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Description

Physical appearance is an important communication tool that involves the way people define themselves and others around them. Clothing is a major component of physical appearance. When people can understand how different clothing styles flatter their specific body shapes, they can use clothing as a means to manipulate their physical

Physical appearance is an important communication tool that involves the way people define themselves and others around them. Clothing is a major component of physical appearance. When people can understand how different clothing styles flatter their specific body shapes, they can use clothing as a means to manipulate their physical appearances. In this way, people can choose deliberate clothing to send out purposeful visual messages that align with their goals and interests. Understanding how clothing affects visual appearance can be a very complicated task (Ilnitsky, 2018; Nix-Rice, 2014). There should be a simple and way for people to pick clothes that will specifically look good on their body. The purpose of this current study is to introduce a new method of online shopping that collects users’ body dimensions and shows them clothing that will flatter their particular body shape. The following study proposes a prototype design for such a shopping experience.

ContributorsBartolomea, Hannah Elyse (Author) / Johnson-Glenberg, Mina (Thesis director) / Prewitt, Deborah (Committee member) / Tinapple, David (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.

ContributorsFotias, Demos James (Author) / Selgrad, Justin (Thesis director) / Lahey, Byron (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing music, or taking a phone call. As a result, it is important for designers to look into their decisions and how they might affect the overall experience a person has while interacting with multimedia screen as they are driving a vehicle. This study aims to look into how existing design decisions present themselves in the multimedia screens of modern vehicles and which principles of design users favor when interacting with the systems. With 188 participants and three vehicles tested, including the 2019 Toyota Highlander equipped with native software, the 2019 Hyundai Sonata equipped with Android Auto, and the 2020 Hyundai Elantra equipped with Apple CarPlay, it was found that design principles found in Human Computer Interaction, such as Gestalt principles, are relevant in allowing for a more positive, enjoyable experience in completing tasks such as navigation, playing music, and taking a phone call.

ContributorsHwang, Jaesang (Author) / Atkinson, Robert (Thesis director) / Chavez Echeagaray, Maria Elena (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

My creative project is an extension of my Computer Science capstone project, a Tamagotchi-style game in which the user takes care of an ocean animal. It focuses specifically on expanding upon two of the project’s design goals: improving user retention and fostering a bond between the user and the virtual

My creative project is an extension of my Computer Science capstone project, a Tamagotchi-style game in which the user takes care of an ocean animal. It focuses specifically on expanding upon two of the project’s design goals: improving user retention and fostering a bond between the user and the virtual character they are taking care of. The project consists of researching Human Computer Interaction principles, selecting an assortment that are most relevant to my project, and integrating them into the design of mechanics for the game. The goal of this project is to demonstrate how integrating HCI design principles into game design can foster new ideas and improve the experience of the game for its users.

ContributorsSpence, Collin (Author) / Carter, Lynn (Thesis director) / Niebelschuetz, Malte (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor)
Created2023-05
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Description
Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular, accessible node graphs tend to use speech to describe the

Although many data visualization diagrams can be made accessible for individuals who are blind or visually impaired, they often do not present the information in a way that intuitively allows readers to easily discern patterns in the data. In particular, accessible node graphs tend to use speech to describe the transitions between nodes. While the speech is easy to understand, readers can be overwhelmed by too much speech and may not be able to discern any structural patterns which occur in the graphs. Considering these limitations, this research seeks to find ways to better present transitions in node graphs.

This study aims to gain knowledge on how sequence patterns in node graphs can be perceived through speech and nonspeech audio. Users listened to short audio clips describing a sequence of transitions occurring in a node graph. User study results were evaluated based on accuracy and user feedback. Five common techniques were identified through the study, and the results will be used to help design a node graph tool to improve accessibility of node graph creation and exploration for individuals that are blind or visually impaired.
ContributorsDarmawaskita, Nicole (Author) / McDaniel, Troy (Thesis director) / Duarte, Bryan (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12