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The purpose of this applied project was to research potential methods for conducting performance and evaluation observations on users of Positive Train Control (PTC) and recommend the most effective measures of performance (MOPs) and measures of efficiency (MOEs) of those users. I conducted a study to collect and analyze what

The purpose of this applied project was to research potential methods for conducting performance and evaluation observations on users of Positive Train Control (PTC) and recommend the most effective measures of performance (MOPs) and measures of efficiency (MOEs) of those users. I conducted a study to collect and analyze what data could be observed and examined most effectively to produce causal explanations of behaviors when utilizing the PTC system. This study was done through literature review, interviews of PTC users and trainers, and through direct observations as I rode on trains watching crews interact with the system. Additionally, I researched several studies on human computer interface (HCI) usability studies of various software applications. Based upon the results, I recommend that direct-participant observations be employed and apply both the system and individual MOPs and MOEs identified in the report to track user’s proficiency. The data collected from these observations can be centralized and used to identify behavioral trends, drive corrective actions, create future policies as well as training content. These observations will address the need to have structured observations which allow observers to focus undistracted on the specific behaviors that affect train operations. This database would also identify employees that may need additional or refresher training.

ContributorsBeitia, Adam (Author) / Lauer, Claire (Degree committee member) / Maid, Barry M. (Degree committee member) / Mara, Andrew (Degree committee member)
Created2018-12-06
Description
ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input

ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input device. The first sub-study examined the effects of increased latency on performance using two separate experiments. In the first experiment the effects of constant latency on performance were tested, wherein participants completed blocks of trials with a constant level of latency. Additionally, after each block, participants rated their subjective experience of the input device performance at each level of latency. The second experiment examined the effects of variable latency on performance, where latency was randomized within blocks of trials.

The second sub-study investigated the effects of decreased updating rates on performance in the same manner as the first study, wherein experiment one tested the effect of constant updating rate on performance as well as subjective rating, and experiment two tested the effect of variable updating rate on performance. The findings suggest that latency is negative correlated with actual performance as well as subjective ratings of performance, and updating rate is positively correlated with actual performance as well as subjective ratings of performance.
ContributorsBrady, Kyle J (Author) / Wu, Bing (Thesis advisor) / Hout, Michael C (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2015
Description
This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new,

This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new, motivation-sensitive approach to design was implemented. This approach combined psychometric analysis from motivational psychology's Personal Project Analysis (PPA) and Place Attachment theory's Sense of Place (SoP) analysis to produce project-centered motivational models for environmental congruence. Regression analysis of surveys collected from 150 (n = 150) young adults about their homes revealed PPA motivational dimensions had significant main affects on all three SoP factors. Model one indicated PPA dimensions Fearful and Value Congruency predicted the SoP factor Place Attachment (p = 0.012). Model two indicated the PPA factor Positive Affect and PPA dimensions Value Congruency, Self Identity and Autonomy predicted Place Identity (p = .0003). Model three indicated PPA dimensions Difficulty and Likelihood of Success predicted the SoP factor Place Dependency. The relationships between motivational PPA dimensions and SoP demonstrated in these models informed creation of a set of motivational design heuristics. These heuristics guided 20 participants (n = 20) through co-design of paper prototypes of SHSPs supporting goal attainment and human flourishing. Normative analysis of these paper prototypes fashioned a design framework consisting of the use cases "make with me", "keep me on task" and "improve myself"; the four design principles "time and timing", "guidance and accountability", "project ambiguity" and "positivity mechanisms"; and the seven interaction models "structuring time", "prompt user", "gather resources", "consume content", "create content", "restrict and/or restore access to content" and "share content". This design framework described and evaluated three technology probes installed in the homes of three participants (n = 3) for field-testing over the course of one week. A priori and post priori samples of psychometric measures were inconclusive in determining if SHSP motivated goal attainment or increased environmental congruency between young adults and their homes.
ContributorsBrotman, Ryan Scott (Author) / Burleson, Winsow (Thesis advisor) / Heywood, William (Committee member) / Forlizzi, Jodi (Committee member) / Arizona State University (Publisher)
Created2013
Description
The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications.

The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.
ContributorsGarduno Massieu, Luis (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric (Committee member) / Gupta, Sandeep (Committee member) / Arizona State University (Publisher)
Created2012
Description
Applications over a gesture-based human-computer interface (HCI) require a new user login method with gestures because it does not have traditional input devices. For example, a user may be asked to verify the identity to unlock a device in a mobile or wearable platform, or sign in to a virtual

Applications over a gesture-based human-computer interface (HCI) require a new user login method with gestures because it does not have traditional input devices. For example, a user may be asked to verify the identity to unlock a device in a mobile or wearable platform, or sign in to a virtual site over a Virtual Reality (VR) or Augmented Reality (AR) headset, where no physical keyboard or touchscreen is available. This dissertation presents a unified user login framework and an identity input method using 3D In-Air-Handwriting (IAHW), where a user can log in to a virtual site by writing a passcode in the air very fast like a signature. The presented research contains multiple tasks that span motion signal modeling, user authentication, user identification, template protection, and a thorough evaluation in both security and usability. The results of this research show around 0.1% to 3% Equal Error Rate (EER) in user authentication in different conditions as well as 93% accuracy in user identification, on a dataset with over 100 users and two types of gesture input devices. Besides, current research in this area is severely limited by the availability of the gesture input device, datasets, and software tools. This study provides an infrastructure for IAHW research with an open-source library and open datasets of more than 100K IAHW hand movement signals. Additionally, the proposed user identity input method can be extended to a general word input method for both English and Chinese using limited training data. Hence, this dissertation can help the research community in both cybersecurity and HCI to explore IAHW as a new direction, and potentially pave the way to practical adoption of such technologies in the future.
ContributorsLu, Duo (Author) / Huang, Dijiang (Thesis advisor) / Li, Baoxin (Committee member) / Zhang, Junshan (Committee member) / Yang, Yezhou (Committee member) / Arizona State University (Publisher)
Created2021
Description
Social engagement is vital for developing a healthy social life. The advantages of engaging in positive social interactions are evident in various contexts. Active social interaction in the workplace fosters collaboration and boosts productivity. Positive communication is crucial for establishing and sustaining healthy family bonds. However, there has been a

Social engagement is vital for developing a healthy social life. The advantages of engaging in positive social interactions are evident in various contexts. Active social interaction in the workplace fosters collaboration and boosts productivity. Positive communication is crucial for establishing and sustaining healthy family bonds. However, there has been a growing tendency for digital technologies to contribute to individuals being physically present but emotionally detached, confined within their social bubbles. Most existing studies in the field of human-computer interaction (HCI) have primarily concentrated on researching technology that links remote social connections. However, there has been limited exploration of the potential of interactive technology to facilitate engagement among individuals who are physically present in the same location. The contribution of the research is to explore technology and design tactics that enhance playful and enjoyable co-located engagement rather than inhibit it. I present three case studies that demonstrate my research methodologies, novel systems, and their implementation in two distinct scenarios. First, I developed augmented cups that enable a collective of unfamiliar individuals to generate and manipulate sounds together by utilizing the glass as a musical instrument. Second, I integrated these augmented cups into a communal dining environment and developed additional computational tableware. The augmented dining experience integrated multisensory modality, including visual, auditory, and tactile components. Third, I implemented the multisensory-driven approach in the field of children's peer interaction through the study of SensaSea project, aiming to examine the impact of sensory modalities on children's social behavior with peers and their pro-social outcomes. Qualitative studies investigated the firsthand experiences of individuals using these interactive multisensory systems, leading to the development of design frameworks and further valuable insights. To summarize, I first present various technologically mediated methods for integrating design tactics and then apply them to two scenario-based social settings. The research findings produced design frameworks with three key characteristics: interdependent interaction, improvised activity, and interaction over time. The framework provides a resource for interaction designers to use as design guidance when creating their own social experiences. Second, I contribute to the theoretical foundations for facilitating design approaches and frameworks. Third, I introduce research methods that incorporate video analysis, activity coding, statistical measures, signal correlation, and social behavior analysis.
ContributorsLYU, YANJUN (Author) / Sha, Xin Wei (Thesis advisor) / Karimi, Robert Farid (Committee member) / Hayes, Lauren Sarah (Committee member) / Arizona State University (Publisher)
Created2024
Description
Touch plays a vital role in maintaining human relationships through social andemotional communications. This research proposes a multi-modal haptic display capable of generating vibrotactile and thermal haptic signals individually and simultaneously. The main objective for creating this device is to explore the importance of touch in social communication, which is absent in traditional

Touch plays a vital role in maintaining human relationships through social andemotional communications. This research proposes a multi-modal haptic display capable of generating vibrotactile and thermal haptic signals individually and simultaneously. The main objective for creating this device is to explore the importance of touch in social communication, which is absent in traditional communication modes like a phone call or a video call. By studying how humans interpret haptically generated messages, this research aims to create a new communication channel for humans. This novel device will be worn on the user's forearm and has a broad scope of applications such as navigation, social interactions, notifications, health care, and education. The research methods include testing patterns in the vibro-thermal modality while noting its realizability and accuracy. Different patterns can be controlled and generated through an Android application connected to the proposed device via Bluetooth. Experimental results indicate that the patterns SINGLE TAP and HOLD/SQUEEZE were easily identifiable and more relatable to social interactions. In contrast, other patterns like UP-DOWN, DOWN-UP, LEFTRIGHT, LEFT-RIGHT, LEFT-DIAGONAL, and RIGHT-DIAGONAL were less identifiable and less relatable to social interactions. Finally, design modifications are required if complex social patterns are needed to be displayed on the forearm.
ContributorsGharat, Shubham Shriniwas (Author) / McDaniel, Troy (Thesis advisor) / Redkar, Sangram (Thesis advisor) / Zhang, Wenlong (Committee member) / Arizona State University (Publisher)
Created2021
Description
While significant qualitative, user study-focused research has been done on augmented reality, relatively few studies have been conducted on multiple, co-located synchronously collaborating users in augmented reality. Recognizing the need for more collaborative user studies in augmented reality and the value such studies present, a user study is conducted of

While significant qualitative, user study-focused research has been done on augmented reality, relatively few studies have been conducted on multiple, co-located synchronously collaborating users in augmented reality. Recognizing the need for more collaborative user studies in augmented reality and the value such studies present, a user study is conducted of collaborative decision-making in augmented reality to investigate the following research question: “Does presenting data visualizations in augmented reality influence the collaborative decision-making behaviors of a team?” This user study evaluates how viewing data visualizations with augmented reality headsets impacts collaboration in small teams compared to viewing together on a single 2D desktop monitor as a baseline. Teams of two participants performed closed and open-ended evaluation tasks to collaboratively analyze data visualized in both augmented reality and on a desktop monitor. Multiple means of collecting and analyzing data were employed to develop a well-rounded context for results and conclusions, including software logging of participant interactions, qualitative analysis of video recordings of participant sessions, and pre- and post-study participant questionnaires. The results indicate that augmented reality doesn’t significantly change the quantity of team member communication but does impact the means and strategies participants use to collaborate.
ContributorsKintscher, Michael (Author) / Bryan, Chris (Thesis advisor) / Amresh, Ashish (Thesis advisor) / Hansford, Dianne (Committee member) / Johnson, Erik (Committee member) / Arizona State University (Publisher)
Created2020
Description
The widespread usage of technology has led to an increase in cyber threats. Organizations use indices to measure, understand, and make decisions in response to cybersecurity threats. However, the same tools do not exist to help individuals to make informed cybersecurity decisions. This work aims to understand the impact of

The widespread usage of technology has led to an increase in cyber threats. Organizations use indices to measure, understand, and make decisions in response to cybersecurity threats. However, the same tools do not exist to help individuals to make informed cybersecurity decisions. This work aims to understand the impact of cyber threats on individuals and take steps toward developing a composite indicator that engages them in conversations around cybersecurity. A composite indicator consolidates single indicators around a complex topic, such as cybersecurity, into one, thereby providing a means for measuring a non-trivial topic. A tool such as a composite indicator will help individuals make better cybersecurity policy decisions and enable researchers to benchmark cybersecurity consequences for the general public. However, more data and information are needed to create such a tool.To this end, this work presents semi-structured interviews with people about their exposure to cyber threats and documents some of the challenges and harms of a cyber-related incident. Based on interviews and a literature survey, this work proposes a Cyber Harm Framework for Citizens that reflects the dimensions of harm experienced by users. This framework provides a conceptual starting point for building a composite indicator. In order to develop a human-centered cyber indicator, this work explores the potential social, ethical, and design challenges that must be considered. Future work will focus on integrating the framework into a cyber-harm composite indicator, enabling individuals to make informed cybersecurity decisions.
ContributorsJacobs, Danielle R (Author) / McDaniel, Troy (Thesis advisor) / Li, Baoxin (Committee member) / Bryan, Chris (Committee member) / Michael, Katina (Committee member) / Gall, Melanie (Committee member) / Bao, Tiffany (Committee member) / Arizona State University (Publisher)
Created2024
Description
Deaf and Hard of Hearing (DHH) students' access to technical education is impeded by- difficulty in communicating technical terms effectively and few resources to learn, assess and adopt standard gestures for these technical terms. While only 20% of DHH individuals attend post secondary education institutions each year, an even smaller

Deaf and Hard of Hearing (DHH) students' access to technical education is impeded by- difficulty in communicating technical terms effectively and few resources to learn, assess and adopt standard gestures for these technical terms. While only 20% of DHH individuals attend post secondary education institutions each year, an even smaller subset will enroll in a computer science course. Only 0.19% of DHH students attend any postgraduate education as opposed to nearly 15% of hearing individuals. This reduces the access of DHH individuals to high quality skilled jobs in the technological fields that require postgraduate education where they may earn 31% more. I identified significant variance in the accessibility requirements of DHH students for STEM education based on their respective disability profiles. I focus on deaf students who rely on American Sign Language (ASL), and based on my interviews with expert educators, and interpreters, I derive the unique accessibility requirements for them. In this thesis, I present a framework, CASE, that consists of tools that aid DHH students in technical higher education to communicate, assess, standardize technical gestures and provides different methodologies to evaluate these tools. I present a Computer Science Accessible Virtual Education (CSAVE) platform consisting of a crowd-sourcing gesture learning and generation tool, CSignGen. CSignGen is designed to aid in building a stronger ASL user base to facilitate communication, and a robust database of standard technical gestures. The standardization tool is based on the concept of iconicity Rating. In order to build a repository of new standard gestures, I need to ensure that the newly generated gestures are highly iconic so that they are easily recognizable and hence adopted by higher number of users. I evaluated learners' recognition using retention and execution tests. Results from gesture recognition based on iconicity supported my hypothesis that high iconic gestures are more recognizable. Performance evaluation of the automated gesture standardization showed that the accuracy of the automated iconicity rating assigner is 80.76%. The second step evaluation by an expert in technical gestures, showed that there is little discernible difference between the iconicity ratings assigned by the automated assigner and the manual observational assignment. The expert agreed with the automated Iconicity assigner 62% of the time.
ContributorsHossain, Sameena (Author) / Gupta, Sandeep K. S. (Thesis advisor) / Azuma, Tamiko (Committee member) / Banerjee, Ayan (Committee member) / Paudyal, Prajwal (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2024