Matching Items (14)
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Description
Demands in file size and transfer rates for consumer-orientated products have escalated in recent times. This is primarily due to the emergence of high definition video content. Now factor in the consumer desire for convenience, and we find that wireless service is the most desired approach for inter-connectivity. Consumers expect

Demands in file size and transfer rates for consumer-orientated products have escalated in recent times. This is primarily due to the emergence of high definition video content. Now factor in the consumer desire for convenience, and we find that wireless service is the most desired approach for inter-connectivity. Consumers expect wireless service to emulate wired service with little to virtually no difference in quality of service (QoS). The background section of this document examines the QoS requirements for wireless connectivity of high definition video applications. I then proceed to look at proposed solutions at the physical (PHY) and the media access control (MAC) layers as well as cross-layer schemes. These schemes are subsequently are evaluated in terms of usefulness in a multi-gigabit, 60 GHz wireless multimedia system targeting the average consumer. It is determined that a substantial gap in published literature exists pertinent to this application. Specifically, little or no work has been found that shows how an adaptive PHYMAC cross-layer solution that provides real-time compensation for varying channel conditions might be actually implemented. Further, no work has been found that shows results of such a model. This research proposes, develops and implements in Matlab code an alternate cross-layer solution that will provide acceptable QoS service for multimedia applications. Simulations using actual high definition video sequences are used to test the proposed solution. Results based on the average PSNR metric show that a quasi-adaptive algorithm provides greater than 7 dB of improvement over a non-adaptive approach while a fully-adaptive alogrithm provides over18 dB of improvement. The fully adaptive implementation has been conclusively shown to be superior to non-adaptive techniques and sufficiently superior to even quasi-adaptive algorithms.
ContributorsBosco, Bruce (Author) / Reisslein, Martin (Thesis advisor) / Tepedelenlioğlu, Cihan (Committee member) / Sen, Arunabha (Committee member) / Arizona State University (Publisher)
Created2011
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Description
This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion,

This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion, personal discomfort and a sense of disconnection. Slow design principles aim to help create interactions that avoid these problems by increasing interaction richness, encouraging engagement with local communities, and promoting personal and communal reflection. Three major functional mediated systems were constructed to examine the application of Slow principles on multiple scales: KiteViz, Taskville and Your ____ Here. Each system was designed based on a survey of current research within the field and previous research results. KiteViz is a visually metaphorical display of Twitter activity within a small group, Taskville is a workplace game designed to support collaboration and group awareness in an enterprise, and Your ____ Here is a physical-digital projection system that augments built architecture with user-submitted content to promote discussion and reflection. Each system was tested with multiple users and user groups, the systems were evaluated for their effectiveness in supporting each of the tenets of Slow design, and the results were collected into a set of key findings. Each system was considered generally effective, with specific strengths varying. The thesis concludes with a framework of five major principles to be used in the design of modern, highly-mediated systems that still apply Slow design principles: design for fundamental understanding, handle complexity gracefully, Slow is a process of evolution and revelation, leverage groups and personal connections to encode value, and allow for participation across a widely distributed range of scales.
ContributorsLinn, Silvan (Author) / Kelliher, Aisling G (Thesis advisor) / Tinapple, David (Committee member) / Boradkar, Prasad (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Contemporary cities are physical and virtual. This thesis describes the findings of a mixed-methods study concerning visual images of the city in the urban Northeast of the United States. I ground these approaches in existing literature concerning digital media, visual narrative, genre ecology, urban planning, and virtual places. The first

Contemporary cities are physical and virtual. This thesis describes the findings of a mixed-methods study concerning visual images of the city in the urban Northeast of the United States. I ground these approaches in existing literature concerning digital media, visual narrative, genre ecology, urban planning, and virtual places. The first part of the study analyzes the results of a survey in which 150 people responded to questions about social media use and the relationships between image type and the functions of social media in urban contexts. The second part of the study analyzes the results of coding one year of visual images tweeted by @CambMA, the municipal Twitter feed for the City of Cambridge, Massachusetts. These approaches required the development of new tools for analyzing visual communication and genre moves in specific media contexts. My research suggests that specific image types are suited for specific media functions in the context of visual communication in virtual urban environments and that some image types are especially effective in capturing and expressing the city. These findings provide potential strategies for municipal social media channels to consider in terms of how they communicate with their audiences.
ContributorsDel Nero, Zachary (Author) / Maid, Barry (Thesis advisor) / D'Angelo, Barbara (Committee member) / Mara, Andrew (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Long before “fake news” dominated the conversation within and about the media, media literacy advocates have championed the need for media literacy education that provides the tools for people to understand, analyze, and evaluate media messages. That the majority of U.S. adults now consume news on social media underscores the

Long before “fake news” dominated the conversation within and about the media, media literacy advocates have championed the need for media literacy education that provides the tools for people to understand, analyze, and evaluate media messages. That the majority of U.S. adults now consume news on social media underscores the importance for students of all ages to be critical users of media. Furthermore, the affordances of social media to like, comment, and share news items within one’s network increases an individual’s responsibility to ascertain the veracity of news before using a social media megaphone to spread false information. Social media’s shareability can dictate how information spreads, increasing news consumers’ role as a gatekeeper of information and making media literacy education more important than ever.

This research examines the media literacy practices that news consumers use to inform their gatekeeping decisions. Using a constant comparative coding method, the author conducted a qualitative analysis of hundreds of discussion board posts from adult participants in a digital media literacy Massive Open Online Course (MOOC) to identify major themes and examine growth in participants’ sense of responsibility related to sharing news information, their feeling of empowerment to make informed decisions about the media messages they receive, and how the media literacy tools and techniques garnered from the MOOC have affected their daily media interactions. Findings emphasize the personal and contextual nature of media literacy, and that those factors must be addressed to ensure the success of a media literacy education program.
ContributorsRoschke, Kristy (Author) / Thornton, Leslie-Jean (Thesis advisor) / Chadha, Monica (Committee member) / Halavais, Alexander (Committee member) / Silcock, Bill (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The current study investigated how multimedia pacing (learner-control versus system-paced) and presentation styles (visual-only versus audio/visual) impact learning physics concept material, mental effort, and self-efficacy. This 2X2 factorial study randomly assigned participants into one of four conditions that manipulated presentation style (visual-only versus audio/visual) and pacing of the content (system-paced

The current study investigated how multimedia pacing (learner-control versus system-paced) and presentation styles (visual-only versus audio/visual) impact learning physics concept material, mental effort, and self-efficacy. This 2X2 factorial study randomly assigned participants into one of four conditions that manipulated presentation style (visual-only versus audio/visual) and pacing of the content (system-paced versus learning-controlled). Participant's learning was measured by recording their retention of information and ability to transfer information. Measures of perceived difficulty (mental effort) and perceived ability (self-efficacy) were also obtained. No significant effects were observed in this study which doesn’t support the existence of either the modality or reverse modality effect at least in these noisier online learning environments. In addition, the hypothesis that their effects could be an artifact of experimental design could not be proven as the learner control condition did not yield any significant results.
ContributorsKrause, Tyler (Author) / Craig, Scotty D. (Thesis advisor) / Gray, Robert (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The Arab Spring revolutions of 2010-11 raised important questions about how social-movement actors use new communication technologies, such as social media, for communication and organizing during episodes of contentious politics. This dissertation examines how organizers of and participants in Tunisia’s Arab Spring revolution used communication technologies such as Facebook, blogs,

The Arab Spring revolutions of 2010-11 raised important questions about how social-movement actors use new communication technologies, such as social media, for communication and organizing during episodes of contentious politics. This dissertation examines how organizers of and participants in Tunisia’s Arab Spring revolution used communication technologies such as Facebook, blogs, news websites, email, television, radio, newspapers, telephones, and interpersonal communication. The dissertation approaches the topic through the communication paradigm of framing, which the author uses to tie together theories of social movements, neo-patrimonialism, and revolution. The author traveled to Tunisia and conducted 44 interviews with organizers and participants about their uses of communication media, the frames they constructed and deployed, their framing strategies, their organizing activities, and their experiences of the revolution. The most common frames were those of the regime’s corruption, economic issues, and the security forces’ brutality. Interviewees deployed a hybrid network of media to disseminate these frames; Facebook represented a single node in the network, though many interviewees used it more than any other node. To explain the framing process and the resonance of the frames deployed by revolutionaries, the dissertation creates the concept of the alternative narrative, which describes how revolutionaries used a hybrid network to successfully construct an alternative to the narrative constructed by the regime. The dissertation also creates the concept of authoritarian weakening, to explain how citizens can potentially weaken neo-patrimonial regimes under conditions concerning corruption, poverty, and the introduction of civil society and of new communication technologies.
ContributorsBluhm, Michael (Author) / Russell, Dennis (Thesis advisor) / Ruggill, Judd (Thesis advisor) / Russomanno, Joseph (Committee member) / Silcock, William (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The increased risk of falling and the worse ability to perform other daily physical activities in the elderly cause concern about monitoring and correcting basic everyday movement. In this thesis, a Kinect-based system was designed to assess one of the most important factors in balance control of human body when

The increased risk of falling and the worse ability to perform other daily physical activities in the elderly cause concern about monitoring and correcting basic everyday movement. In this thesis, a Kinect-based system was designed to assess one of the most important factors in balance control of human body when doing Sit-to-Stand (STS) movement: the postural symmetry in mediolateral direction. A symmetry score, calculated by the data obtained from a Kinect RGB-D camera, was proposed to reflect the mediolateral postural symmetry degree and was used to drive a real-time audio feedback designed in MAX/MSP to help users adjust themselves to perform their movement in a more symmetrical way during STS. The symmetry score was verified by calculating the Spearman correlation coefficient with the data obtained from Inertial Measurement Unit (IMU) sensor and got an average value at 0.732. Five healthy adults, four males and one female, with normal balance abilities and with no musculoskeletal disorders, were selected to participate in the experiment and the results showed that the low-cost Kinect-based system has the potential to train users to perform a more symmetrical movement in mediolateral direction during STS movement.
ContributorsZhou, Henghao (Author) / Turaga, Pavan (Thesis advisor) / Ingalls, Todd (Committee member) / Papandreou-Suppappola, Antonia (Committee member) / Arizona State University (Publisher)
Created2016
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Description
The utilization of multimedia videos has increasingly become more popular, especially in the field of education. In order to facilitate learning it is important to create a natural interaction between the learner and the on-screen material. This study focused on improving the facilitation of the information within a multimedia learning

The utilization of multimedia videos has increasingly become more popular, especially in the field of education. In order to facilitate learning it is important to create a natural interaction between the learner and the on-screen material. This study focused on improving the facilitation of the information within a multimedia learning video by focusing on the gender and quality of computer-synthesized voices. Using a randomized pretest - posttest design the study looked at how the gender of the narrator affected a person's ability to learn and implement a new task. Narration was performed by a male and female, classic and modern synthesized voices to determine if there were gender effects across both generations of voices. The participants’ learned knowledge was assessed through a multiple-choice assessment and a word to image matching transfer assessment. Results showed no significant results. Future studies should consider a more reliable knowledge assessment and utilize and larger sample size.
ContributorsLefevre, Maryssa (Author) / Craig, Scotty (Thesis advisor) / Roscoe, Rod (Committee member) / Branaghan, Russ (Committee member) / Arizona State University (Publisher)
Created2019
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Description

Dulcinea del Toboso es todo un misterio, ya que no es una persona real, sino un personaje ficticio que nunca llega a aparecer en la novela Don Quijote de La Mancha, de Miguel de Cervantes (1605, 1615). Aunque Dulcinea no dice una sola palabra en el libro, existe en la

Dulcinea del Toboso es todo un misterio, ya que no es una persona real, sino un personaje ficticio que nunca llega a aparecer en la novela Don Quijote de La Mancha, de Miguel de Cervantes (1605, 1615). Aunque Dulcinea no dice una sola palabra en el libro, existe en la imaginación de su protagonista, Don Quijote. Este hombre de edad avanzada, aficionado a la lectura de libros de caballería, fantasea con la idea de ser un caballero en busca de aventuras, motivado en todo momento por el pensamiento de su dama idealizada. La descripción que ofrece Cervantes al presentar a Dulcinea en la novela es ambigua, ya que la asocia con una campesina llamada Aldonza, pero sin llegar a emplear elementos de certeza. Dulcinea no es un ser humano, ni tampoco un verdadero personaje literario, así que la única imagen que uno puede formarse de ella reside en la imaginación. Esta investigación se centra en probar que esa imagen ha tenido una impactante evolución a través de los siglos hasta convertirse hoy día en una especie de marca distintiva. Varios intelectuales han estudiado el enigma de Dulcinea. Miguel de Unamuno la interpretó como gloria eterna, Menéndez Pidal como puro ideal, Pedro Salinas como la sombra de un personaje que nunca llegó a ser. Más recientemente Anne Cruz la describía como el cuerpo inmaterial más famoso de todas las obras de Cervantes, y Frederick de Armas como imaginación mítica en pleno desempeño. Entonces, ¿cómo se representan los cuerpos inmateriales? ¿Cómo ser Dulcinea y Aldonza y ninguna de ellas a la vez? ¿Cómo alcanzar tanta fama sin tener si quiera una voz real? El propósito de mi estudio es reinterpretar la Dulcinea de Don Quijote desde la perspectiva de los productos audiovisuales y culturales del siglo XX y XXI. La idea es abrir nuevas perspectivas a los enfoques contemporáneos de lecturas clásicas. Los estudios interdisciplinarios y las interpretaciones modernas, como las usadas en este trabajo, atraerán a los estudiantes actuales, los cuales tienden a visualizar las humanidades y el estudio de los libros clásicos como una materia intangible difícil de entender (algo así como la percepción convencional de la elusiva Dulcinea del Toboso). Esta tesis quiere contribuir a cambiar ese sentimiento.

ContributorsDominguez, Maria Jose (Author) / Gil-Osle, Juan P (Thesis advisor) / Tompkins, Cynthia (Committee member) / Urioste-Azcorra, Carmen (Committee member) / Arizona State University (Publisher)
Created2020
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Description
This qualitative study examined how culture and community are created in the popular sports video game, NBA 2K. Sports video games are some of the most popular video games, but there has been lack of critical scholarship into these games. By engaging two popular cultural theories, the circuit of culture

This qualitative study examined how culture and community are created in the popular sports video game, NBA 2K. Sports video games are some of the most popular video games, but there has been lack of critical scholarship into these games. By engaging two popular cultural theories, the circuit of culture and the fields of cultural production, this study critically examined how culture shapes online communities in sports video games.By employing a variety of ethnographic methods including thick descriptions of cultural artifacts, an intake questionnaire, interviews with 17 NBA 2K players, and in-game participant observation, this study established cultural patterns, insider language, and other elements of culture within the NBA 2K community. The researcher learned to play NBA 2K, critically examined both physical and virtual cultural artifacts, conducted in-depth semi-structured interviews with game players, and participated in NBA 2K with study participants to contextualize their experiences. This study established NBA 2K as having some of the most advanced functions of any sports video games, including sophisticated multi-user domains (MUDs) and complex avatar (MyPLAYER) creation. NBA 2K offers a unique opportunity to create diverse MyPLAYER representations, setting the bar for sports video games to include people from varied physical identities. Though the game has made strides to include WNBA athletes, the lack of gendered options for the MyPLAYER feature reinforces misogynistic and hegemonic power structures that are common in both sports culture and gaming culture.
ContributorsForbes, Allison (Author) / Gilpin, Dawn (Thesis advisor) / Gray, Kishonna (Committee member) / Reed, Sada (Committee member) / Silcock, Burton (Committee member) / Arizona State University (Publisher)
Created2021