Matching Items (27)
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Description
The wide adoption and continued advancement of information and communications technologies (ICT) have made it easier than ever for individuals and groups to stay connected over long distances. These advances have greatly contributed in dramatically changing the dynamics of the modern day workplace to the point where it is now

The wide adoption and continued advancement of information and communications technologies (ICT) have made it easier than ever for individuals and groups to stay connected over long distances. These advances have greatly contributed in dramatically changing the dynamics of the modern day workplace to the point where it is now commonplace to see large, distributed multidisciplinary teams working together on a daily basis. However, in this environment, motivating, understanding, and valuing the diverse contributions of individual workers in collaborative enterprises becomes challenging. To address these issues, this thesis presents the goals, design, and implementation of Taskville, a distributed workplace game played by teams on large, public displays. Taskville uses a city building metaphor to represent the completion of individual and group tasks within an organization. Promising results from two usability studies and two longitudinal studies at a multidisciplinary school demonstrate that Taskville supports personal reflection and improves team awareness through an engaging workplace activity.
ContributorsNikkila, Shawn (Author) / Sundaram, Hari (Thesis advisor) / Byrne, Daragh (Committee member) / Davulcu, Hasan (Committee member) / Olson, Loren (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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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
This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion,

This thesis describes research into the application of socially reflective, or "Slow", design principles to modern mediated systems, or "Fast" technology. The "information overload" caused by drastic changes in the nature of human communications in the last decade has become a serious problem, with many human-technology interactions creating mental confusion, personal discomfort and a sense of disconnection. Slow design principles aim to help create interactions that avoid these problems by increasing interaction richness, encouraging engagement with local communities, and promoting personal and communal reflection. Three major functional mediated systems were constructed to examine the application of Slow principles on multiple scales: KiteViz, Taskville and Your ____ Here. Each system was designed based on a survey of current research within the field and previous research results. KiteViz is a visually metaphorical display of Twitter activity within a small group, Taskville is a workplace game designed to support collaboration and group awareness in an enterprise, and Your ____ Here is a physical-digital projection system that augments built architecture with user-submitted content to promote discussion and reflection. Each system was tested with multiple users and user groups, the systems were evaluated for their effectiveness in supporting each of the tenets of Slow design, and the results were collected into a set of key findings. Each system was considered generally effective, with specific strengths varying. The thesis concludes with a framework of five major principles to be used in the design of modern, highly-mediated systems that still apply Slow design principles: design for fundamental understanding, handle complexity gracefully, Slow is a process of evolution and revelation, leverage groups and personal connections to encode value, and allow for participation across a widely distributed range of scales.
ContributorsLinn, Silvan (Author) / Kelliher, Aisling G (Thesis advisor) / Tinapple, David (Committee member) / Boradkar, Prasad (Committee member) / Arizona State University (Publisher)
Created2011
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Description
No Doors: A Personal Exploration of Movement and Technology, details the interdisciplinary strategies that were used in the making of a series of interactive/reactive/immersive (IRI) installations that drew audiences into an experience and encouraged active observation and/or participation. The interdisciplinary IRI installations described in this document combined movement, sculpture, production

No Doors: A Personal Exploration of Movement and Technology, details the interdisciplinary strategies that were used in the making of a series of interactive/reactive/immersive (IRI) installations that drew audiences into an experience and encouraged active observation and/or participation. The interdisciplinary IRI installations described in this document combined movement, sculpture, production design, and various forms of media and technology with environments in which participants had agency. In the process of developing this work, the artist considered several concepts and practices: site-specific, various technologies, real-time processing, participant experience, embodied exploration, and hidden activity. Throughout the creative process, the researcher conducted a series of four focus labs in which a small audience was invited to engage with the work as a way of gathering data about the effectiveness of the installations in facilitating active audience observation and/or participation. The data collected after each focus lab informed the revision of the work in preparation for the next focus lab, with the ultimate result being the production of a final exhibition of five interdisciplinary IRI installations. The installations detailed in this document were loosely based on five elements: water, fire, air, earth, and spirit.
ContributorsMcCaman, Sharon (Author) / Schupp, Karen (Thesis advisor) / Rajko, Jessica (Committee member) / Pinholster, Jacob (Committee member) / Tinapple, David (Committee member) / Arizona State University (Publisher)
Created2018
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Emerging technologies, such as augmented reality (AR), are growing in popularity and accessibility at a fast pace. Developers are building more and more games and applications with this technology but few have stopped to think about what the best practices are for creating a good user experience (UX). Currently, there

Emerging technologies, such as augmented reality (AR), are growing in popularity and accessibility at a fast pace. Developers are building more and more games and applications with this technology but few have stopped to think about what the best practices are for creating a good user experience (UX). Currently, there are no universally accepted human-computer interaction guidelines for augmented reality because it is still relatively new. This paper examines three features - virtual content scale, indirect selection, and virtual buttons - in an attempt to discover their impact on the user experience in augmented reality. A Battleship game was developed using the Unity game engine with Vuforia, an augmented reality platform, and built as an iOS application to test these features. The hypothesis was that both virtual content scale and indirect selection would result in a more enjoyable and engaging user experience whereas the virtual button would be too confusing for users to fully appreciate the feature. Usability testing was conducted to gauge participants' responses to these features. After playing a base version of the game with no additional features and then a second version with one of the three features, participants rated their experiences and provided feedback in a four-part survey. It was observed during testing that people did not inherently move their devices around the augmented space and needed guidance to navigate the game. Most users were fascinated with the visuals of the game and two of the tested features. It was found that movement around the augmented space and feedback from the virtual content were critical aspects in creating a good user experience in augmented reality.
ContributorsBauman, Kirsten (Co-author) / Benson, Meera (Co-author) / Olson, Loren (Thesis director) / LiKamWa, Robert (Committee member) / School of the Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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The act of writing music criticism comes with numerous difficulties inherently involved in describing the ineffable qualities of audio in the medium of the written word. My music criticism podcast, Here and Now with Steve Jozef, offers a method of reviewing albums that sidesteps these problems by interweaving the criticism

The act of writing music criticism comes with numerous difficulties inherently involved in describing the ineffable qualities of audio in the medium of the written word. My music criticism podcast, Here and Now with Steve Jozef, offers a method of reviewing albums that sidesteps these problems by interweaving the criticism with clips of the songs discussed. This format holds the critic accountable to root their opinion in tangible components in the music, and makes clear the direct line between the qualities of the music at hand and the reviewer's verdict on that music. I wrote, recorded, edited, and distributed 13 episodes of the podcast over the course of six months; I've selected four of those episodes to represent my work for the purposes of the thesis. Their scripts, as well as links to the full episodes, are included with this paper. In addition, I thoroughly researched modern academic thought on the nature, purpose, and future of popular music criticism. This research helped me refine a conception of my ideal theoretical audience for the podcast, forced me to confront and assess my music evaluation criteria through various lenses, and develop the goal of creating a pattern of empathetic listening amongst my listeners. Over the course of developing the project, I ran into several obstacles in using copyrighted material on the show without permission from the copyright holders. Thus the podcast also became a case study in evaluating modern copyright law and its application, and demonstrating what needs to change about both for music criticism to sustain in this form.
ContributorsJozef, Steven James (Author) / Wells, Christopher (Thesis director) / Duerden, Sarah (Committee member) / Tinapple, David (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
The purpose of this project is to artistically express that our perceptions of the visual world are interrupted due to the often overlooked blinking of our eyes. The project was guided by two questions: 1) How is blink rate related to thought and emotion? 2) How does the process of

The purpose of this project is to artistically express that our perceptions of the visual world are interrupted due to the often overlooked blinking of our eyes. The project was guided by two questions: 1) How is blink rate related to thought and emotion? 2) How does the process of blinking provide context to our life experiences? To link these two concepts together, I constructed a creative editing device that uses a live video feed of the user's eye blinking to randomly launch pre-existing footage of the user's significant life events. The process of creating this project occurred in three distinct steps. In the first step, I recorded 30-second videos to be used as a demonstration when exhibiting the device. In the second step, I attached a camera to a head mount to output a real time video of my eye blinking. In the third step, I created a Max patch that used the video feed of my eye as a trigger to play my pre-recorded clips. The final result was an evocative non-linear narrative of past personal experiences, and the development of the narrative itself is similar to the way in which humans recall memories. The visuals of the blinking eye were placed adjacent to the pre-recorded footage in order to mimic the positioning of two eyes on a face; one side of the display shows my actual eye, and the other side signifies looking back on what my eye has seen. The intended effect was to generate an awareness of the breaks in our vision and how this influences our existence.
ContributorsYoshisato, Sarah Hanako (Author) / Connell, Ellery (Thesis director) / Gharavi, Lance (Committee member) / Tinapple, David (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2014-05
Description
The purpose of this project is to artistically express that our perceptions of the visual world are interrupted due to the often overlooked blinking of our eyes. The project was guided by two questions: 1) How is blink rate related to thought and emotion? 2) How does the process of

The purpose of this project is to artistically express that our perceptions of the visual world are interrupted due to the often overlooked blinking of our eyes. The project was guided by two questions: 1) How is blink rate related to thought and emotion? 2) How does the process of blinking provide context to our life experiences? To link these two concepts together, I constructed a creative editing device that uses a live video feed of the user's eye blinking to randomly launch pre-existing footage of the user's significant life events. The process of creating this project occurred in three distinct steps. In the first step, I recorded 30-second videos to be used as a demonstration when exhibiting the device. In the second step, I attached a camera to a head mount to output a real time video of my eye blinking. In the third step, I created a Max patch that used the video feed of my eye as a trigger to play my pre-recorded clips. The final result was an evocative non-linear narrative of past personal experiences, and the development of the narrative itself is similar to the way in which humans recall memories. The visuals of the blinking eye were placed adjacent to the pre-recorded footage in order to mimic the positioning of two eyes on a face; one side of the display shows my actual eye, and the other side signifies looking back on what my eye has seen. The intended effect was to generate an awareness of the breaks in our vision and how this influences our existence.
ContributorsYoshisato, Sarah Hanako (Author) / Connell, Ellery (Thesis director) / Gharavi, Lance (Committee member) / Tinapple, David (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2014-05
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Description
This study explores the results of an event hosted for undergraduate students in the Arts, Media and Engineering (AME) department at Arizona State University. 18 students were asked to sit and eat lunch with one another and share their opinions on personal and school-related topics. A follow-up survey consisting of

This study explores the results of an event hosted for undergraduate students in the Arts, Media and Engineering (AME) department at Arizona State University. 18 students were asked to sit and eat lunch with one another and share their opinions on personal and school-related topics. A follow-up survey consisting of eight questions was sent out to gauge how effective this event was in getting students to build stronger relationships with each other. Statistical analysis showed that 89% of students who attended would participate again and consider collaborating with another student at the event in future projects. From these results, a series of future interventions like the one mentioned in this paper could promote stronger relationships among students and add value to the department. A positive response from the students who participated could imply that students might be more inclined to reach out to classmates when in a setting made for that purpose.
ContributorsWheeler, Hannah M (Author) / Tinapple, David (Thesis director) / Olson, Loren (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05