Matching Items (37)
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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
Description
Aboriginal Voices Testimonials Reflecting Indigenous Experience in Australia "Aboriginal Voices: Testimonials Reflecting Indigenous Experience in Australia," is a collection of four audio portraits of Aboriginal artists interviewed between January and May of 2016. It enabled me to cover an underserved population, consistent with journalistic and human rights standards. The testimonials

Aboriginal Voices Testimonials Reflecting Indigenous Experience in Australia "Aboriginal Voices: Testimonials Reflecting Indigenous Experience in Australia," is a collection of four audio portraits of Aboriginal artists interviewed between January and May of 2016. It enabled me to cover an underserved population, consistent with journalistic and human rights standards. The testimonials are paired with visuals, such as portraits and graphics. The artists who participated each discussed different aspects of life, although key and overlapping themes surfaced with each. Nicole Phillips, a highly educated animator and teacher, discussed systemic poverty and the generational trauma of mistreatment. She emphasizes, however, that Aboriginal Australians are still fighting back. Gordon Syron talks about his family's land and how it was taken from them. Syron killed the man responsible and spent time in prison, where he began his art career. He focuses on justice issues and fair representation. Peta-Joy Williams is fair-skinned and brings up issues of inclusion and identity. Additionally, Williams is fluent in Pitjara, one of 120 remaining Aboriginal languages. She teaches this to youth and Elders, passing on and restoring culture. Finally, Jeffrey Samuels reveals his experience in a boys home and getting fostered by a white family. He was denied his culture and worked very hard at a young age. Samuels is part of the Stolen Generation, a large population of Aboriginal Australians taken from their families as part of government policies. The paper discusses outreach techniques, summarizes the interview experience with each artists, technical requirements and reflections on the subjects that came up most prominently. The website, serving as the visual element of the project, can be found at aboriginalvoices.wordpress.com
Created2016-12
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The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Virtual environments are used for many physical rehabilitation and therapy purposes with varying degrees of success. An important feature for a therapy environment is the real-time monitoring of a participants' movement performance. Such monitoring can be used to evaluate the environment in addition to the participant's learning. Methods for monitoring

Virtual environments are used for many physical rehabilitation and therapy purposes with varying degrees of success. An important feature for a therapy environment is the real-time monitoring of a participants' movement performance. Such monitoring can be used to evaluate the environment in addition to the participant's learning. Methods for monitoring and evaluation include tracking kinematic performance as well as monitoring muscle and brain activities through EMG and EEG technology. This study aims to observe trends in individual participants' motor learning based on changes in kinematic parameters and use those parameters to characterize different types of learners. This information can then guide EEG/EMG data analysis in the future. The evaluation of motor learning using kinematic parameters of performance typically compares averages of pre- and post-data to identify patterns of changes of various parameters. A key issue with using pre- and post-data is that individual participants perform differently and have different time-courses of learning. Furthermore, different parameters can evolve at independent rates. Finally, there is great variability in the movements at early stages of learning a task. To address these issues, a combined approach is proposed using robust regression, piece-wise regression and correlation to categorize different participant's motor learning. Using the mixed reality rehabilitation system developed at Arizona State University, it was possible to engage participants in motor learning, as revealed by improvements in kinematic parameters. A combination of robust regression, piecewise regression and correlation were used to reveal trends and characterize participants based on motor learning of three kinematic parameters: trajectory error, supination error and the number of phases in the velocity profile.
ContributorsAttygalle, Suneth Satoshi (Author) / He, Jiping (Thesis advisor) / Rikakais, Thanassis (Committee member) / Iasemidis, Leonidas (Committee member) / Arizona State University (Publisher)
Created2010
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The purpose of this experimental study was to investigate the effects of textual and visual annotations on Spanish listening comprehension and vocabulary acquisition in the context of an online multimedia listening activity. 95 students who were enrolled in different sections of first year Spanish classes at a community college and

The purpose of this experimental study was to investigate the effects of textual and visual annotations on Spanish listening comprehension and vocabulary acquisition in the context of an online multimedia listening activity. 95 students who were enrolled in different sections of first year Spanish classes at a community college and a large southwestern university were randomly assigned to one of four versions of an online multimedia listening activity that contained textual and visual annotations of several key words. Students then took a comprehension and vocabulary posttest and a survey to measure cognitive load and general attitudes towards the program. Results indicated that textual annotations had a significant positive effect on listening comprehension and that visual annotations had a significant positive effect on how successful students felt. No statistically significant differences were found for other variables. Participants also reported positive attitudes towards vocabulary annotations and expressed a desire to see more annotations during multimedia listening activities of this type. These findings provide further evidence of the impact that multimedia may have on language acquisition. These findings have implications for multimedia design and for future research. Language listening activities should include a variety of vocabulary annotations that may help students to understand what they hear and to help them learn new vocabulary. Further research is needed outside of the laboratory, in the online and increasingly-mobile language learning environment in order to align the research with the environment in which many students currently study. The incorporation of motivation into multimedia learning theory and cognitive load should be explored, as well as new measures of cognitive load.
ContributorsCottam, Michael Evan (Author) / Savenye, Wilhelmina (Thesis advisor) / Klein, James D. (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2010
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Underneath the Jersey: Profiles of ASU Student-Athletes is a collection of four 5,000-6,000-word profiles with multiple multimedia elements for each, written and created by Samantha Pell. This collection was made to reveal the personal stories of several Arizona State University student-athletes and what brought them, or what they have personally

Underneath the Jersey: Profiles of ASU Student-Athletes is a collection of four 5,000-6,000-word profiles with multiple multimedia elements for each, written and created by Samantha Pell. This collection was made to reveal the personal stories of several Arizona State University student-athletes and what brought them, or what they have personally experienced, while attending ASU. Subjects were chosen not by popularity or by contributions to their respective teams, rather they were chosen in order to shed light on some athletes' stories that would normally go unnoticed in the public domain. Most of the time in this day and age, the price tag of a professional or student athlete is more important to fans than the player's actual lives. It is so easy for society to lose sight of the human under the uniform so the question I wanted to answer with this collection is: At their core, who are these athletes and who are they besides the number on their jersey? The subjects in the profiles range from an ASU wrestler, an ASU women's water polo player, and both ASU men and women's basketball players. In addition to the subject's themselves, other sources like friends, coaches, and family members were also interviewed and included in the profiles. The website housing the articles offers a variety of multimedia elements included for each subject. Those range from a Q&A video, interactive timelines, and photos. Visit the website at: www.underneaththejersey.wordpress.com
ContributorsPell, Samantha Jade (Author) / McGuire, Tim (Thesis director) / Harding, Stephen (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description

Backcountry Broadcasts is a multimedia project that aims to empower women in the great outdoors. This platform serves to inspire, encourage and appreciate women in the wilderness through photography, personal stories and more. Through our passion for the outdoors, we're incorporating our own female experience with the voices of others

Backcountry Broadcasts is a multimedia project that aims to empower women in the great outdoors. This platform serves to inspire, encourage and appreciate women in the wilderness through photography, personal stories and more. Through our passion for the outdoors, we're incorporating our own female experience with the voices of others to bring light to the importance of gender inclusivity in the backcountry.

ContributorsNardizzi, Ariella Isabel (Co-author) / Pearce, Kyla (Co-author) / Santos, Fernanda (Thesis director) / Babits, Sadie (Committee member) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Backcountry Broadcasts is a multimedia project that aims to empower women in the great outdoors. This platform serves to inspire, encourage and appreciate women in the wilderness through photography, personal stories and more. Through our passion for the outdoors, we're incorporating our own female experience with the voices of others

Backcountry Broadcasts is a multimedia project that aims to empower women in the great outdoors. This platform serves to inspire, encourage and appreciate women in the wilderness through photography, personal stories and more. Through our passion for the outdoors, we're incorporating our own female experience with the voices of others to bring light to the importance of gender inclusivity in the backcountry.

ContributorsPearce, Kyla Annika (Co-author) / Nardizzi, Ariella (Co-author) / Santos, Fernanda (Thesis director) / Babits, Sadie (Committee member) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / The Sidney Poitier New American Film School (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Sound and space are intimately and intricately interconnected, but it remains unclear in what ways sound and music call forth in listeners—cognitively and emotionally— sensations of space. This thesis approaches sonic evocations of space from two perspectives that, despite their commonalities, are often considered separately. The first is lived space,

Sound and space are intimately and intricately interconnected, but it remains unclear in what ways sound and music call forth in listeners—cognitively and emotionally— sensations of space. This thesis approaches sonic evocations of space from two perspectives that, despite their commonalities, are often considered separately. The first is lived space, the types of expanses we experience it in daily life, the second is outer or extraplanetary space. Existing scholarship on the relationships between sound and space, including that of Edward S. Casey and Steven Feld (1982), Steve Larson (2012), Georgina Born (2013), and Gascia Ouzonian (2020), reach beyond the physical conceptions of sound and into the metaphorical and the cultural, creating a rich discourse about place, orientation, and perception. Informed by the seminal theories of Victor Zuckerkandl (1973), George Lakoff (1980), and Mark Johnson (1980, 2007), among others, this thesis explores embodied musical metaphor using an empirical cognition study in which twenty-six voluntary participants were asked to respond to successions of pitches drawn from popular science fiction film scores and to note any kind of motion and spatiality they felt. The results of this experiment demonstrate that melodic figures are tied to ideas of physical motion and that sizes of intervallic relationships matter. In all, this thesis shows that listeners’ sense of space is greatly informed by specific cues from their sonic environment, and that sound can be used to challenge or manipulate spatial perception, especially in multimedia applications.
ContributorsJordan, Nicholas Gabriel (Author) / Schmelz, Peter J (Thesis advisor) / Knowles, Kristina L (Thesis advisor) / Fossum, Dave (Committee member) / Arizona State University (Publisher)
Created2023
Description
In the fast-paced, technology-driven society of today, new demands are placed on artists to re-think how music is presented and communicated to the world. Access to the internet, development of sound manipulation software, and broader means of use and distribution through the digital music industry have drastically shifted the way

In the fast-paced, technology-driven society of today, new demands are placed on artists to re-think how music is presented and communicated to the world. Access to the internet, development of sound manipulation software, and broader means of use and distribution through the digital music industry have drastically shifted the way the twenty-first century artist creates and performs music. One of the most striking changes that occurred is the increased use of visual material as a vehicle to enhance and contribute to the depth and intrigue of live performances and recordings.

This project researches twenty-first century works for clarinet and multimedia that specifically include a visual element (including but not limited to images, fixed and interactive video, light effects, and choreography) and highlights the prevalence of this genre in contemporary repertoire. Discussion begins with a brief overview of the history of multimedia, its relation to the clarinet, and how it has been defined by the twenty-first century. Additionally, in order to contribute to this ever-growing repertoire, three new works for clarinet and multimedia were commissioned in collaboration with composers and visual artists. These new works include: Roadrunner (2019) for clarinet and fixed electronics by Spencer Brand with video by Samuel Proctor; I’d known this place (2020) for clarinet and electronics by Dan Caputo with live audio generative animations by Andrew Robinson; and Spectral Passages (2020) for clarinet and electronics by Alvaro Varas with painting by Miguel Godoy. Background information and performance guides are included for each piece to aid future musicians in performance, as well as respective audio/video recordings. Finally, a significant portion of this document includes a catalog of works for clarinet and multimedia. The catalog was compiled by focusing on the output of twenty-first century composers to serve as a resource for future performers.
ContributorsClements, Katrina Isabel (Author) / Spring, Robert (Thesis advisor) / Gardner, Joshua (Thesis advisor) / Meyer, Jeffery (Committee member) / Micklich, Albie (Committee member) / Rockmaker, Jody (Committee member) / Arizona State University (Publisher)
Created2020