Matching Items (36)
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Two studies were conducted to test a model to predict healthy lifestyle behaviors, physical activity, and body mass index (BMI) in Taiwanese adolescents by assessing their physical activity and nutrition knowledge, healthy lifestyle beliefs, and perceived difficulty in performing healthy lifestyle behaviors. The study drew upon cognitive behavioral theory to

Two studies were conducted to test a model to predict healthy lifestyle behaviors, physical activity, and body mass index (BMI) in Taiwanese adolescents by assessing their physical activity and nutrition knowledge, healthy lifestyle beliefs, and perceived difficulty in performing healthy lifestyle behaviors. The study drew upon cognitive behavioral theory to develop this study. The pilot study aimed to test and evaluate psychometric properties of eight Chinese-version scales. The total sample for the pilot study included 186 participants from two middle schools in Taiwan. The mean age was 13.19 for boys and 13.79 for girls. Most scales including Beck Youth Inventory self-concept, Beck Youth Inventory depression, Beck Youth Inventory anxiety, healthy lifestyle beliefs, perceived difficulty, and healthy lifestyle behaviors scales Cronbach alpha were above .90. The Cronbach alpha for the nutrition knowledge and the activity knowledge scale were .86 and .70, respectively. For the primary study, descriptive statistics were used to describe sample characteristics, and path analysis was used to test a model predicting BMI in Taiwanese adolescents. The total sample included 453 participants from two middle schools in Taiwan. The mean age of sample was 13.42 years; 47.5% (n = 215) were males. The mean BMI was 21.83 for boys and 19.84 for girls. The BMI for both boys and girls was within normal range. For path analysis, the chi-square was 426.82 (df = 22, p < .01). The CFI of .62 and the RMSEA of .20 suggested that the model had less than an adequate fit (Hu & Bentler, 1999). For alternative model, dropping the variable of gender from the model, the results indicated that it in fact was an adequate fit to the data (chi-square (23, 453) =33.75, p> .05; CFI= .98; RMSEA= .03). As expected, the results suggested that adolescents who reported higher healthy lifestyle beliefs had more healthy lifestyle behaviors. Furthermore, adolescents who perceived more difficulty in performing healthy lifestyle behaviors engaged in fewer healthy lifestyle behaviors and less physical activity. The findings suggested that adolescents' higher healthy lifestyle beliefs were positively associated with their healthy lifestyle behaviors.
ContributorsChan, Shu-Min (Author) / Melnyk, Bernadette Mazurek (Thesis advisor) / Belyea, Michael (Thesis advisor) / Chen, Angela Chia-Chen (Committee member) / Dodgson, Joan (Committee member) / Arizona State University (Publisher)
Created2012
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The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth

The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
ContributorsAmresh, Ashish (Author) / Farin, Gerlad (Thesis advisor) / Razdan, Anshuman (Thesis advisor) / Wonka, Peter (Committee member) / Hansford, Dianne (Committee member) / Arizona State University (Publisher)
Created2011
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Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack

Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack of tools for visualizing urban areas at night. This is mainly due to difficulties in gathering the light system data, placing the light systems at suitable locations, and rendering millions of lights with complex light intensity distributions (LID). Unlike daytime images, a city can have millions of light sources at night, including street lights, illuminated signs, and light shed from building interiors through windows. In this paper, a Procedural Lighting tool (PL), which predicts the positions and properties of street lights, is presented. The PL tool is used to accomplish three aims: (1) to generate vector data layers for geographic information systems (GIS) with statistically estimated information on lighting designs for streets, as well as the locations, orientations, and models for millions of streetlights; (2) to generate geo-referenced raster data to suitable for use as light maps that cover a large scale urban area so that the effect of millions of street light can be accurately rendered at real time, and (3) to extend existing 3D models by generating detailed light-maps that can be used as UV-mapped textures to render the model. An interactive graphical user interface (GUI) for configuring and previewing lights from a Light System Database (LDB) is also presented. The GUI includes physically accurate information about LID and also the lights' spectral power distributions (SPDs) so that a light-map can be generated for use with any sensor if the sensors luminosity function is known. Finally, for areas where more detail is required, a tool has been developed for editing and visualizing light effects over a 3D building from many light sources including area lights and windows. The above components are integrated in the PL tool to produce a night time urban view for not only a large-scale area but also a detail of a city building.
ContributorsChuang, Chia-Yuan (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2011
Description
Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure

Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure floating in the atmosphere of Saturn. Players take on the role of HUE, an artificial intelligence trapped in the body of a maintenance robot, as he explores this strange world and uncovers its secrets. Using acrobatic movement abilities, players will solve puzzles, evade enemies, and explore the world from top to bottom. The world, known as the Strobilus Megastructure, is conical in shape, with living quarters and environmental system in the upper sections and factories and resource mining in the lower sections. The game world is split up into 10 major areas and countless minor and connecting areas. Special movement abilities like wall running and anti-gravity allow players to progress further down in the world. These abilities also allow players to solve more complicated puzzles, and to find more difficult to reach items. The story revolves around six artificial intelligences that were created to maintain the station. Many centuries ago, these AI helped humankind maintain their day-to-day lives and helped researchers working on new scientific breakthroughs. This led to the discovery of faster-than-light travel, and humanity left the station and our solar system to explore the cosmos. HUE, the AI in charge of human relations, fell into depression and shut down. Awakening several hundred years in the future, HUE sets out to find the other AI. Along the way he helps them reconnect and discovers the history and secrets of the station. Distant is intended for players looking for three things: A fantastic world full of discovery, a rich, character driven narrative, and challenging acrobatic gameplay. Players of any age or background are recommended to give it a try, but it will require investment and a willingness to improve. Distant is intended to change players, to force them to confront difficulty and different perspectives. Most games involve upgrading a character; Distant is a game that upgrades the player.
ContributorsGarttmeier, Colin Reiser (Author) / Collins, Daniel (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.
ContributorsCarney, Nicholas (Co-author) / West, Andrew (Co-author) / Dobkins, Jacob (Co-author) / Amresh, Ashish (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05
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Young adults do not know basic emergency preparedness skills. Although there are materials out there such as printed and online materials form Center for Disease Control, it is unlikely that college-age people will take the time to read them. Some individuals have addressed the issue of young adults not wanting

Young adults do not know basic emergency preparedness skills. Although there are materials out there such as printed and online materials form Center for Disease Control, it is unlikely that college-age people will take the time to read them. Some individuals have addressed the issue of young adults not wanting to read materials by creating a fun interactive game in the San Francisco area, but since the game must be played in person, a solution like that can only reach so far. Studies suggest that virtual worlds are effective in teaching people new skills, so I have created a virtual world that will teach people basic emergency preparedness skills in a way that is memorable and appealing to a college-age audience. The logic used to teach players the concepts of emergency preparedness is case-based reasoning. Case-based reasoning is the process of solving new problems by remembering similar solutions in the past. By creating a simulation emergency situation in a virtual world, young adults are more likely to know what to do in the case of an actual emergency.
ContributorsTeplik, Julie Rachel (Author) / Craig, Scotty (Thesis director) / Amresh, Ashish (Committee member) / WPC Graduate Programs (Contributor) / Software Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Keyboard input biometric authentication systems are software systems which record keystroke information and use it to identify a typist. The primary statistics used to determine the accuracy of a keyboard biometric authentication system are the false acceptance rate (FAR) and false rejection rate (FRR), which are aimed to be as

Keyboard input biometric authentication systems are software systems which record keystroke information and use it to identify a typist. The primary statistics used to determine the accuracy of a keyboard biometric authentication system are the false acceptance rate (FAR) and false rejection rate (FRR), which are aimed to be as low as possible [1]. However, even if a system has a low FAR and FRR, there is nothing stopping an attacker from also monitoring an individual's typing habits in the same way a legitimate authentication system would, and using its knowledge of their habits to recreate virtual keyboard events for typing arbitrary text, with precise timing mimicking those habits, which would theoretically spoof a legitimate keyboard biometric authentication system into thinking it is the intended user doing the typing. A proof of concept of this very attack, called keyboard input biometric authentication spoofing, is the focus of this paper, with the purpose being to show that even if a biometric authentication system is reasonably accurate, with a low FAR and FRR, it can still potentially be very vulnerable to a well-crafted spoofing system. A rudimentary keyboard input biometric authentication system was written in C and C++ which drew influence from already existing methods and attempted new methods of authentication as well. A spoofing system was then built which exploited the authentication system's statistical representation of a user's typing habits to recreate keyboard events as described above. This proof of concept is aimed at raising doubts about the idea of relying too heavily upon keyboard input based biometric authentication systems since the user's typing input can demonstrably be spoofed in this way if an attacker has full access to the system, even if the system itself is accurate. The results are that the authentication system built for this study, when ran on a database of typing event logs recorded from 15 users in 4 sessions, had a 0% FAR and FRR (more detailed analysis of FAR and FRR is also presented), yet it was still very susceptible to being spoofed, with a 44% to 71% spoofing rate in some instances.
ContributorsJohnson, Peter Thomas (Author) / Nelson, Brian (Thesis director) / Amresh, Ashish (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been crossed and true virtual reality is now possible, as evidenced

This paper will explore what makes ‘good’ virtual reality, that is, what constitutes the virtual reality threshold. It will explain what this has to do with the temporary death of virtual reality, and argue that that threshold has now been crossed and true virtual reality is now possible, as evidenced by the current wave of virtual reality catalyzed by the Oculus Rift. The Rift will be used as a case study for examining specific aspects of the virtual reality threshold.
ContributorsLittle, Rebecca Ann (Author) / Amresh, Ashish (Thesis director) / Ghazarian, Arbi (Committee member) / Barrett, The Honors College (Contributor)
Created2015-05
Description
Significance Background: Human papilloma virus (HPV) is the most common sexually transmitted infection, affecting 79 million Americans today and an additional 14 million Americans becoming infected with HPV each year. HPV infection may lead to the development of genital warts and several types of cancers including both cervical and oropharyngeal

Significance Background: Human papilloma virus (HPV) is the most common sexually transmitted infection, affecting 79 million Americans today and an additional 14 million Americans becoming infected with HPV each year. HPV infection may lead to the development of genital warts and several types of cancers including both cervical and oropharyngeal cancers. The promotion of currently available HPV vaccines is important to prevent HPV transmission and reduce the prevalence of the comorbidities associated with infection. Promotion to Vietnamese-Americans in particular is important because of the increased rates of cervical cancers seen in this population. As Vietnamese-American mothers often act as the primary healthcare decision maker for their children, they were chosen as the target population for this intervention. Purpose: This study aims to (1) develop personal digital stories about HPV and HPV vaccination among Vietnamese women with adolescent children who are vaccinated against HPV; and (2) share these stories with a group of Vietnamese American mothers and assess the effect of the stories in changing the attitudes, beliefs, and intention to vaccinate for HPV. Methods: This study used a two-step process to design, implement, and evaluate digital stories to improve Vietnamese mothers' attitudes, beliefs, and intention to vaccinate their adolescent children against HPV. The first step was a formative research design to develop the digital stories. The second step was quasi-experimental with a pre and posttest design to evaluate the effect of the stories. Results: The first phase has produced two digital stories which will be screened recruitment has been completed for phase two. Content analysis showed the importance of community resources, the desire to protect children, a history of familial and/or personal cancer, concerns about side effects, and the influence of healthcare providers as themes in both stories. Recruitment efforts are underway to recruit eligible Vietnamese mothers to assess the effect of these stories. Data collection is ongoing. Conclusions and lessons learned: The project has yielded two digital stories and recruitment for phase two is underway. This project has been successful in obtaining IRB approval, recruiting phase one participants, holding a digital storytelling workshop, designing the phase two survey, and beginning data collection efforts. The phase two recruitment has been challenging and will necessitate a change in strategy to find participants.
Created2017-05