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Description
Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of

Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of performing work. Maintaining these practices can be difficult, because even though obvious benefits come with achieving these goals, an individual's willpower may not always be sufficient to sustain the required effort. This dissertation advocates addressing this problem by designing novel interfaces that provide people with new practices that are fun and enjoyable, thereby reducing the need for users to draw upon willpower when pursuing these long-term goals. To draw volitional usage, these practice-oriented interfaces can integrate key characteristics of existing activities, such as music-making and other hobbies, that are already known to draw voluntary participation over long durations. This dissertation makes several key contributions to provide designers with the necessary tools to create practice-oriented interfaces. First, it consolidates and synthesizes key ideas from fields such as activity theory, self-determination theory, HCI design, and serious leisure. It also provides a new conceptual framework consisting of heuristics for designing systems that draw new users, plus heuristics for making systems that will continue drawing usage from existing users over time. These heuristics serve as a collection of useful ideas to consider when analyzing or designing systems, and this dissertation postulates that if designers build these characteristics into their products, the resulting systems will draw more volitional usage. To demonstrate the framework's usefulness as an analytical tool, it is applied as a set of analytical lenses upon three previously-existing experiential media systems. To demonstrate its usefulness as a design tool, the framework is used as a guide in the development of an experiential media system called pdMusic. This system is installed at public events for user studies, and the study results provide qualitative support for many framework heuristics. Lastly, this dissertation makes recommendations to scholars and designers on potential future ways to examine the topic of volitional usage.
ContributorsWallis, Isaac (Author) / Ingalls, Todd (Thesis advisor) / Coleman, Grisha (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2013
Description
As the application of interactive media systems expands to address broader problems in health, education and creative practice, they fall within a higher dimensional space for which it is inherently more complex to design. In response to this need an emerging area of interactive system design, referred to as experiential

As the application of interactive media systems expands to address broader problems in health, education and creative practice, they fall within a higher dimensional space for which it is inherently more complex to design. In response to this need an emerging area of interactive system design, referred to as experiential media systems, applies hybrid knowledge synthesized across multiple disciplines to address challenges relevant to daily experience. Interactive neurorehabilitation (INR) aims to enhance functional movement therapy by integrating detailed motion capture with interactive feedback in a manner that facilitates engagement and sensorimotor learning for those who have suffered neurologic injury. While INR shows great promise to advance the current state of therapies, a cohesive media design methodology for INR is missing due to the present lack of substantial evidence within the field. Using an experiential media based approach to draw knowledge from external disciplines, this dissertation proposes a compositional framework for authoring visual media for INR systems across contexts and applications within upper extremity stroke rehabilitation. The compositional framework is applied across systems for supervised training, unsupervised training, and assisted reflection, which reflect the collective work of the Adaptive Mixed Reality Rehabilitation (AMRR) Team at Arizona State University, of which the author is a member. Formal structures and a methodology for applying them are described in detail for the visual media environments designed by the author. Data collected from studies conducted by the AMRR team to evaluate these systems in both supervised and unsupervised training contexts is also discussed in terms of the extent to which the application of the compositional framework is supported and which aspects require further investigation. The potential broader implications of the proposed compositional framework and methodology are the dissemination of interdisciplinary information to accelerate the informed development of INR applications and to demonstrate the potential benefit of generalizing integrative approaches, merging arts and science based knowledge, for other complex problems related to embodied learning.
ContributorsLehrer, Nicole (Author) / Rikakis, Thanassis (Committee member) / Olson, Loren (Committee member) / Wolf, Steven L. (Committee member) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Stroke is a leading cause of disability with varying effects across stroke survivors necessitating comprehensive approaches to rehabilitation. Interactive neurorehabilitation (INR) systems represent promising technological solutions that can provide an array of sensing, feedback and analysis tools which hold the potential to maximize clinical therapy as well as extend therapy

Stroke is a leading cause of disability with varying effects across stroke survivors necessitating comprehensive approaches to rehabilitation. Interactive neurorehabilitation (INR) systems represent promising technological solutions that can provide an array of sensing, feedback and analysis tools which hold the potential to maximize clinical therapy as well as extend therapy to the home. Currently, there are a variety of approaches to INR design, which coupled with minimal large-scale clinical data, has led to a lack of cohesion in INR design. INR design presents an inherently complex space as these systems have multiple users including stroke survivors, therapists and designers, each with their own user experience needs. This dissertation proposes that comprehensive INR design, which can address this complex user space, requires and benefits from the application of interdisciplinary research that spans motor learning and interactive learning. A methodology for integrated and iterative design approaches to INR task experience, assessment, hardware, software and interactive training protocol design is proposed within the comprehensive example of design and implementation of a mixed reality rehabilitation system for minimally supervised environments. This system was tested with eight stroke survivors who showed promising results in both functional and movement quality improvement. The results of testing the system with stroke survivors as well as observing user experiences will be presented along with suggested improvements to the proposed design methodology. This integrative design methodology is proposed to have benefit for not only comprehensive INR design but also complex interactive system design in general.
ContributorsBaran, Michael (Author) / Rikakis, Thanassis (Thesis advisor) / Olson, Loren (Thesis advisor) / Wolf, Steven L. (Committee member) / Ingalls, Todd (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The purpose of this study was to investigate the impacts of visual cues and different types of self-explanation prompts on learning, cognitive load and intrinsic motivation, as well as the potential interaction between the two factors in a multimedia environment that was designed to deliver a computer-based lesson about the

The purpose of this study was to investigate the impacts of visual cues and different types of self-explanation prompts on learning, cognitive load and intrinsic motivation, as well as the potential interaction between the two factors in a multimedia environment that was designed to deliver a computer-based lesson about the human cardiovascular system. A total of 126 college students were randomly assigned in equal numbers (N = 21) to one of the six experimental conditions in a 2 X 3 factorial design with visual cueing (visual cues vs. no cues) and type of self-explanation prompts (prediction prompts vs. reflection prompts vs. no prompts) as the between-subjects factors. They completed a pretest, subjective cognitive load questions, intrinsic motivation questions, and a posttest during the course of the experience. A subsample (49 out of 126) of the participants' eye movements were tracked by an eye tracker. The results revealed that (a) participants presented with visually cued animations had significantly higher learning outcome scores than their peers who viewed uncued animations; and (b) cognitive load and intrinsic motivation had different impacts on learning in multimedia due to the moderation effect of visual cueing. There were no other significant findings in terms of learning outcomes, cognitive load, intrinsic motivation, and eye movements. Limitations, implications and future directions are discussed within the framework of cognitive load theory, cognitive theory of multimedia learning and cognitive-affective theory of learning with media.
ContributorsLin, Lijia (Author) / Atkinson, Robert (Thesis advisor) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while

Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while playing so players may score higher with sound turned off. Also, existing studies have shown that differences in the physical format of interfaces affect learning outcomes. This study sought to determine whether (a) the game’s audio content affects rhythmic accuracy, and (b) the type of game controller used affects learning of rhythmic accuracy. One hundred participants were randomly assigned in approximately equal numbers (ns = 25) to the four cells of a 2x2 between-subjects design. The first variable was the audio content of the game with two levels: on or off. The second variable was the type of game controller: the standard guitar-style controller or tablet interface. Participants across all conditions completed a pre- and post-test with a system that required them to tap along with repeated rhythmic patterns on an electronic drum pad. Statistical evidence showed better outcomes with a tablet controller with respect to input time error, reduction of extra notes played, and reduction of missed notes; however, the guitar-style controller produced superior outcomes in terms of avoiding missed notes and was associated with higher satisfaction by participants. When audio was present better outcomes were achieved at multiple factor-levels of reduction of missed responses, but superior outcomes in input time error were seen without audio. There was no evidence to suggest an interaction between controller type and the presence or absence of audio.
ContributorsThomas, James William (Author) / Zuiker, Steven J (Thesis advisor) / Atkinson, Robert (Thesis advisor) / Savenye, Wilhelmina C (Committee member) / Arizona State University (Publisher)
Created2017
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Description

This research conceptualizes Gothic literature featuring undead characters produced and popularized by Britain in the early nineteenth century as educational texts. As an influx of new ideas at home and abroad disrupted the lives of the Romantics, not to mention the literal uprising of bodies in the French Revolution and

This research conceptualizes Gothic literature featuring undead characters produced and popularized by Britain in the early nineteenth century as educational texts. As an influx of new ideas at home and abroad disrupted the lives of the Romantics, not to mention the literal uprising of bodies in the French Revolution and the lost war with the North American colonies, British citizens dedicated themselves to preserving the relative safety of their shores from external and internal threats. I expand the definition of the “undead” to include any tangible, corporeal being once technically dead and now reanimated. In doing so, I invite a broader range of texts, and authors, into the conversation of Gothic literature and the genre’s continued legacy. My work reads male and female authors in dialogue with one another, both sexes working within common networks, rather than as creating separate or disparate traditions. The production of instructive undead bodies becomes particularly important to the development of British national identity and reveals a reliance on the maternal to educate and inform future citizens. The texts examined in this dissertation reveal the necessity of contemplating the histories and experiences of the past, of non-white voices, and of the female influence.

The texts range in publication date from 1805 to 1863 and thus demonstrate the continued used of the undead in the Gothic genre. An examination of the reanimated corpse in Romantic narrative demonstrates how authors utilized the undead as an educational tool both for the characters inside the text and the actual individuals reading the narrative. The undead offers a lens to look at the Gothic not regarding authorial gender or even a character’s gender, but rather in how the genre portrays bodies, and how those bodies interact with and instruct others. This dissertation’s perception of the undead as a powerful educational force in literature assists in the attempt to complete a more comprehensive analysis of Gothic, and therefore Romantic, literature.

ContributorsZarka, Emily (Author) / Lussier, Mark (Thesis advisor) / Looser, Devoney (Committee member) / Broglio, Ron (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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DescriptionThe strips in Mark's Feminist Froze to Default in an Implementation String transfer the lives of feminists absent and imagined, overbearing and empathetic--cross dressers, lethal injectors, expats, planets, and Canadian survivalists--in an autumn to characteristic, unsettle, and reassess controller utterances of masculinity.
ContributorsMcElroy, Alex (Author) / Mcnally, Thomas M (Thesis advisor) / Ball, Sally (Committee member) / Ison, Tara (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The American culture of capitalism and consumerism is predicated upon the idea that the individuals inside the system are safe. The years since 2001 have seen such finite illusions of isolation and security irrevocably altered and a collective vulnerability rise in the vacuum. Today, with the birth of social media

The American culture of capitalism and consumerism is predicated upon the idea that the individuals inside the system are safe. The years since 2001 have seen such finite illusions of isolation and security irrevocably altered and a collective vulnerability rise in the vacuum. Today, with the birth of social media and immediate information, terrorism—as a form of reprehensible protest and a desperate act of war—has gained a new fundamental resource: violence can be broadcast around the world the instant it happens. But with this technological upheaval, a new rogue brand of vigilantism has been born online, and is continually gaining strength as the reach of the Internet snakes further into everyday life, hypothetically altering the notion of individual power and America’s sense of justice, all while potentially placing more innocent lives in harm’s way. And still, amid the uncharted and ever violent reality of war, technology, and the Internet, there live people: the scarred and delicate tissue of heart and body, ever healing, deceptively vulnerable, and increasingly alone.
ContributorsGarrison, Gary Joshua (Author) / Pritchard, Melissa (Thesis advisor) / Bell, Matt (Committee member) / Ison, Tara (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Junctions is a story collection about people at a crossroads, people who crave guidance from an absent parent or partner, people who don't know how to make their next move. Many of the stories are set in and around Charleston where characters push back against having Southern traditions dictate the

Junctions is a story collection about people at a crossroads, people who crave guidance from an absent parent or partner, people who don't know how to make their next move. Many of the stories are set in and around Charleston where characters push back against having Southern traditions dictate the way they live. Ghosts and spirits roam the pages, helping or trapping the loved ones they are haunting. Elaborate meals, simple comfort food, and even the ceremonial sacrifice of a pelican carry the burden of bringing characters back from the brink of self-inflicted madness and isolation. The complexities of mother-daughter relationships are picked apart and cobbled back together over and over. In Junctions the only way for the characters to reach the next step is to wade through the toughest parts of being themselves.
ContributorsHickok, Chelsea (Author) / Ison, Tara (Thesis advisor) / Bell, Matt (Committee member) / McNally, Thomas (Committee member) / Arizona State University (Publisher)
Created2016