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Description
Strong communities are important for society. One of the most important community builders, making friends, is poorly supported online. Dating sites support it but in romantic contexts. Other major social networks seem not to encourage it because either their purpose isn't compatible with introducing strangers or the prevalent methods of

Strong communities are important for society. One of the most important community builders, making friends, is poorly supported online. Dating sites support it but in romantic contexts. Other major social networks seem not to encourage it because either their purpose isn't compatible with introducing strangers or the prevalent methods of introduction aren't effective enough to merit use over real word alternatives. This paper presents a novel digital social network emphasizing creating friendships. Research has shown video chat communication can reach in-person levels of trust; coupled with a game environment to ease the discomfort people often have interacting with strangers and a recommendation engine, Zazzer, the presented system, allows people to meet and get to know each other in a manner much more true to real life than traditional methods. Its network also allows players to continue to communicate afterwards. The evaluation looks at real world use, measuring the frequency with which players choose the video chat game versus alternative, more traditional methods of online introduction. It also looks at interactions after the initial meeting to discover how effective video chat games are in creating sticky social connections. After initial use it became apparent a critical mass of users would be necessary to draw strong conclusions, however the collected data seemed to give preliminary support to the idea that video chat games are more effective than traditional ways of meeting online in creating new relationships.
ContributorsSorensen, Asael (Author) / VanLehn, Kurt (Thesis advisor) / Liu, Huan (Committee member) / Burleson, Winslow (Committee member) / Arizona State University (Publisher)
Created2011
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Description
The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications.

The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.
ContributorsGarduno Massieu, Luis (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric (Committee member) / Gupta, Sandeep (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and

Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and efficient, search over that graph.

To facilitate rapid, correct, efficient, and intuitive development of graph based solutions we propose a new programming language construct - the search statement. Given a supra-root node, a procedure which determines the children of a given parent node, and optional definitions of the fail-fast acceptance or rejection of a solution, the search statement can conduct a search over any graph or network. Structurally, this statement is modelled after the common switch statement and is put into a largely imperative/procedural context to allow for immediate and intuitive development by most programmers. The Go programming language has been used as a foundation and proof-of-concept of the search statement. A Go compiler is provided which implements this construct.
ContributorsHenderson, Christopher (Author) / Bansal, Ajay (Thesis advisor) / Lindquist, Timothy (Committee member) / Acuna, Ruben (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The technological revolution has caused the entire world to migrate to a digital environment and health care is no exception to this. Electronic Health Records (EHR) or Electronic Medical Records (EMR) are the digital repository for health data of patients. Nation wide efforts have been made by the federal government

The technological revolution has caused the entire world to migrate to a digital environment and health care is no exception to this. Electronic Health Records (EHR) or Electronic Medical Records (EMR) are the digital repository for health data of patients. Nation wide efforts have been made by the federal government to promote the usage of EHRs as they have been found to improve quality of health service. Although EHR systems have been implemented almost everywhere, active use of EHR applications have not replaced paper documentation. Rather, they are often used to store transcribed data from paper documentation after each clinical procedure. This process is found to be prone to errors such as data omission, incomplete data documentation and is also time consuming. This research aims to help improve adoption of real-time EHRs usage while documenting data by improving the usability of an iPad based EHR application that is used during resuscitation process in the intensive care unit. Using Cognitive theories and HCI frameworks, this research identified areas of improvement and customizations in the application that were required to exclusively match the work flow of the resuscitation team at the Mayo Clinic. In addition to this, a Handwriting Recognition Engine (HRE) was integrated into the application to support a stylus based information input into EHR, which resembles our target users’ traditional pen and paper based documentation process. The EHR application was updated and then evaluated with end users at the Mayo clinic. The users found the application to be efficient, usable and they showed preference in using this application over the paper-based documentation.
ContributorsSubbiah, Naveen Kumar (Author) / Patel, Vimla L. (Thesis advisor) / Hsiao, Sharon (Thesis advisor) / Sen, Ayan (Committee member) / Atkinson, Robert K (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices

Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices are beginning to make use of multiple different input types, and will likely continue to do so. With this happening, users need to be able to interact with single applications through a variety of ways without having to change the design or suffer a loss of functionality. This is important because having only one user interface, UI, across all input types is makes it easier for the user to learn and keeps all interactions consistent across the application. Some of the main input types in use today are touch screens, mice, microphones, and keyboards; all seen in Figure 1 below. Current design methods tend to focus on how well the users are able to learn and use a computing system. It is good to focus on those aspects, but it is important to address the issues that come along with using different input types, or in this case, multiple input types. UI design for touch screens, mice, microphones, and keyboards each requires satisfying a different set of needs. Due to this trend in single devices being used in many different input configurations, a "fully functional" UI design will need to address the needs of multiple input configurations. In this work, clashing concerns are described for the primary input sources for computers and suggests methodologies and techniques for designing a single UI that is reasonable for all of the input configurations.
ContributorsJohnson, David Bradley (Author) / Calliss, Debra (Thesis director) / Wilkerson, Kelly (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
\English is a programming language, a method of allowing programmers to write instructions such that a computer may understand and execute said instructions in the form of a program. Though many programming languages exist, this particular language is designed for ease of development and heavy optimizability in ways that no

\English is a programming language, a method of allowing programmers to write instructions such that a computer may understand and execute said instructions in the form of a program. Though many programming languages exist, this particular language is designed for ease of development and heavy optimizability in ways that no other programming language is. Building on the principles of Assembly level efficiency, referential integrity, and high order functionality, this language is able to produce extremely efficient code; meanwhile, programmatically defined English-based reusable syntax and a strong, static type system make \English easier to read and write than many existing programming languages. Its generalization of all language structures and components to operators leaves the language syntax open to project-specific syntactical structuring, making it more easily applicable in more cases. The thesis project requirements came in three parts: a compiler to compile \English code into NASM Assembly to produce a final program product; a standard library to define many of the basic operations of the language, including the creation of lists; and C translation library that would utilize \English properties to compile C code using the \English compiler. Though designed and partially coded, the compiler remains incomplete. The standard library, C translation library, and design of the language were completed. Additional tools regarding the language design and implementation were also created, including a Gedit syntax highlighting configuration file; usage documentation describing in a tutorial style the basic usage of the language; and more. Though the thesis project itself may be complete, the \English project will continue in order to produce a new language capable of the abilities possible with the design of this language.
ContributorsDavey, Connor (Author) / Gupta, Sandeep (Thesis director) / Bazzi, Rida (Committee member) / Calliss, Debra (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This paper introduces Zenith, a statically typed, functional programming language that compiles to Lua modules. The goal of Zenith is to be used in tandem with Lua, as a secondary language, in which Lua developers can transition potentially unsound programs into Zenith instead. Here developers will be ensured a set

This paper introduces Zenith, a statically typed, functional programming language that compiles to Lua modules. The goal of Zenith is to be used in tandem with Lua, as a secondary language, in which Lua developers can transition potentially unsound programs into Zenith instead. Here developers will be ensured a set of guarantees during compile time, which are provided through Zenith’s language design and type system. This paper formulates the reasoning behind the design choices in Zenith, based on prior work. This paper also provides a basic understanding and intuitions on the Hindley-Milner type system used in Zenith, and the functional programming data types used to encode unsound functions. With these ideas combined, the paper concludes on how Zenith can provide soundness and runtime safety as a language, and how Zenith may be used with Lua to create safe systems.
ContributorsShrestha, Abhash (Author) / De Luca, Gennaro (Thesis advisor) / Bansal, Ajay (Thesis advisor) / Chen, Yinong (Committee member) / Arizona State University (Publisher)
Created2023
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Description
The burden of adaptation has been a major limiting factor in the adoption rates of new wearable assistive technologies. This burden has created a necessity for the exploration and combination of two key concepts in the development of upcoming wearables: anticipation and invisibility. The combination of these two topics has

The burden of adaptation has been a major limiting factor in the adoption rates of new wearable assistive technologies. This burden has created a necessity for the exploration and combination of two key concepts in the development of upcoming wearables: anticipation and invisibility. The combination of these two topics has created the field of Anticipatory and Invisible Interfaces (AII)

In this dissertation, a novel framework is introduced for the development of anticipatory devices that augment the proprioceptive system in individuals with neurodegenerative disorders in a seamless way that scaffolds off of existing cognitive feedback models. The framework suggests three main categories of consideration in the development of devices which are anticipatory and invisible:

• Idiosyncratic Design: How do can a design encapsulate the unique characteristics of the individual in the design of assistive aids?

• Adaptation to Intrapersonal Variations: As individuals progress through the various stages of a disability
eurological disorder, how can the technology adapt thresholds for feedback over time to address these shifts in ability?

• Context Aware Invisibility: How can the mechanisms of interaction be modified in order to reduce cognitive load?

The concepts proposed in this framework can be generalized to a broad range of domains; however, there are two primary applications for this work: rehabilitation and assistive aids. In preliminary studies, the framework is applied in the areas of Parkinsonian freezing of gait anticipation and the anticipation of body non-compliance during rehabilitative exercise.
ContributorsTadayon, Arash (Author) / Panchanathan, Sethuraman (Thesis advisor) / McDaniel, Troy (Committee member) / Krishnamurthi, Narayanan (Committee member) / Davulcu, Hasan (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Wittgenstein’s claim: anytime something is seen, it is necessarily seen as something, forms the philosophical foundation of this research. I synthesize theories and philosophies from Simondon, Maturana, Varela, Wittgenstein, Pye, Sennett, and Reddy in a research process I identify as a paradigm construction project. My personal studio practice of inventing

Wittgenstein’s claim: anytime something is seen, it is necessarily seen as something, forms the philosophical foundation of this research. I synthesize theories and philosophies from Simondon, Maturana, Varela, Wittgenstein, Pye, Sennett, and Reddy in a research process I identify as a paradigm construction project. My personal studio practice of inventing experiential media systems is a key part of this research and illustrates, with practical examples, my philosophical arguments from a range of points of observation. I see media systems as technical objects, and see technical objects as structurally determined systems, in which the structure of the system determines its organization. I identify making, the process of determining structure, as a form of structural coupling and see structural coupling as a means of knowing material. I introduce my theory of conceptual plurifunctionality as an extension to Simondon’s theory. Aspects of materiality are presented as a means of seeing material and immaterial systems, including cultural systems. I seek to answer the questions: How is structure seen as determining the organization of systems, and making seen as a process in which the resulting structures of technical objects and the maker are co-determined? How might an understanding of structure and organization be applied to the invention of contemporary experiential media systems?
ContributorsLahey, Byron (Author) / Burleson, Winslow (Thesis advisor) / Xin Wei, Sha (Committee member) / Collins, Daniel (Committee member) / Paine, Garth (Committee member) / Arizona State University (Publisher)
Created2015