Matching Items (54)

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Eating Smart: Getting the Most Amount of Food

Description

Cravingz is a web-based application that allows users to learn the maximum number of food items that they can purchase at a restaurant within a defined personal budget. We created

Cravingz is a web-based application that allows users to learn the maximum number of food items that they can purchase at a restaurant within a defined personal budget. We created two versions of this web-based application and asked 40 users to perform an A/B test to determine which version provides the best user experience in terms of efficiency and performance. Users who participated in this study completed a set of tasks to test these applications. Our findings demonstrate that users prefer a web application that does not require them to input data repeatedly to view combinations for multiple restaurants. Although the version which required reentry of data was more visually-pleasing, users preferred the version in which inputting data was a one-time task.

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Date Created
  • 2017-05

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Players' Personalities and their Motivation to Immerse themselves in PVP Games

Description

Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own

Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs sixteen personality types and complete a survey that asked them questions about their behavior while games playing competitively online including their preferred in-game archetype and questions about how they interact with other players online. The survey also included the Grit Scale test, which which was intended to explore players' perseverance. Nearly 700 people participated in the study and all responses were analyzed based on their Myers-Briggs' personality type. While this study revealed that Myers-Briggs' personality type alone cannot determine a player's mindset while playing online, it was found to be an indicator of how they feel about socializing with others online. The implications of these results are discussed in this paper.

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Date Created
  • 2017-05

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Leye (Lie) Detector \u2014 A Study of Lie Detection using Eye Tracking, Facial Gestures, and EEG

Description

Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not

Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being subjective, unreliable, inaccurate, and susceptible to deliberate manipulation. Furthermore, critics also believe that the administrator of the test also influences the outcome as well. As a result, the polygraph machine, the contemporary device used for lie detection, has come under scrutiny when used as evidence in the courts. The purpose of this study is to use three entirely different tools and concepts to determine whether eye tracking systems, electroencephalogram (EEG), and Facial Expression Emotion Analysis (FACET) are reliable tools for lie detection. This study found that certain constructs such as where the left eye is looking at in regard to its usual position and engagement levels in eye tracking and EEG respectively could distinguish between truths and lies. However, the FACET proved the most reliable tool out of the three by providing not just one distinguishing variable but seven, all related to emotions derived from movements in the facial muscles during the present study. The emotions associated with the FACET that were documented to possess the ability to distinguish between truthful and lying responses were joy, anger, fear, confusion, and frustration. In addition, an overall measure of the subject's neutral and positive emotional expression were found to be distinctive factors. The implications of this study and future directions are discussed.

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Date Created
  • 2017-05

Effectiveness of Augmented Reality as a Learning Tool to Advance Personalized Learning

Description

In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect

In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect data on the control and experimental groups. The experimental group was subjected to different learning material than the control group with the use of the Elements 4D mobile application by Daqri to learn basic chemical elements and compounds. The control group learning material provided all the exact information as the application, but in the 2D form of a printed packet. It was expected the experimental group would outperform the control group and have a more enjoyable experience and higher performance. After data analysis, it was concluded that the control group outperformed the experimental group on performance and both groups has similar experiences in contradiction to the hypothesis. Once the factors that contribute to the limitations of different study duration, learning the application beforehand, and only-memorization questions are addressed, the study can be conducted again. Application improvements may also alter the future results of the study and hopefully lead to full implementation into a curriculum.

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Date Created
  • 2017-05

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On Memory and Physiological Signals of Experts and Novices-Case Study: Chess

Description

Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One

Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach a new chessboard con�guration. Studies have shown that chess skill is based on memory, speci�cally, "chunks" of chess piece positions that have been previously encountered by players. However, debate exists concerning how these chunks are constructed in players' memory. These chunks could be constructed by proximity of pieces on the chessboard as well as their precise location or constructed through attack-defense relations. The primary objective of this study is to support which one is more in line with chess players' actual chess abilities based off their memory, proximity or attack/defense. This study replicates and extends an experiment conducted by McGregor and Howe (2002), which explored the argument that pieces are primed more by attack and defense relations than by proximity. Like their study, the present study examined novice and expert chess players' response times for correct and error responses by showing slides of game configurations. In addition to these metrics, the present study also incorporated an eye-tracker to measure visual attention and EEG to measure affective and cognitive states. They were added to allow the comparison of subtle and unconscious behaviors of both novices and expert chess players. Overall, most McGregor and Howe's (2002) results were replicated supporting their theory on chess expertise. This included statistically significance for skill in the error rates with the mean error rates on the piece recognition tests were 70.1% for novices and 87.9% for experts, as well as significance for the two-way interaction for relatedness and proximity with error rates of 22.4% for unrelated/far, 18.8% for related/far, 15.8% for unrelated
ear, and 29.3% for related
ear. Unfortunately, there were no statistically significance for any of the response time effects, which McGregor and Howe found for the interaction between skill and proximity. Despite eye-tracking and EEG data not either support nor confirm McGregor and Howe's theory on how chess players memorize chessboard configurations, these metrics did help build a secondary theory on how novices typically rely on proximity to approach chess and new visual problems in general. This was exemplified by the statistically significant results for short-term excitement for the two-way interaction of skill and proximity, where the largest short-term excitement score was between novices on near proximity slides. This may indicate that novices, because they may lean toward using proximity to try to recall these pieces, experience a short burst of excitement when the pieces are close to each other because they are more likely to recall these configurations.

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Date Created
  • 2017-05

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The Effects of Multimedia Learning on Task Performance Among the Aging Population

Description

As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or

As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and older (N-45) were randomly assigned to one of the three conditions. They first went through a training phase that utilized their assigned condition to teach five tasks within the photo-editing program, and they were then tested on how well they learned these tasks as well as a transfer task. It was predicted that the multimedia condition would increase learning efficiency, produce more successes in the transfer task, and decrease cognitive load compared to the two unimodal conditions. The multimedia condition (text and audio) had no significant effect on transfer task successes or decreases in cognitive load compared to the unimodal conditions (text only and audio only). The multimedia condition, however, did produce significantly less errors on Tasks 2, 4, and 5 than the unimodal conditions. This suggests that redundancy principles may play an important role when designing learning platforms for elderly users, and that age needs to be considered as an additional factor during the technological design process.

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Date Created
  • 2017-05

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Study of Hackathons through Desert Hacks

Description

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.

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Date Created
  • 2017-12

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Women and Hackathons: An Analysis on Hackathons' Effects on Women's Motivation in Computer-Related Fields

Description

In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer,

In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in the women's lives and academic careers. In hopes of increasing the number of women computing professionals, this thesis aimed to understand the problem of a lack of women in technology and studied how hackathons could be a possible solution. The research followed Desert Hacks as it examines the typical participants as well as the hackathons effects on women's morale in technology. Two important questions during the investigation were what kind of women are attending hackathons and how do women feel about the technology industry after a hackathon? The results suggested that hackathon had an overall positive effect on women's motivation in the computing field. Additionally, most research participants believed that everyone has the potential to do well in the field and that gender inclusion is important for the industry. This ideology can foster a healthy environment for women to become more motivated in computing. Through these results, hackathons can be seen as another mean to help motivate women in the field and open up the possibility of future studies of women and hackathons.

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Date Created
  • 2017-12

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Haptic-Based Indoor Navigation for Emergency Responders

Description

Situations present themselves in which someone needs to navigate inside of a building, for example, to the exit or to retrieve and object. Sometimes, vision is not a reliable sense

Situations present themselves in which someone needs to navigate inside of a building, for example, to the exit or to retrieve and object. Sometimes, vision is not a reliable sense of spatial awareness, maybe because of a smoky environment, a dark environment, distractions, etc. I propose a wearable haptic device, a belt or vest, that provides haptic feedback to help people navigate inside of a building that does not rely on the user's vision. The first proposed device has an obstacle avoidance component and a navigation component. This paper discussed the challenges of designing and implementing this kind of technology in the context of indoor navigation, where GPS signal is poor. Analyzing accelerometer data for the purpose of indoor navigation and then using haptic cues from a wearable haptic device for the navigation were explored in this project, and the device is promising.

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Created

Date Created
  • 2016-05

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How Much Do They Know? A Study on Mobile Phone Information Use

Description

Smartphone privacy is a growing concern around the world; smartphone applications routinely take personal information from our phones and monetize it for their own profit. Worse, they're doing it legally.

Smartphone privacy is a growing concern around the world; smartphone applications routinely take personal information from our phones and monetize it for their own profit. Worse, they're doing it legally. The Terms of Service allow companies to use this information to market, promote, and sell personal data. Most users seem to be either unaware of it, or unconcerned by it. This has negative implications for the future of privacy, particularly as the idea of smart home technology becomes a reality. If this is what privacy looks like now, with only one major type of smart device on the market, what will the future hold, when the smart home systems come into play. In order to examine this question, I investigated how much awareness/knowledge smartphone users of a specific demographic (millennials aged 18-25) knew about their smartphone's data and where it goes. I wanted three questions answered: - For what purposes do millennials use their smartphones? - What do they know about smartphone privacy and security? - How will this affect the future of privacy? To accomplish this, I gathered information using a distributed survey to millennials attending Arizona State University. Using statistical analysis, I exposed trends for this demographic, discovering that there isn't a lack of knowledge among millennials; most are aware that smartphone apps can collect and share data and many of the participants are not comfortable with the current state of smartphone privacy. However, more than half of the study participants indicated that they never read an app's Terms of Service. Due to the nature of the privacy vs. convenience argument, users will willingly agree to let apps take their personal in- formation, since they don't want to give up the convenience.

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Created

Date Created
  • 2016-12