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The world of a hearing impaired person is much different than that of somebody capable of discerning different frequencies and magnitudes of sound waves via their ears. This is especially true when hearing impaired people play video games. In most video games, surround sound is fed through some sort of

The world of a hearing impaired person is much different than that of somebody capable of discerning different frequencies and magnitudes of sound waves via their ears. This is especially true when hearing impaired people play video games. In most video games, surround sound is fed through some sort of digital output to headphones or speakers. Based on this information, the gamer can discern where a particular stimulus is coming from and whether or not that is a threat to their wellbeing within the virtual world. People with reliable hearing have a distinct advantage over hearing impaired people in the fact that they can gather information not just from what is in front of them, but from every angle relative to the way they're facing. The purpose of this project was to find a way to even the playing field, so that a person hard of hearing could also receive the sensory feedback that any other person would get while playing video games To do this, visual surround sound was created. This is a system that takes a surround sound input, and illuminates LEDs around the periphery of glasses based on the direction, frequency and amplitude of the audio wave. This provides the user with crucial information on the whereabouts of different elements within the game. In this paper, the research and development of Visual Surround Sound is discussed along with its viability in regards to a deaf person's ability to learn the technology, and decipher the visual cues.
ContributorsKadi, Danyal (Co-author) / Burrell, Nathaneal (Co-author) / Butler, Kristi (Co-author) / Wright, Gavin (Co-author) / Kosut, Oliver (Thesis director) / Bliss, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2015-05
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Description
Problem solving is a crucial skill needed to accomplish everyday tasks and overcome potential obstacles. One way to measure individual differences in problem solving ability is through performance differences on multiply-constrained problem solving tasks. Multiple cognitive processes are involved in multiply-constrained problem solving. An individual uses prospective metacognitive monitoring judgments

Problem solving is a crucial skill needed to accomplish everyday tasks and overcome potential obstacles. One way to measure individual differences in problem solving ability is through performance differences on multiply-constrained problem solving tasks. Multiple cognitive processes are involved in multiply-constrained problem solving. An individual uses prospective metacognitive monitoring judgments to gauge future allocation of resources before engaging in the necessary semantic search. Problem solvers also vary in their semantic search strategies, and use either an active analytical strategy or a passive insight strategy to arrive at asolution. Prospective metacognitive monitoring judgments and solution strategies are two aspects of the problem solving process that occur at specific points in the process while motivation influences problem solving throughout the process. The goal of this study is to examine prospective metacognitive judgments, problem solving accuracy, solution strategy, and motivation in multiply-constrained problem solving. Motivation was manipulated using a performance based monetary incentive. Participants self reported prospective Feeling-of-Knowing judgments after brief exposure to the problem, and solution strategy ratings after each problem. No significant differences were found to support the effect of motivation on problem solving accuracy, prospective metacognitive judgments, relative accuracy, or solution strategies. Significant differences were found between groups when comparing the number of problems skipped, indicating that participants were sensitive to the incentive structure. The findings suggest that motivation may not be an overarching mediator in multiply-constrained problem solving or problem solving may require a specific type of incentive structure to increase accuracy. However, little is known in the research literature about the type of incentive structure needed to consistently increase individual motivation.
ContributorsCohen, Aaron Sayre (Author) / Brewer, Gene (Thesis director) / Ellis, Derek (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description

The goal of this thesis project was to develop a digital, quantitative assessment of executive functioning skills and problem solving abilities. This assessment was intended to serve as a relative measure of executive functions and problem solving abilities rather than a diagnosis; the main purpose was to identify areas for

The goal of this thesis project was to develop a digital, quantitative assessment of executive functioning skills and problem solving abilities. This assessment was intended to serve as a relative measure of executive functions and problem solving abilities rather than a diagnosis; the main purpose was to identify areas for improvement and provide individuals with an understanding of their current ability levels. To achieve this goal, we developed a web-based assessment through Unity that used gamelike modifications of Flanker, Antisaccade, Embedded Images, Raven’s Matrices, and Color / Order Memory tasks. Participants were invited to access the assessment at www.ExecutiveFunctionLevel.com to complete the assessment and their results were analyzed. The findings of this project indicate that these tasks accurately represent executive functioning skills, the Flanker Effect is present in the collected data, and there is a notable correlation between each of the REFLEX challenges. In conclusion, we successfully developed a short, gamelike, online assessment of executive functioning and problem solving abilities. Future developments of REFLEX could look into immediate scoring, developing a mobile application, and externally validating the results.

ContributorsAnderson, Gabriel (Co-author) / Anderson, Mikayla (Co-author) / Brewer, Gene (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Johnson, Mina (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The goal of this thesis project was to develop a digital, quantitative assessment of executive functioning skills and problem solving abilities. This assessment was intended to serve as a relative measure of executive functions and problem solving abilities rather than a diagnosis; the main purpose was to identify areas for

The goal of this thesis project was to develop a digital, quantitative assessment of executive functioning skills and problem solving abilities. This assessment was intended to serve as a relative measure of executive functions and problem solving abilities rather than a diagnosis; the main purpose was to identify areas for improvement and provide individuals with an understanding of their current ability levels. To achieve this goal, we developed a web-based assessment through Unity that used gamelike modifications of Flanker, Antisaccade, Embedded Images, Raven’s Matrices, and Color / Order Memory tasks. Participants were invited to access the assessment at www.ExecutiveFunctionLevel.com to complete the assessment and their results were analyzed. The findings of this project indicate that these tasks accurately represent executive functioning skills, the Flanker Effect is present in the collected data, and there is a notable correlation between each of the REFLEX challenges. In conclusion, we successfully developed a short, gamelike, online assessment of executive functioning and problem solving abilities. Future developments of REFLEX could look into immediate scoring, developing a mobile application, and externally validating the results.

ContributorsAnderson, Mikayla (Co-author) / Anderson, Gabriel (Co-author) / Brewer, Gene (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Johnson, Mina (Committee member) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Pain has been found in previous research to have a noticeable effect on people’s ability to perform creative tasks. While limited studies in this field exist, most of this work has focused on convergent thinking through the use of compound remote associates tasks (CRAT). In order to investigate how acute

Pain has been found in previous research to have a noticeable effect on people’s ability to perform creative tasks. While limited studies in this field exist, most of this work has focused on convergent thinking through the use of compound remote associates tasks (CRAT). In order to investigate how acute pain might affect divergent creative cognition involving a wider answer space, the current study was conducted using an alternate uses task (AUT) during an algometer-based pain intervention. It was found that acute pain did not have a significant effect on accuracy in the CRAT nor on problem solving abilities in the AUT but notably, participants in the pain condition were more likely to say that they solved problems in the CRAT through insight rather than by an analytical approach. This work demonstrates the need for more research in this field to better understand the relationship between creative cognition and pain.

ContributorsSchmitz, Nicholas (Author) / Brewer, Gene (Thesis director) / Torres, Alexis (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / Department of Psychology (Contributor)
Created2023-05
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Description
An analysis is presented of a network of distributed receivers encumbered by strong in-band interference. The structure of information present across such receivers and how they might collaborate to recover a signal of interest is studied. Unstructured (random coding) and structured (lattice coding) strategies are studied towards this purpose for

An analysis is presented of a network of distributed receivers encumbered by strong in-band interference. The structure of information present across such receivers and how they might collaborate to recover a signal of interest is studied. Unstructured (random coding) and structured (lattice coding) strategies are studied towards this purpose for a certain adaptable system model. Asymptotic performances of these strategies and algorithms to compute them are developed. A jointly-compressed lattice code with proper configuration performs best of all strategies investigated.
ContributorsChapman, Christian Douglas (Author) / Bliss, Daniel W (Thesis advisor) / Richmond, Christ D (Committee member) / Kosut, Oliver (Committee member) / Tepedelenlioğlu, Cihan (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Aortic aneurysms and dissections are life threatening conditions addressed by replacing damaged sections of the aorta. Blood circulation must be halted to facilitate repairs. Ischemia places the body, especially the brain, at risk of damage. Deep hypothermia circulatory arrest (DHCA) is employed to protect patients and provide time for surgeons

Aortic aneurysms and dissections are life threatening conditions addressed by replacing damaged sections of the aorta. Blood circulation must be halted to facilitate repairs. Ischemia places the body, especially the brain, at risk of damage. Deep hypothermia circulatory arrest (DHCA) is employed to protect patients and provide time for surgeons to complete repairs on the basis that reducing body temperature suppresses the metabolic rate. Supplementary surgical techniques can be employed to reinforce the brain's protection and increase the duration circulation can be suspended. Even then, protection is not completely guaranteed though. A medical condition that can arise early in recovery is postoperative delirium, which is correlated with poor long term outcome. This study develops a methodology to intraoperatively monitor neurophysiology through electroencephalography (EEG) and anticipate postoperative delirium. The earliest opportunity to detect occurrences of complications through EEG is immediately following DHCA during warming. The first observable electrophysiological activity after being completely suppressed is a phenomenon known as burst suppression, which is related to the brain's metabolic state and recovery of nominal neurological function. A metric termed burst suppression duty cycle (BSDC) is developed to characterize the changing electrophysiological dynamics. Predictions of postoperative delirium incidences are made by identifying deviations in the way these dynamics evolve. Sixteen cases are examined in this study. Accurate predictions can be made, where on average 89.74% of cases are correctly classified when burst suppression concludes and 78.10% when burst suppression begins. The best case receiver operating characteristic curve has an area under its convex hull of 0.8988, whereas the worst case area under the hull is 0.7889. These results demonstrate the feasibility of monitoring BSDC to anticipate postoperative delirium during burst suppression. They also motivate a further analysis on identifying footprints of causal mechanisms of neural injury within BSDC. Being able to raise warning signs of postoperative delirium early provides an opportunity to intervene and potentially avert neurological complications. Doing so would improve the success rate and quality of life after surgery.
ContributorsMa, Owen (Author) / Bliss, Daniel W (Thesis advisor) / Berisha, Visar (Committee member) / Kosut, Oliver (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2020