Matching Items (10)
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Description
Multimodal presentations have been found to facilitate learning, however, may be a disadvantage for low spatial ability students if they require spatial visualization. This disadvantage stems from their limited capacity to spatially visualize and retain information from both text and diagrams for integration. Similarly, working memory capacity (WMC) likely plays

Multimodal presentations have been found to facilitate learning, however, may be a disadvantage for low spatial ability students if they require spatial visualization. This disadvantage stems from their limited capacity to spatially visualize and retain information from both text and diagrams for integration. Similarly, working memory capacity (WMC) likely plays a key role in a learner's ability to retain information presented to them via both modalities. The present study investigated whether or not the act of self-explaining helps resolve deficits in learning caused by individual differences in spatial ability, working memory capacity, and prior knowledge when learning with text, or text and diagrams. No interactions were found, but prior knowledge consistently predicted performance on like posttests. The author presents methodological and theoretical explanations as to the null results of the present study.
ContributorsGutierrez, Pedro J (Author) / Craig, Scotty D. (Thesis advisor) / Branaghan, Russell (Committee member) / Sanchez, Cristopher (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Parkinson's disease (PD) is a neurodegenerative disorder that produces a characteristic set of neuromotor deficits that sometimes includes reduced amplitude and velocity of movement. Several studies have shown that people with PD improved their motor performance when presented with external cues. Other work has demonstrated that high velocity

Parkinson's disease (PD) is a neurodegenerative disorder that produces a characteristic set of neuromotor deficits that sometimes includes reduced amplitude and velocity of movement. Several studies have shown that people with PD improved their motor performance when presented with external cues. Other work has demonstrated that high velocity and large amplitude exercises can increase the amplitude and velocity of movement in simple carryover tasks in the upper and lower extremities. Although the cause for these effects is not known, improvements due to cueing suggest that part of the neuromotor deficit in PD is in the integration of sensory feedback to produce motor commands. Previous studies have documented some somatosensory deficits, but only limited information is available regarding the nature and magnitude of sensorimotor deficits in the shoulder of people with PD. The goals of this research were to characterize the sensorimotor impairment in the shoulder joint of people with PD and to investigate the use of visual feedback and large amplitude/high velocity exercises to target PD-related motor deficits. Two systems were designed and developed to use visual feedback to assess the ability of participants to accurately adjust limb placement or limb movement velocity and to encourage improvements in performance of these tasks. Each system was tested on participants with PD, age-matched control subjects and young control subjects to characterize and compare limb placement and velocity control capabilities. Results demonstrated that participants with PD were less accurate at placing their limbs than age-matched or young control subjects, but that their performance improved over the course of the test session such that by the end, the participants with PD performed as well as controls. For the limb velocity feedback task, participants with PD and age-matched control subjects were less accurate than young control subjects, but at the end of the session, participants with PD and age-matched control subjects were as accurate as the young control subjects. This study demonstrates that people with PD were able to improve their movement patterns based on visual feedback of performance and suggests that this feedback paradigm may be useful in exercise programs for people with PD.
ContributorsSmith, Catherine (Author) / Abbas, James J (Thesis advisor) / Ingalls, Todd (Thesis advisor) / Krishnamurthi, Narayanan (Committee member) / Buneo, Christopher (Committee member) / Rikakis, Thanassis (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Interactive remote e-learning is one of the youngest and most popular methods that is used in today's teaching method. WebRTC, on the other hand, has become the popular concept and method in real time communication. Unlike the old fashioned Adobe Flash, user will communicate directly to each other rather than

Interactive remote e-learning is one of the youngest and most popular methods that is used in today's teaching method. WebRTC, on the other hand, has become the popular concept and method in real time communication. Unlike the old fashioned Adobe Flash, user will communicate directly to each other rather than calling server as the middle man. The world is changing from plug-in to web-browser. However, the WebRTC have not been widely used for school education.

By taking into consideration of the WebRTC solution for data transferring, we propose a new Cloud based interactive multimedia which enables virtual lab learning environment. Three modules were proposed along with an efficient solution for achieving optimized network bandwidth. The One-to-Many communication was introduced in the video conferencing and scalability was tested for the application. The key technical contribution is to establish a sufficient system that designed to utilize the WebRTC in its best way in educational world in the Vlab platform and reduces the tool cost and improves online learning experience.
ContributorsLi, Qingyun (Author) / Huang, Dijiang (Thesis advisor) / Davulcu, Hasan (Committee member) / Dasgupta, Partha (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The current study investigated the task of coloring static images with multimedia learning to determine the impact on retention and transfer scores. After watching a multimedia video on the formation of lightning participants were assigned to either a passive, active, or constructive condition based on the ICAP Framework. Participants colored

The current study investigated the task of coloring static images with multimedia learning to determine the impact on retention and transfer scores. After watching a multimedia video on the formation of lightning participants were assigned to either a passive, active, or constructive condition based on the ICAP Framework. Participants colored static images on key concepts from the video, passive condition observed the images, active condition colored the images by applying the concepts, and the constructive condition colored the images by generating new ideas and concepts. The study did not support the hypothesis that the constructive condition would have increased retention and transfer scores over the active and passive conditions. The mental effort measures did not show significance among groups in relation to learning but perception measures did show an increase in participants enjoyment and engagement. Since the coloring craze has become more accepted for adults then could coloring be a way to increase participants learning through engagement.
ContributorsWilliams, Jennifer S (Author) / Craig, Scotty D. (Thesis advisor) / Roscoe, Rod (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2018
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Description
ELearning, distance learning, has been a fast-developing topic in educational area. In 1999, Mayer put forward “Cognitive Theory of Multimedia learning” (Moreno, & Mayer, 1999). The theory consisted of several principles. One of the principles, Modality Principle describes that when learners are presented with spoken words, their performance are better

ELearning, distance learning, has been a fast-developing topic in educational area. In 1999, Mayer put forward “Cognitive Theory of Multimedia learning” (Moreno, & Mayer, 1999). The theory consisted of several principles. One of the principles, Modality Principle describes that when learners are presented with spoken words, their performance are better than that with on-screen texts (Mayer, R., Dow, & Mayer, S. 2003; Moreno, & Mayer, 1999).It gave an implication that learners performance can be affected by modality of learning materials. A very common tool in education in literature and language is narrative. This way of storytelling has received success in practical use. The advantages of using narrative includes (a) inherent format advantage such as simple structure and familiar language and ideas, (b) motivating learners, (c) facilitate listening, (d) oral ability and (e)provide schema for comparison in comprehension.

Although this storytelling method has been widely used in literature, language and even moral education, few studies focused it on science and technology area.

The study aims to test the effect of narrative effect in multimedia setting with science topic. A script-based story was applied. The multimedia settings include a virtual human with synthetic speech, and animation on a solar cell lesson. The experiment design is a randomized alternative- treatments design, in which participants are requested to watch a video with pedagogical agent in story format or not. Participants were collected from Amazon Mechanical Turk.

Result of transfer score and retention score showed that no significant difference between narrative and non-narrative condition. Discussion was put forward for future study.
ContributorsWu, Mengxuan (Author) / Craig, Scotty D. (Thesis advisor) / Branaghan, Russell (Committee member) / Chiou, Erin (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Unmanned aerial vehicles have received increased attention in the last decade due to their versatility, as well as the availability of inexpensive sensors (e.g. GPS, IMU) for their navigation and control. Multirotor vehicles, specifically quadrotors, have formed a fast growing field in robotics, with the range of applications spanning from

Unmanned aerial vehicles have received increased attention in the last decade due to their versatility, as well as the availability of inexpensive sensors (e.g. GPS, IMU) for their navigation and control. Multirotor vehicles, specifically quadrotors, have formed a fast growing field in robotics, with the range of applications spanning from surveil- lance and reconnaissance to agriculture and large area mapping. Although in most applications single quadrotors are used, there is an increasing interest in architectures controlling multiple quadrotors executing a collaborative task. This thesis introduces a new concept of control involving more than one quadrotors, according to which two quadrotors can be physically coupled in mid-flight. This concept equips the quadro- tors with new capabilities, e.g. increased payload or pursuit and capturing of other quadrotors. A comprehensive simulation of the approach is built to simulate coupled quadrotors. The dynamics and modeling of the coupled system is presented together with a discussion regarding the coupling mechanism, impact modeling and additional considerations that have been investigated. Simulation results are presented for cases of static coupling as well as enemy quadrotor pursuit and capture, together with an analysis of control methodology and gain tuning. Practical implementations are introduced as results show the feasibility of this design.
ContributorsLarsson, Daniel (Author) / Artemiadis, Panagiotis (Thesis advisor) / Marvi, Hamidreza (Committee member) / Berman, Spring (Committee member) / Arizona State University (Publisher)
Created2016
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Description
This study was conducted to assess the performance of 176 students who received algebra instruction through an online platform presented in one of two experimental conditions to explore the effect of personalized learning paths by comparing it with linearly flowing instruction. The study was designed around eight research questions investigating

This study was conducted to assess the performance of 176 students who received algebra instruction through an online platform presented in one of two experimental conditions to explore the effect of personalized learning paths by comparing it with linearly flowing instruction. The study was designed around eight research questions investigating the effect of personalized learning paths on students’ learning, intrinsic motivation and satisfaction with their experience. Quantitative results were analyzed using Analysis of Variance (ANOVA), Analysis of Covariance (ANCOVA) and split-plot ANOVA methods. Additionally, qualitative feedback data were gathered from students and teachers on their experience to better explain the quantitative findings as well as improve understanding of how to effectively design an adaptive personalized learning platform. Quantitative results of the study showed no statistical difference between students assigned to treatments that compared linear and adaptive personalized instructional flows.

The lack of significant differences was explained by two main factors: (a) low usage and (b) platform and content related issues. Low usage may have prevented students from being exposed to the platforms long enough to create a potential for differences between the groups. Additionally, the reasons for low usage may in part be explained by the qualitative findings, which indicated that unmotivated and tired teachers and students were not very enthusiastic about the study because it occurred near the end of school year. Further, computer access was a challenging issue at the school throughout the study. On the other hand, platform and content related issues worked to inhibit the potential beneficial effects of the platforms. The three prominent issues were: (a) the majority of the students found the content boring or difficult, (b) repeated recommendations from the adaptive platform created frustration, and (c) a barely moving progress bar caused disappointment among participants.
ContributorsBicer, Alpay (Author) / Bitter, Gary G. (Thesis advisor) / Buss, Ray R (Committee member) / Legacy, Jane M. (Committee member) / Arizona State University (Publisher)
Created2015
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Description
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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Description
There has been a vast increase in applications of Unmanned Aerial Vehicles (UAVs) in civilian domains. To operate in the civilian airspace, a UAV must be able to sense and avoid both static and moving obstacles for flight safety. While indoor and low-altitude environments are mainly occupied by static obstacles,

There has been a vast increase in applications of Unmanned Aerial Vehicles (UAVs) in civilian domains. To operate in the civilian airspace, a UAV must be able to sense and avoid both static and moving obstacles for flight safety. While indoor and low-altitude environments are mainly occupied by static obstacles, risks in space of higher altitude primarily come from moving obstacles such as other aircraft or flying vehicles in the airspace. Therefore, the ability to avoid moving obstacles becomes a necessity

for Unmanned Aerial Vehicles.

Towards enabling a UAV to autonomously sense and avoid moving obstacles, this thesis makes the following contributions. Initially, an image-based reactive motion planner is developed for a quadrotor to avoid a fast approaching obstacle. Furthermore, A Dubin’s curve based geometry method is developed as a global path planner for a fixed-wing UAV to avoid collisions with aircraft. The image-based method is unable to produce an optimal path and the geometry method uses a simplified UAV model. To compensate

these two disadvantages, a series of algorithms built upon the Closed-Loop Rapid Exploratory Random Tree are developed as global path planners to generate collision avoidance paths in real time. The algorithms are validated in Software-In-the-Loop (SITL) and Hardware-In-the-Loop (HIL) simulations using a fixed-wing UAV model and in real flight experiments using quadrotors. It is observed that the algorithm enables a UAV to avoid moving obstacles approaching to it with different directions and speeds.
ContributorsLin, Yucong (Author) / Saripalli, Srikanth (Thesis advisor) / Scowen, Paul (Committee member) / Fainekos, Georgios (Committee member) / Thangavelautham, Jekanthan (Committee member) / Youngbull, Cody (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The importance of interactive electronic devices in the twenty-first century is a quickly expanding one, and the field of music technology is not exempt from this. Most traditional acoustic instruments pose challenges for individuals lacking fine motor skills, coordination, or grip strength. The author has responded to this issue as

The importance of interactive electronic devices in the twenty-first century is a quickly expanding one, and the field of music technology is not exempt from this. Most traditional acoustic instruments pose challenges for individuals lacking fine motor skills, coordination, or grip strength. The author has responded to this issue as they experience it by developing a programmable interactive instrument system using a Mugic Motion System hardware, which includes a gyroscopic sensor, and Max/MSP, a visual programming environment which allows for customizable musical engagement for a variety of user types and requirements. This thesis explores the potential of interactive electronic devices to revolutionize the field of music as well as their potential in larger immersive environments, allowing creativity to reach a wider range of people regardless of physical limitations. The use of interactive sensor devices presents a not yet completely explored path for creating forms of sonic and multimedia interaction to a degree that has not yet become standard within either the musical field nor the emerging field of immersive environments and storytelling. The implications of a more fleshed out sensor-based system extend beyond the sound potential explored within this paper, and could allow interaction with visual aspects and motion based interactive art installations. This technology can also be applied as part of larger interactive systems, such as those found in theme parks and other large interactive attraction spaces. The author offers a novel approach to the democratization of music by leveraging the potential of interactive electronic devices for a population traditionally overlooked in music.
ContributorsMeconiates, Stacia (Author) / Temple, Alex (Thesis advisor) / Paine, Garth (Committee member) / Cechanowicz, Laura (Committee member) / Arizona State University (Publisher)
Created2023