Matching Items (19)
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Description
Color as a communication medium plays an important role in conveying meaning. It has been identified as a major element in marketing and advertising, and has shown to influence consumer's emotions (Labrecque & Milne, 2012). Despite the large volume of color-centered research, the literature on the subject remains

Color as a communication medium plays an important role in conveying meaning. It has been identified as a major element in marketing and advertising, and has shown to influence consumer's emotions (Labrecque & Milne, 2012). Despite the large volume of color-centered research, the literature on the subject remains largely abstract and unreliable. Academic research on the impact of color on brand personality it is still in its early stages of investigation, and therefore fragmented and inadequate. The goal of this study is to identify and visually represent patterns of association between colors and specific brand personality traits. We hypothesized that such patterns exist, although the exact associations are difficult to predict. If such patterns are found, they can assist in creating a valuable design tool with wide range of applications in product design, manufacturing, and marketing.
ContributorsToteva, Maya (Author) / Branaghan, Russell (Thesis advisor) / Gray, Rob (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Previous research has shown that perceptual illusions can enhance golf putting performance, and the effect has been explained as being due to enhanced expectancies. The present study was designed to further understand this effect by measuring putting in 3 additional variations to the Ebbinghaus illusion and by measuring putting kinematics.

Previous research has shown that perceptual illusions can enhance golf putting performance, and the effect has been explained as being due to enhanced expectancies. The present study was designed to further understand this effect by measuring putting in 3 additional variations to the Ebbinghaus illusion and by measuring putting kinematics. Nineteen ASU students with minimal golf experience putted to the following illusion conditions: a target, a target surrounded by small circles, a target surrounded by large circles, a target surrounded by both large and small circles, no target surrounded by small circles and no target surrounded by large circles. Neither perceived target size nor putting error was significantly affected by the illusion conditions. Time to peak speed was found to be significantly greater for the two conditions with no target, and lowest for the condition with the target by itself. Suggestions for future research include having split groups with and without perceived performance feedback as well as general performance feedback. The size conditions utilized within this study should continue to be explored as more consistent data could be collected within groups.
ContributorsCoon, Victoria (Author) / Gray, Rob (Thesis advisor) / Roscoe, Rod (Committee member) / Branaghan, Russ (Committee member) / Arizona State University (Publisher)
Created2019
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Description
The prospects of commercially available autonomous vehicles are surely tantalizing, however the implementation of these vehicles and their strain on the social dynamics between motorists and pedestrians remains unknown. Questions concerning how autonomous vehicles will communicate safety and intent to pedestrians remain largely unanswered. This study examines the efficacy of

The prospects of commercially available autonomous vehicles are surely tantalizing, however the implementation of these vehicles and their strain on the social dynamics between motorists and pedestrians remains unknown. Questions concerning how autonomous vehicles will communicate safety and intent to pedestrians remain largely unanswered. This study examines the efficacy of various proposed technologies for bridging the communication gap between self-driving cars and pedestrians. Displays utilizing words like “safe” and “danger” seem to be effective in communicating with pedestrians and other road users. Future research should attempt to study different external notification interfaces in real-life settings to more accurately gauge pedestrian responses.
ContributorsMuqolli, Endrit (Author) / Cooke, Nancy J. (Thesis advisor) / Chiou, Erin (Committee member) / Gray, Rob (Committee member) / Arizona State University (Publisher)
Created2019
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Description
The medical field is constantly looking for technological solutions to reduce user-error and improve procedures. As a potential solution for healthcare environments, Augmented Reality (AR) has received increasing attention in the past few decades due to advances in computing capabilities, lower cost, and better displays (Sauer, Khamene, Bascle, Vogt, &

The medical field is constantly looking for technological solutions to reduce user-error and improve procedures. As a potential solution for healthcare environments, Augmented Reality (AR) has received increasing attention in the past few decades due to advances in computing capabilities, lower cost, and better displays (Sauer, Khamene, Bascle, Vogt, & Rubino, 2002). Augmented Reality, as defined in Ronald Azuma’s initial survey of AR, combines virtual and real-world environments in three dimensions and in real-time (Azuma, 1997). Because visualization displays used in AR are related to human physiologic and cognitive constraints, any new system must improve on previous methods and be consistently aligned with human abilities in mind (Drascic & Milgram, 1996; Kruijff, Swan, & Feiner, 2010; Ziv, Wolpe, Small, & Glick, 2006). Based on promising findings from aviation and driving (Liu & Wen, 2004; Sojourner & Antin, 1990; Ververs & Wickens, 1998), this study identifies whether the spatial proximity affordance provided by a head-mounted display or alternative heads up display might benefit to attentional performance in a simulated routine medical task. Additionally, the present study explores how tasks of varying relatedness may relate to attentional performance differences when these tasks are presented at different spatial distances.
Contributorsdel Rio, Richard A (Author) / Branaghan, Russell (Thesis advisor) / Gray, Rob (Committee member) / Chiou, Erin (Committee member) / Arizona State University (Publisher)
Created2017
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Description
The goal of this experiment is to observe the relation between synchrony and performance in 3-person teams in a simulated Army medic training environment (i.e., Monitoring Extracting and Decoding Indicators of Cognitive workload: MEDIC). The cardiac measure Interbeat-Interval (IBI) was monitored during a physically oriented, and a cognitively oriented

The goal of this experiment is to observe the relation between synchrony and performance in 3-person teams in a simulated Army medic training environment (i.e., Monitoring Extracting and Decoding Indicators of Cognitive workload: MEDIC). The cardiac measure Interbeat-Interval (IBI) was monitored during a physically oriented, and a cognitively oriented task. IBI was measured using NIRS (Near-Infrared Spectrology), and performance was measured using a team task score during a balance board and puzzle task. Synchrony has not previously been monitored across completely different tasks in the same experiment. I hypothesize that teams with high synchrony will show high performance on both tasks. Although no significant results were discovered by the correlational analysis, a trend was revealed that suggests there is a positive relationship between synchrony and performance. This study has contributed to the literature by monitoring physiological measures in a simulated team training environment, making suggestions for future research.
ContributorsFedele, Michael A (Author) / Cooke, Nancy J. (Thesis advisor) / Gray, Rob (Committee member) / Roscoe, Rod (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Motor-respiratory coordination is the synchronization of movement and breathing during exercise. The relation between movement and breathing can be described using relative phase, a measure of the location in the movement cycle relative to the location in the breathing cycle. Stability in that relative phase relation has been identified as

Motor-respiratory coordination is the synchronization of movement and breathing during exercise. The relation between movement and breathing can be described using relative phase, a measure of the location in the movement cycle relative to the location in the breathing cycle. Stability in that relative phase relation has been identified as important for aerobic efficiency. However, performance can be overly attracted to stable relative phases, preventing the performance or learning of more complex patterns. Little research exists on relative phase dynamics in motor-respiratory coordination, although those observations underscore the importance of learning more. In contrast, there is an extensive literature on relative phase dynamics in interlimb coordination. The accuracy and stability of different relative phases, transitions between patterns, and asymmetries between components are well understood. Theoretically, motor-respiratory and interlimb coordination may share dynamical properties that operate in their different physiological substrates. An existing model of relative phase dynamics in interlimb coordination, the Haken, Kelso, Bunz model, was used to gain an understanding of relative phase dynamics in the less-researched motor-respiratory coordination. Experiments 1 and 2 were designed to examine the interaction of frequency asymmetries between movement and breathing with relative phase and frequency, respectively. In Experiment 3, relative phase stability and transitions in motor-respiratory coordination were explored. Perceptual constraints on differences in stability were investigated in Experiment 4. Across experiments, contributions relevant to questions of coordinative variability were made using a dynamical method called cross recurrence quantification analysis. Results showed much consistency with predictions from an asymmetric extension of the Haken, Kelso, Bunz model and theoretical interpretation in the interlimb coordination literature, including phase wandering, intermittency, and an interdependence of perception and action. There were, however, notable exceptions that indicated stability can decrease with more natural frequency asymmetries and the connection of cross recurrence measures to categories of variability needs further clarification. The complex relative phase dynamics displayed in this study suggest that movement and breathing are softly-assembled by functional constraints and indicate that motor-respiratory coordination is a self-organized system.
ContributorsHessler, Eric Edward (Author) / Amazeen, Polemnia G (Thesis advisor) / Amazeen, Eric L (Committee member) / Glenberg, Arthur M. (Committee member) / Gray, Rob (Committee member) / Arizona State University (Publisher)
Created2010
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Description
This study investigated the effect of two different preparation methods on hitting performance in a high&ndashfidelity; baseball batting simulation. Novice and expert players participated in one of three conditions: observation (viewing a video of the goal action), visualization (hearing a script of the goal action), or a no&ndashpreparation; control group.

This study investigated the effect of two different preparation methods on hitting performance in a high&ndashfidelity; baseball batting simulation. Novice and expert players participated in one of three conditions: observation (viewing a video of the goal action), visualization (hearing a script of the goal action), or a no&ndashpreparation; control group. Each participant completed three different hitting tasks: pull hit, opposite&ndashfield; hit, and sacrifice fly. Experts had more successful hits, overall, than novices. The number of successful hits was significantly higher for both the observation and visualization conditions than for the control. In most cases, performance was best in the observation condition. Experts demonstrated greater effects from the mental preparation techniques compared to novices. However, these effects were mediated by task difficulty. The difference between experts and novices, as well as the difference between the observation and visualization conditions was greater for the more difficult hitting task (opposite&ndashfield; hitting) than for the easier hitting task (sacrifice fly). These effects of mental preparation were associated with significant changes in batting kinematics (e.g., changes in point of bat/ball contact and swing direction). The results indicate that mental preparation can improve directional hitting ability in baseball with the optimal preparation methods depending on skill&ndashlevel; and task difficulty.
ContributorsNeuman, Brooke Leigh Anne (Author) / Gray, Rob (Thesis advisor) / Branaghan, Russell (Committee member) / Becker, Vaughn (Committee member) / Arizona State University (Publisher)
Created2010
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Description
Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through

Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through cyber deception shows great promise by providing an opportunity to delay and disrupt an attacker once network perimeter security has already been breached. Traditional Human Factors research and methods are designed to mitigate human limitations (e.g., mental, physical) to improve performance. These methods can also be used combatively to upend performance. Oppositional Human Factors (OHF), seek to strategically capitalize on cognitive limitations by eliciting decision-making errors and poor usability. Deceptive tactics to elicit decision-making biases might infiltrate attacker processes with uncertainty and make the overall attack economics unfavorable and cause an adversary to make mistakes and waste resources. Two online experimental platforms were developed to test the Sunk Cost Fallacy in an interactive, gamified, and abstracted version of cyber attacker activities. This work presents the results of the Cypher platform. Offering a novel approach to understand decision-making and the Sunk Cost Fallacy influenced by factors of uncertainty, project completion and difficulty on progress decisions. Results demonstrate these methods are effective in delaying attacker forward progress, while further research is needed to fully understand the context in which decision-making limitations do and do not occur. The second platform, Attack Surface, is described. Limitations and lessons learned are presented for future work.
ContributorsJohnson, Chelsea Kae (Author) / Gutzwiller, Robert S (Thesis advisor) / Cooke, Nancy (Committee member) / Shade, Temmie (Committee member) / Ferguson-Walter, Kimberly (Committee member) / Roscoe, Rod (Committee member) / Gray, Rob (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
Urban search and rescue (USAR) teams may use Artificial Social Intelligence (ASI) agents to aid teams in adapting to dynamic environments, minimize risk, and increase mission assurance and task performance. This thesis underlines the relationship between vocal pitch, stress, and team performance from a recent experiment conducted in a simulated

Urban search and rescue (USAR) teams may use Artificial Social Intelligence (ASI) agents to aid teams in adapting to dynamic environments, minimize risk, and increase mission assurance and task performance. This thesis underlines the relationship between vocal pitch, stress, and team performance from a recent experiment conducted in a simulated USAR synthetic task environment (STE). The simulated USAR-STE is a platform to use ASI as an advisor to intervene in the human team members’ cognitive processes, which aims to reduce risk to task execution and to maintain team performance. Three heterogeneous and interdependent roles interact via voice communication to search and rescue the victims: (1) medic -rescues victims and identifies the severity of injuries; (2) transporter -moves victims to their designated zone based on injury severity; (3) engineer -removes hazardous material such as rubble from a room or hallway that is blocking passage. Different speeds are associated with each role, such as medic, transporter, and engineer. Medic has a default speed; the transporter has times two over the default speed; the engineer has the slowest speed. In a total of 45 teams, three ASI conditions, manipulated based on ASI intervention communication length and frequency, were analyzed. Each team participated in two 15-min missions. The results indicate a U-shaped relationship between the transporter’s pitch and a change in team performance. A possible explanation for this significance is the task and role design. The transporter may have the most central role in voice communication because when the transporter is under varying levels of workload and stress, and thus voice pitch has a complex relationship with performance for that role.
ContributorsCLARK, JESKA (Author) / Cooke, Nancy J (Thesis advisor) / Gutzwiller, Robert (Committee member) / Gray, Rob (Committee member) / Arizona State University (Publisher)
Created2023