Matching Items (8)
153305-Thumbnail Image.png
Description
This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and

This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. Demographic information was also collected, including age, computer gameplay experience, number of virtual environments interacted with, gender and time spent in this virtual environment. The data was analyzed as a 2 x 2 between subjects ANOVA.

The main effects of shader fidelity and polygon fidelity were both non- significant for both learning and all presence subscales inside the VLE. In addition, there was no significant interaction between shader fidelity and model fidelity. However, there were two significant results on the supplementary variables. First, gender was found to have a significant main effect on all the presence subscales. Females reported higher average levels of presence than their male counterparts. Second, gameplay hours, or the number of hours a participant played computer games per week, also had a significant main effect on participant score on the learning measure. The participants who reported playing 15+ hours of computer games per week, the highest amount of time in the variable, had the highest score as a group on the mercury learning measure while those participants that played 1-5 hours per week had the lowest scores.
ContributorsHorton, Scott (Author) / Nelson, Brian (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2014
155962-Thumbnail Image.png
Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
ContributorsKury, Nizar (Author) / Nelson, Brian C (Thesis advisor) / Hsiao, Ihan (Committee member) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2017
186601-Thumbnail Image.png
Description

As Arizona State University moves toward virtual classroom accessibility and the fortification of education for all students around the globe (ASU Online), we must continue to develop and cultivate creative resources to bring STEM laboratory activities to those who do not have access to the resources found in many classrooms.

As Arizona State University moves toward virtual classroom accessibility and the fortification of education for all students around the globe (ASU Online), we must continue to develop and cultivate creative resources to bring STEM laboratory activities to those who do not have access to the resources found in many classrooms. Online science degree programs face a particular challenge, as laboratory activities must be reformatted and rethought for virtual application. ASU has recently launched an online Forensic Science major, and the ability to identify and analyze evidence at a crime scene is one of the most important skills a student-investigator can learn. The development of creative ways to address instruction in a virtual crime scene is essential to the success of this and similar programs. Through the process of identifying evidence, students can hone their critical thinking skills, as they are required to assess scenarios and decide which evidence is pertinent to a given case. By making decisions regarding the packaging of identified evidence, students learn important steps in any forensic job, such as chain of custody, the effects of material packaging on evidence preservation, and the ramifications of incorrect evidence handling. Currently, there are several virtual crime scene programs available for purchase (Crime Scenes Meet Virtual Reality | St. Edward’s University in Austin, Texas). These programs offer activities such as those described above, yet they present a financial hurdle and are not customizable for specific courses or environments. Through the use of Google Slides, this project yielded an accessible and easily replicable interactive learning experience. The project resulted in a virtual crime scene that was both intuitive and integrative of generally novice technological resources such as Google Enterprise. Clickable photo slides were constructed using the linked shape imagery tools on Google Slides in order to provide an immersive learning experience.

ContributorsHughes, Ally (Author) / Bolhofner, Katelyn (Thesis director) / Parrott, Jonathan (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Natural Sciences (Contributor)
Created2023-05
168346-Thumbnail Image.png
Description
ABSTRACT COVID-19 has affected every aspect of society, including the performing arts. This study creates a historic record of the impact of the COVID-19 pandemic on Navy Band Southwest (NBSW), located in San Diego, CA. It is an account of Navy Band Southwest’s journey under my direction as the

ABSTRACT COVID-19 has affected every aspect of society, including the performing arts. This study creates a historic record of the impact of the COVID-19 pandemic on Navy Band Southwest (NBSW), located in San Diego, CA. It is an account of Navy Band Southwest’s journey under my direction as the Bandmaster and the transformation from live music performances to performances in the virtual environment from March 2020 until September 2021. The paper details safety protocols developed by the NBSW leadership team that were implemented following Center for Disease Control and Department of Defense overarching guidance. It also examines the process of development of recording techniques, both audio and video, as well as hardware used to create virtual band performances. Chapters cover NBSW operations pre-COVID, development of the virtual music-making process, and the creation of specific projects, including an original commission for wind band that was conceived, composed, rehearsed, and recorded entirely in a virtual environment. This paper aims to capture the perseverance and professionalism of U. S. Navy Sailors and how these musicians adapted to continue making music during forced isolation and quarantine. An archive of selected performances is included with this document.
ContributorsMansfield, Bruce John (Author) / Caslor, Jason (Thesis advisor) / Edwards, Bradley (Committee member) / Holbrook, Amy (Committee member) / Arizona State University (Publisher)
Created2021
171860-Thumbnail Image.png
Description
The current study investigates accent effects using virtual agents in the context of a multimedia learning environment. In a 2 (voice type: human, synthetic) x 2 (voice accent: English, Russian) between-subjects factorial design, the source and accent of the agent’s voice were manipulated. Research has shown that an instructor’s accent

The current study investigates accent effects using virtual agents in the context of a multimedia learning environment. In a 2 (voice type: human, synthetic) x 2 (voice accent: English, Russian) between-subjects factorial design, the source and accent of the agent’s voice were manipulated. Research has shown that an instructor’s accent can have an impact on learning outcomes and perceptions of the instructor. However, these outcomes and perceptions have yet to be fully understood in the context of a virtual human instructor. Outcome measures collected included: knowledge retention, knowledge transfer, and cognitive load. Perception measures were collected using the Agent Persona Instrument-Revised, API-R, and a speaker-rating survey. Overall, there were no significant differences between the accented conditions. However, the synthetic condition had significantly lower knowledge retention, knowledge transfer, and mental effort efficiency than the professional voices in the human condition. Participants rated the human recordings higher on speaker-rating and API-R measures. These findings demonstrate the importance of considering the quality of the voice when designing multimedia learning environments.
ContributorsSiegle, Robert Franklin (Author) / Craig, Scotty D (Thesis advisor) / Cooke, Nancy J (Committee member) / Nelson, Brian C (Committee member) / Arizona State University (Publisher)
Created2022
131811-Thumbnail Image.png
Description
Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting

Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting of a set of instructions, headphones and different materials, is a quick, effective and efficient way to mimic having some of the stressors those living with Alzheimer's, or other types of dementia, may experience in their day-to-day lives. The purpose of this study was to analyze the effect on caregivers’ emotions and attitudes toward dementia, before and after the virtual experience using a qualitative approach. It is hypothesized that the intervention will educate and instill empathy in the caregivers, overall, improving the delivery of their care in the future. Participants were asked open ended questions before and after the intervention using the virtual experience and four themes emerged: (1) Being more patient, (2) Slowing down, (3) Empathy and (4) Being positive. The findings suggest further education about the disease process is needed to help caregivers understand the actions of dementia related behaviors. Also, education about different strategies to handle some negative behaviors associated with Alzheimer’s or other types of dementia can be done to improve the situation. Overall, the findings showed an increase in empathy and positive words or phrases from the participants, suggesting the simulation experience was an applicable and ethical intervention.
ContributorsPfohl, Marin Elizabeth (Co-author) / Latini, Abigail (Co-author) / Hamilton, Gillian (Thesis director) / Gallagher, Maribeth (Committee member) / Uriri-Glover, Johannah (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131813-Thumbnail Image.png
Description
Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting

Changing Caregivers Attitudes toward dementia study was conducted to assess changes in attitudes of formal caregivers caring for persons with dementia in a palliative care setting. An eight-minute virtual experience activity was delivered to 40 para-professional caregivers of those diagnosed with mild, moderate or severe dementia. The virtual experience consisting of a set of instructions, headphones and different materials, is a quick, effective and efficient way to mimic having some of the stressors those living with Alzheimer's, or other types of dementia, may experience in their day-to-day lives. The purpose of this study was to analyze the effect on caregivers’ emotions and attitudes toward dementia, before and after the virtual experience using a qualitative approach. It is hypothesized that the intervention will educate and instill empathy in the caregivers, overall, improving the delivery of their care in the future. Participants were asked open ended questions before and after the intervention using the virtual experience and four themes emerged: (1) Being more patient, (2) Slowing down, (3) Empathy and (4) Being positive. The findings suggest further education about the disease process is needed to help caregivers understand the actions of dementia related behaviors. Also, education about different strategies to handle some negative behaviors associated with Alzheimer’s or other types of dementia can be done to improve the situation. Overall, the findings showed an increase in empathy and positive words or phrases from the participants, suggesting the simulation experience was an applicable and ethical intervention.
ContributorsLatini, Abigail Louise (Co-author) / Pfohl, Marin (Co-author) / Hamilton, Gillian (Thesis director) / Gallagher, Maribeth (Committee member) / Uriri-Glover, Johannah (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
130875-Thumbnail Image.png
Description
This project produced a dual-medium (traditional screen & virtual reality) virtual environment of Barnhardt Canyon, in Payson, Arizona. The project showcases two different approaches to developing a virtual environment with both being centered by 360 degree content. The virtual environment allows a user to explore the area in a much

This project produced a dual-medium (traditional screen & virtual reality) virtual environment of Barnhardt Canyon, in Payson, Arizona. The project showcases two different approaches to developing a virtual environment with both being centered by 360 degree content. The virtual environment allows a user to explore the area in a much more immersive way than offered by traditional media. Future uses of the project could include research on the educational efficacy of virtual reality content, or the project could be used as a teaching tool in geoscience classes.
ContributorsRuberto, James Richard (Author) / Semken, Steven (Thesis director) / Reynolds, Stephen (Committee member) / Proctor, Sian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-12