, Cohen & Ferguson, 2001; Sue & Capodilupo, 2008). Nonetheless, scholars contend that sexism is still pervasive but often manifests as female microaggressions, which have been defined as often subtle, covert forms of gender discrimination (Capodilupo et al., 2010). Extant sexism

Overt forms of sexism have become less frequent (Swim Hyers, Cohen & Ferguson, 2001; Sue & Capodilupo, 2008). Nonetheless, scholars contend that sexism is still pervasive but often manifests as female microaggressions, which have been defined as often subtle, covert forms of gender discrimination (Capodilupo et al., 2010). Extant sexism scales fail to capture female microaggresions, limiting understanding of the correlates and consequences of women’s experiences of gender discrimination. Thus, the purpose of the current study was to develop the Female Microaggressions Scale (FeMS) based on an existing theoretical taxonomy and content analysis of social media data, which identifies diverse forms of sexism. Two separate studies were conducted for exploratory factor analysis (N = 582) and confirmatory factor analysis (N = 325). Exploratory factor analyses supported an eight-factor, correlated structure and confirmatory factor analyses supported a bifactor model, with eight specific factors and one general FeMS factor. Overall, reliability and validity of the FeMS (general FeMS and subscales) were mostly supported in the two present samples of diverse women. The FeMS’ subscales and body surveillance were significantly positively correlated. Results regarding correlations between the FeMS subscales and anxiety, depression, and life satisfaction were mixed. The FeMS (general FeMS) was significantly positively correlated with anxiety, body surveillance, and another measure of sexism but not depression or life satisfaction. Furthermore, the FeMS (general FeMS) explained variance in anxiety and body surveillance (but not depression, self-esteem, or life satisfaction) above and beyond that explained by an existing sexism measure and explained variance in anxiety and depression (but not self-esteem) above and beyond that explained by neuroticism. Implications for future research are discussed.
ContributorsMiyake, Elisa (Author) / Tran, Giac-Thao Thanh (Thesis advisor) / Bernsten, Bianca (Committee member) / Tracey, Terence (Committee member) / Arizona State University (Publisher)
Created2018
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Description
A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple

A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple cumbersome devices which invariably come with steep learning curves. Building new cyber-human systems with simple integrated interfaces while keeping in mind the specific requirements of the target users would help alleviate their mundane yet significant daily needs. Navigation is one such significant need that forms an integral part of everyday life and is one of the areas where individuals with visual impairment face the most discomfort. There is little technology out there to help travelers with navigating new routes. A number of research prototypes have been proposed but none of them are available to the general population. This may be due to the need for special equipment that needs expertise before deployment, or trained professionals needing to calibrate devices or because of the fact that the systems are just not scalable. Another area that needs assistance is the field of education. Lot of the classroom material and textbook material is not readily available in alternate formats for use. Another such area that requires attention is information delivery in the age of web 2.0. Popular websites like Facebook, Amazon, etc are designed with sighted people as target audience. While the mobile editions with their pared down versions make it easier to navigate with screen readers, the truth remains that there is still a long way to go in making such websites truly accessible.
ContributorsPaladugu, Devi Archana (Author) / Li, Baoxin (Thesis advisor) / Hedgpeth, Terri (Committee member) / Atkinson, Robert (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016
Description
Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to

Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR to collaborate in real time.

The study of developing a real-time cross-platform collaboration system between VR and MR takes into consideration a scenario in which multiple device users are connected to a multiplayer network where they are guided to perform various tasks concurrently.

Usability testing was conducted to evaluate participant perceptions of the system. Users were required to assemble a chair in alternating turns; thereafter users were required to fill a survey and give an audio interview. Results collected from the participants showed positive feedback towards using VR and MR for collaboration. However, there are several limitations with the current generation of devices that hinder mass adoption. Devices with better performance factors will lead to wider adoption.
ContributorsSeth, Nayan Sateesh (Author) / Nelson, Brian (Thesis advisor) / Walker, Erin (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Emerging information and communication technology (ICT) has had an enormous effect on the building architecture, engineering, construction and operation (AECO) fields in recent decades. The effects have resonated in several disciplines, such as project information flow, design representation and communication, and Building Information Modeling (BIM) approaches. However, these effects can

Emerging information and communication technology (ICT) has had an enormous effect on the building architecture, engineering, construction and operation (AECO) fields in recent decades. The effects have resonated in several disciplines, such as project information flow, design representation and communication, and Building Information Modeling (BIM) approaches. However, these effects can potentially impact communication and coordination of the virtual design contents in both design and construction phases. Therefore, and with the great potential for emerging technologies in construction projects, it is essential to understand how these technologies influence virtual design information within the organizations as well as individuals’ behaviors. This research focusses on understanding current emerging technologies and its impacts on projects virtual design information and communication among projects stakeholders within the AECO organizations.
ContributorsAlsafouri, Suleiman (Author) / Ayer, Steven (Thesis advisor) / Tang, Pingbo (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Affect signals what humans care about and is involved in rational decision-making and action selection. Many technologies may be improved by the capability to recognize human affect and to respond adaptively by appropriately modifying their operation. This capability, named affect-driven self-adaptation, benefits systems as diverse as learning environments, healthcare applications,

Affect signals what humans care about and is involved in rational decision-making and action selection. Many technologies may be improved by the capability to recognize human affect and to respond adaptively by appropriately modifying their operation. This capability, named affect-driven self-adaptation, benefits systems as diverse as learning environments, healthcare applications, and video games, and indeed has the potential to improve systems that interact intimately with users across all sectors of society. The main challenge is that existing approaches to advancing affect-driven self-adaptive systems typically limit their applicability by supporting the creation of one-of-a-kind systems with hard-wired affect recognition and self-adaptation capabilities, which are brittle, costly to change, and difficult to reuse. A solution to this limitation is to leverage the development of affect-driven self-adaptive systems with a manufacturing vision.

This dissertation demonstrates how using a software product line paradigm can jumpstart the development of affect-driven self-adaptive systems with that manufacturing vision. Applying a software product line approach to the affect-driven self-adaptive domain provides a comprehensive, flexible and reusable infrastructure of components with mechanisms to monitor a user’s affect and his/her contextual interaction with a system, to detect opportunities for improvements, to select a course of action, and to effect changes. It also provides a domain-specific architecture and well-documented process guidelines, which facilitate an understanding of the organization of affect-driven self-adaptive systems and their implementation by systematically customizing the infrastructure to effectively address the particular requirements of specific systems.

The software product line approach is evaluated by applying it in the development of learning environments and video games that demonstrate the significant potential of the solution, across diverse development scenarios and applications.

The key contributions of this work include extending self-adaptive system modeling, implementing a reusable infrastructure, and leveraging the use of patterns to exploit the commonalities between systems in the affect-driven self-adaptation domain.
ContributorsGonzalez-Sanchez, Javier (Author) / Burleson, Winslow (Thesis advisor) / Collofello, James (Thesis advisor) / Garlan, David (Committee member) / Sarjoughian, Hessam S. (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2016