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Through decades of clinical progress, cochlear implants have brought the world of speech and language to thousands of profoundly deaf patients. However, the technology has many possible areas for improvement, including providing information of non-linguistic cues, also called indexical properties of speech. The field of sensory substitution, providing information relating

Through decades of clinical progress, cochlear implants have brought the world of speech and language to thousands of profoundly deaf patients. However, the technology has many possible areas for improvement, including providing information of non-linguistic cues, also called indexical properties of speech. The field of sensory substitution, providing information relating one sense to another, offers a potential avenue to further assist those with cochlear implants, in addition to the promise they hold for those without existing aids. A user study with a vibrotactile device is evaluated to exhibit the effectiveness of this approach in an auditory gender discrimination task. Additionally, preliminary computational work is included that demonstrates advantages and limitations encountered when expanding the complexity of future implementations.
ContributorsButts, Austin McRae (Author) / Helms Tillery, Stephen (Thesis advisor) / Berisha, Visar (Committee member) / Buneo, Christopher (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2015
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Description
One type of assistive device for the blind has attempted to convert visual information into information that can be perceived through another sense, such as touch or hearing. A vibrotactile haptic display assistive device consists of an array of vibrating elements placed against the skin, allowing the blind individual to

One type of assistive device for the blind has attempted to convert visual information into information that can be perceived through another sense, such as touch or hearing. A vibrotactile haptic display assistive device consists of an array of vibrating elements placed against the skin, allowing the blind individual to receive visual information through touch. However, these approaches have two significant technical challenges: large vibration element size and the number of microcontroller pins required for vibration control, both causing excessively low resolution of the device. Here, I propose and investigate a type of high-resolution vibrotactile haptic display which overcomes these challenges by utilizing a ‘microbeam’ as the vibrating element. These microbeams can then be actuated using only one microcontroller pin connected to a speaker or surface transducer. This approach could solve the low-resolution problem currently present in all haptic displays. In this paper, the results of an investigation into the manufacturability of such a device, simulation of the vibrational characteristics, and prototyping and experimental validation of the device concept are presented. The possible reasons of the frequency shift between the result of the forced or free response of beams and the frequency calculated based on a lumped mass approximation are investigated. It is found that one of the important reasons for the frequency shift is the size effect, the dependency of the elastic modulus on the size and kind of material. This size effect on A2 tool steel for Micro-Meso scale cantilever beams for the proposed system is investigated.
ContributorsWi, Daehan (Author) / SODEMANN, ANGELA A (Thesis advisor) / Redkar, Sangram (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2019
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Description
This dissertation research investigates the social implications of computing artifacts that make use of sensor driven self-quantification to implicitly or explicitly direct user behaviors. These technologies are referred to here as self-sensoring prescriptive applications (SSPA’s). This genre of technological application has a strong presence in healthcare as a means to

This dissertation research investigates the social implications of computing artifacts that make use of sensor driven self-quantification to implicitly or explicitly direct user behaviors. These technologies are referred to here as self-sensoring prescriptive applications (SSPA’s). This genre of technological application has a strong presence in healthcare as a means to monitor health, modify behavior, improve health outcomes, and reduce medical costs. However, the commercial sector is quickly adopting SSPA’s as a means to monitor and/or modify consumer behaviors as well (Swan, 2013). These wearable devices typically monitor factors such as movement, heartrate, and respiration; ostensibly to guide the users to better or more informed choices about their physical fitness (Lee & Drake, 2013; Swan, 2012b). However, applications that claim to use biosensor data to assist in mood maintenance and control are entering the market (Bolluyt, 2015), and applications to aid in decision making about consumer products are on the horizon as well (Swan, 2012b). Interestingly, there is little existing research that investigates the direct impact biosensor data have on decision making, nor on the risks, benefits, or regulation of such technologies. The research presented here is inspired by a number of separate but related gaps in existing literature about the social implications of SSPA’s. First, how SSPA’s impact individual and group decision making and attitude formation within non-medical-care domains (e.g. will a message about what product to buy be more persuasive if it claims to have based the recommendation on your biometric information?). Second, how the design and designers of SSPA’s shape social behaviors and third, how these factors are or are not being considered in future design and public policy decisions.
ContributorsBaker, Denise A (Author) / Schweitzer, Nicholas J (Thesis advisor) / Wise, J. MacGregor (Thesis advisor) / Herkert, Joseph R (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Presented below is the design and fabrication of prosthetic components consisting of an attachment, tactile sensing, and actuator systems with Fused Filament Fabrication (FFF) technique. The attachment system is a thermoplastic osseointegrated upper limb prosthesis for average adult trans-humeral amputation with mechanical properties greater than upper limb skeletal bone. The

Presented below is the design and fabrication of prosthetic components consisting of an attachment, tactile sensing, and actuator systems with Fused Filament Fabrication (FFF) technique. The attachment system is a thermoplastic osseointegrated upper limb prosthesis for average adult trans-humeral amputation with mechanical properties greater than upper limb skeletal bone. The prosthetic designed has: a one-step surgical process, large cavities for bone tissue ingrowth, uses a material that has an elastic modulus less than skeletal bone, and can be fabricated on one system.

FFF osseointegration screw is an improvement upon the current two-part osseointegrated prosthetics that are composed of a fixture and abutment. The current prosthetic design requires two invasive surgeries for implantation and are made of titanium, which has an elastic modulus greater than bone. An elastic modulus greater than bone causes stress shielding and overtime can cause loosening of the prosthetic.

The tactile sensor is a thermoplastic piezo-resistive sensor for daily activities for a prosthetic’s feedback system. The tactile sensor is manufactured from a low elastic modulus composite comprising of a compressible thermoplastic elastomer and conductive carbon. Carbon is in graphite form and added in high filler ratios. The printed sensors were compared to sensors that were fabricated in a gravity mold to highlight the difference in FFF sensors to molded sensors. The 3D printed tactile sensor has a thickness and feel similar to human skin, has a simple fabrication technique, can detect forces needed for daily activities, and can be manufactured in to user specific geometries.

Lastly, a biomimicking skeletal muscle actuator for prosthetics was developed. The actuator developed is manufactured with Fuse Filament Fabrication using a shape memory polymer composite that has non-linear contractile and passive forces, contractile forces and strains comparable to mammalian skeletal muscle, reaction time under one second, low operating temperature, and has a low mass, volume, and material costs. The actuator improves upon current prosthetic actuators that provide rigid, linear force with high weight, cost, and noise.
ContributorsLathers, Steven (Author) / La Belle, Jeffrey (Thesis advisor) / Vowels, David (Committee member) / Lockhart, Thurmon (Committee member) / Abbas, James (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Ophthalmoscopes are integral to diagnosing various eye conditions; however, they often come at a hefty cost and are not generally portable, limiting access. With the increase in the prevalence of smart devices and improvements to their imaging capabilities, these devices have the potential to benefit areas where specialized imaging infrastructure

Ophthalmoscopes are integral to diagnosing various eye conditions; however, they often come at a hefty cost and are not generally portable, limiting access. With the increase in the prevalence of smart devices and improvements to their imaging capabilities, these devices have the potential to benefit areas where specialized imaging infrastructure is not well established. Smart device cameras alone cannot replace an ophthalmoscope. However, with the addition of lens and optics, it becomes possible to take diagnostic quality images. The goal is to design a modular system that acts as an adapter to a smart device enabling any user to take retinal images and corneal images with little to no previous experience. The device should be cost-effective, reliable, and easy to use. The device is not meant to replace conventional funduscopes but acts in areas where current units fail. Applications in non-optimal settings, low resource areas, or areas that currently receive suboptimal care due to geographic or socioeconomic barriers are examples where this device could be used. The introduction of screening programs run by nonspecialized medical personnel with devices that can capture and transmit quality eye images minimizes the long-term complications of degenerative eye conditions.
ContributorsSpyres, Dean (Author) / McDaniel, Troy (Thesis advisor) / Patel, Dave (Committee member) / Gintz, Jerry (Committee member) / Arizona State University (Publisher)
Created2022
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Description
The impact of Artificial Intelligence (AI) has increased significantly in daily life. AI is taking big strides towards moving into areas of life that are critical such as healthcare but, also into areas such as entertainment and leisure. Deep neural networks have been pivotal in making all these advancements possible.

The impact of Artificial Intelligence (AI) has increased significantly in daily life. AI is taking big strides towards moving into areas of life that are critical such as healthcare but, also into areas such as entertainment and leisure. Deep neural networks have been pivotal in making all these advancements possible. But, a well-known problem with deep neural networks is the lack of explanations for the choices it makes. To combat this, several methods have been tried in the field of research. One example of this is assigning rankings to the individual features and how influential they are in the decision-making process. In contrast a newer class of methods focuses on Concept Activation Vectors (CAV) which focus on extracting higher-level concepts from the trained model to capture more information as a mixture of several features and not just one. The goal of this thesis is to employ concepts in a novel domain: to explain how a deep learning model uses computer vision to classify music into different genres. Due to the advances in the field of computer vision with deep learning for classification tasks, it is rather a standard practice now to convert an audio clip into corresponding spectrograms and use those spectrograms as image inputs to the deep learning model. Thus, a pre-trained model can classify the spectrogram images (representing songs) into musical genres. The proposed explanation system called “Why Pop?” tries to answer certain questions about the classification process such as what parts of the spectrogram influence the model the most, what concepts were extracted and how are they different for different classes. These explanations aid the user gain insights into the model’s learnings, biases, and the decision-making process.
ContributorsSharma, Shubham (Author) / Bryan, Chris (Thesis advisor) / McDaniel, Troy (Committee member) / Sarwat, Mohamed (Committee member) / Arizona State University (Publisher)
Created2022
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Description
The purpose of the present study is to explore a potential rehabilitation alternative/additive, when time, insurance, finances, or lack of knowledge are limitations for mild traumatic brain injury (mTBI) executive function (EF) rehabilitation. The experimental intervention involved two sets of participants an experimental group and a control group. Participants within

The purpose of the present study is to explore a potential rehabilitation alternative/additive, when time, insurance, finances, or lack of knowledge are limitations for mild traumatic brain injury (mTBI) executive function (EF) rehabilitation. The experimental intervention involved two sets of participants an experimental group and a control group. Participants within the experimental and control groups partook in initial (week 1) and final (week 6) EF and TBI assessments. The experimental group additionally participated in four weeks (weeks 2 - 5) of an experimental intervention in beta stage of a web-based application. The aim of the intervention was to train EF skills planning, organization, and cognitive flexibility through serious gamification. At the conclusion of the study, it was observed that participants within the experimental group achieved higher scores on the experimental executive function assessment when compared to the control group. The difference in scores can be attributed to the weekly participation in executive function training.
ContributorsEzenyilimba, Akuadasuo (Author) / Cooke, Nancy (Thesis advisor) / McDaniel, Troy (Committee member) / Gray, Rob (Committee member) / Arizona State University (Publisher)
Created2023
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Description
In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system

In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer.

In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.
ContributorsTadayon, Ramin (Author) / Panchanathan, Sethuraman (Thesis advisor) / McDaniel, Troy (Committee member) / Amresh, Ashish (Committee member) / Glenberg, Arthur (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Currently, one of the biggest limiting factors for long-term deployment of autonomous systems is the power constraints of a platform. In particular, for aerial robots such as unmanned aerial vehicles (UAVs), the energy resource is the main driver of mission planning and operation definitions, as everything revolved around flight time.

Currently, one of the biggest limiting factors for long-term deployment of autonomous systems is the power constraints of a platform. In particular, for aerial robots such as unmanned aerial vehicles (UAVs), the energy resource is the main driver of mission planning and operation definitions, as everything revolved around flight time. The focus of this work is to develop a new method of energy storage and charging for autonomous UAV systems, for use during long-term deployments in a constrained environment. We developed a charging solution that allows pre-equipped UAV system to land on top of designated charging pads and rapidly replenish their battery reserves, using a contact charging point. This system is designed to work with all types of rechargeable batteries, focusing on Lithium Polymer (LiPo) packs, that incorporate a battery management system for increased reliability. The project also explores optimization methods for fleets of UAV systems, to increase charging efficiency and extend battery lifespans. Each component of this project was first designed and tested in computer simulation. Following positive feedback and results, prototypes for each part of this system were developed and rigorously tested. Results show that the contact charging method is able to charge LiPo batteries at a 1-C rate, which is the industry standard rate, maintaining the same safety and efficiency standards as modern day direct connection chargers. Control software for these base stations was also created, to be integrated with a fleet management system, and optimizes UAV charge levels and distribution to extend LiPo battery lifetimes while still meeting expected mission demand. Each component of this project (hardware/software) was designed for manufacturing and implementation using industry standard tools, making it ideal for large-scale implementations. This system has been successfully tested with a fleet of UAV systems at Arizona State University, and is currently being integrated into an Arizona smart city environment for deployment.
ContributorsMian, Sami (Author) / Panchanathan, Sethuraman (Thesis advisor) / Berman, Spring (Committee member) / Yang, Yezhou (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The reality of smart cities is here and now. The issues of data privacy in tech applications are apparent in smart cities. Privacy as an issue raised by many and addressed by few remains critical for smart cities’ success. It is the common responsibility of smart cities, tech application makers,

The reality of smart cities is here and now. The issues of data privacy in tech applications are apparent in smart cities. Privacy as an issue raised by many and addressed by few remains critical for smart cities’ success. It is the common responsibility of smart cities, tech application makers, and users to embark on the journey to solutions. Privacy is an individual problem that smart cities need to provide a collective solution for. The research focuses on understanding users’ data privacy preferences, what information they consider private, and what they need to protect. The research identifies the data security loopholes, data privacy roadblocks, and common opportunities for change to implement a proactive privacy-driven tech solution necessary to address and resolve tech-induced data privacy concerns among citizens. This dissertation aims at addressing the issue of data privacy in tech applications based on known methodologies to address the concerns they allow. Through this research, a data privacy survey on tech applications was conducted, and the results reveal users’ desires to become a part of the solution by becoming aware and taking control of their data privacy while using tech applications. So, this dissertation gives an overview of the data privacy issues in tech, discusses available data privacy basis, elaborates on the different steps needed to create a robust remedy to data privacy concerns in enabling users’ awareness and control, and proposes two privacy applications one as a data privacy awareness solution and the other as a representation of the privacy control framework to address data privacy concerns in smart cities.
ContributorsMusafiri Mimo, Edgard (Author) / McDaniel, Troy (Thesis advisor) / Michael, Katina (Committee member) / Sullivan, Kenneth (Committee member) / Arizona State University (Publisher)
Created2022