Arena Report: Leveraging XR to Visualize Sports Data

Description
Arena Report is created to be a teaching and learning application. The app features projection-based Augmented Reality (AR) overlays of sports statistics at meaningful spatial positions to educate coaches and players about how they can use data to make better

Arena Report is created to be a teaching and learning application. The app features projection-based Augmented Reality (AR) overlays of sports statistics at meaningful spatial positions to educate coaches and players about how they can use data to make better decisions. It is also meant to enable users to better communicate results and make better decisions. By interacting with immersive, 3-dimensional data visualizations, Arena Report allows users to develop their ability to make sound decisions in sports.
Date Created
2024-05
Agent

Using Virtual Reality (VR) to Train Pilots on Visual Illusions in Flight

Description
There is currently a substantial shortage of pilots in every facet of aviation—commercial, private, military, etc—both in the United States and worldwide. VR has been showing promise for aviation training, as it is projected to be cheaper and allow for

There is currently a substantial shortage of pilots in every facet of aviation—commercial, private, military, etc—both in the United States and worldwide. VR has been showing promise for aviation training, as it is projected to be cheaper and allow for more training time than in the aircraft or in legacy flight simulators. One of the major challenges in flight has to do with sensory conflicts that lead to illusions. It can be difficult to achieve and maintain spatial orientation in flight, as humans are not biologically designed to be able to maintain spatial orientation in flight in the same way as on the ground. In flight, visual references can quickly become obscured and aviators can easily become deceived by visual illusions. Landing is always considered to be the most challenging phase of flight, especially for novice pilots. Lack of visual information easily leads to spatial disorientation, which has been identified as a factor in nearly a third of general aviation accidents. Without proper training on visual illusions and how to respond to them in flight, many preventable accidents will continue to occur each year. This thesis created a VR game that focuses on landing as a critical phase of flight, and it aims to discover whether using virtual reality to train pilots on visual illusions will enable them to become better aviators than the current training allows for.
Date Created
2024-05
Agent

Integrating Haptic Devices and Mixed Reality for Enhanced Learning Experiences

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Description
Virtual reality (VR) provides significant opportunities for students to experience immersive education. In VR, students can travel to the international space station, or go through a science experiment at home. However, the current tactile feedback provided by these systems do

Virtual reality (VR) provides significant opportunities for students to experience immersive education. In VR, students can travel to the international space station, or go through a science experiment at home. However, the current tactile feedback provided by these systems do not feel real. Controllers do not provide the same tactile feedback experienced in the physical world. This dissertation aims to bridge the gap between the virtual and physical learning environments through the development of novel haptic devices capable of emulating tactile sensations found in physical science labs. My research explores haptic devices that can emulate the sensations of fluids in vessels within the virtual environment. Fluid handling is a cornerstone experience of science labs. I also explore how to emulate the handling of other science equipment. I describe and research on four novel devices. These are 1) SWISH: A shifting-weight interface of simulated hydrodynamics for haptic perception of virtual fluid vessels, 2) Geppetteau, 3) Vibr-eau, and 4) Pneutouch. SWISH simulates the sensation of virtual fluids in vessels using a rack and pinion mechanism, while Geppetteau employs a string-driven mechanism to provide haptic feedback for a variety of vessel shapes. Vibr-eau utilizes vibrotactile actuators in the vessel’s interior to emulate the behavior of virtual liquids. Finally, Pneutouch enables users to interact with virtual objects through pneumatic inflatables. Through systematic evaluations and comparisons with baseline comparisons, the usability and effectiveness of these haptic devices in enhancing virtual experiences is demonstrated. The development of these haptic mechanisms and interfaces represents a significant step towards creating transformative educational tools that provide customizable, hands-on learning environments in both Mixed (MR) and Virtual Reality (VR) - now called XR. This dissertation contributes to advancing the field of haptics for virtual education and lays the foundation for future research in immersive learning technologies.
Date Created
2024
Agent

CAST: A Virtual Reality Spellcasting Game for the Rehabilitation of Distal Radius and Finger Fractures

Description
CAST is a virtual reality (VR) spellcasting game and platform for the rehabilitation of distal radius and figure fractures. CAST will allow patients to engage in therapist-guided rehabilitation both in a post-surgical and long-term setting. Specifically, therapists will be able

CAST is a virtual reality (VR) spellcasting game and platform for the rehabilitation of distal radius and figure fractures. CAST will allow patients to engage in therapist-guided rehabilitation both in a post-surgical and long-term setting. Specifically, therapists will be able to input specific gestures and sequences they want the patient to perform as well as the specific angular or range-of-motion targets for each gesture. Patients will be able to map each sequence to an attack within CAST and defeat enemies across three different worlds. In making CAST VR-based as well as gamified, we hope to increase patient engagement in therapy while also providing a way for patients to engage in effective and guided physical therapy from the comfort of their own home. We will develop CAST using a low-poly art style in Unity while integrating the Meta Interaction Software Development Kit (SDK)’s Gesture and Sequence recognition features. The pilot version of CAST described herein utilizes three sample gesture sequences: wrist pronation/supination, finger opposition, and tendon glide. Each sequence was programmed using the Meta Interaction SDK and mapped to a basic sample attack that spawns a cube above an enemy. In the future, I hope to apply for grant funding and continue developing CAST into a comprehensive hand rehabilitation platform. I will also conduct a pilot study with 40 patients suffering from distal radius or finger fractures to assess rates of patient progression when using CAST versus traditional methods of in-person rehabilitation.
Date Created
2024-05
Agent

Skeeter Breeder: Exploring UI for Gamified K-12 EduMobile Applications

Description

This research study investigates the design principles and best practices for incorporating gamification in EduMobile apps for teaching about mosquito breeding grounds. With limited research investigating the effectiveness of EduMobile apps in engaging and educating students on complex topics, this

This research study investigates the design principles and best practices for incorporating gamification in EduMobile apps for teaching about mosquito breeding grounds. With limited research investigating the effectiveness of EduMobile apps in engaging and educating students on complex topics, this study aims to uncover best practices for designing EduMobile apps for early learners (elementary and middle schoolers). A convenience sample of adults who were not part of the target demographic were recruited to test the app. The System Usability Scale was used to measure user satisfaction, and question-wise t-tests were conducted to analyze the effectiveness of specific design changes. Results show a significant difference in user satisfaction between the original and revised designs, with question 5 of the System Usability Scale driving the overall difference in score. Inconsistent design was found to increase extraneous cognitive load and split attention, while consistency within different views was shown to increase user perception of system integration. These findings suggest that incorporating gamification and following best practices in designing EduMobile apps can increase student engagement and motivation in learning about mosquito breeding grounds.

Date Created
2023-05
Agent

Gaming Mosquito Eradication: An Innovative Educational App

Description

The majority of the public is not aware that common objects in their backyard can be mosquito breeding sites, thus leading to an increase in mosquitoes and mosquito-borne diseases affecting humans and animals during the peak seasons. An engaging a

The majority of the public is not aware that common objects in their backyard can be mosquito breeding sites, thus leading to an increase in mosquitoes and mosquito-borne diseases affecting humans and animals during the peak seasons. An engaging app that instructs people of all ages how to identify, prevent, and eliminate breeding sites may be of use in increasing positive behavioral changes in people, and therefore reducing available breeding sites for mosquitoes. The Embodied Games Lab in Psychology at Arizona State University created an educational game phone app using machine learning to teach students how to identify and eliminate mosquito breeding sites. Skeeter Breeder is an interactive, educational game that teaches participants about potential mosquito breeding sites and how to eliminate them from the immediate environment as documented by smartphone imagery. Currently, there is no educational game phone app that uses machine learning to teach this topic. This Thesis describes a pilot study focused on educating about common mosquito breeding sites and increasing the knowledge of 5th graders on the topic through an agentic (by taking their own pictures), engaging (game-like platform with rewards), and interactive (receiving immediate feedback on pictures) game developed from scratch at ASU.

Date Created
2023-05
Agent

Physical Disability Assistance through VR Technologies: XtendingXR

Description

For the average person, when they use a computer, they interact with two main groups: the Computer Input, which consists of a keyboard and a mouse, and the Computer Output, which consists of a monitor and speakers. For those with

For the average person, when they use a computer, they interact with two main groups: the Computer Input, which consists of a keyboard and a mouse, and the Computer Output, which consists of a monitor and speakers. For those with physical disabilities, traditional Computer Input and Output methods can be difficult or uncomfortable to use. I believe VR Technology can make using computers much more accessible for those individuals, and my application demonstrates that belief.

Date Created
2023-05
Agent