Filtering by
- Creators: ASU Library. Music Library
Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing music, or taking a phone call. As a result, it is important for designers to look into their decisions and how they might affect the overall experience a person has while interacting with multimedia screen as they are driving a vehicle. This study aims to look into how existing design decisions present themselves in the multimedia screens of modern vehicles and which principles of design users favor when interacting with the systems. With 188 participants and three vehicles tested, including the 2019 Toyota Highlander equipped with native software, the 2019 Hyundai Sonata equipped with Android Auto, and the 2020 Hyundai Elantra equipped with Apple CarPlay, it was found that design principles found in Human Computer Interaction, such as Gestalt principles, are relevant in allowing for a more positive, enjoyable experience in completing tasks such as navigation, playing music, and taking a phone call.
Bad actor reporting has recently grown in popularity as an effective method for social media attacks and harassment, but many mitigation strategies have yet to be investigated. In this study, we created a simulated social media environment of 500,000 users, and let those users create and review a number of posts. We then created four different post-removal algorithms to analyze the simulation, each algorithm building on previous ones, and evaluated them based on their accuracy and effectiveness at removing malicious posts. This thesis work concludes that a trust-reward structure within user report systems is the most effective strategy for removing malicious content while minimizing the removal of genuine content. This thesis also discusses how the structure can be further enhanced to accommodate real-world data and provide a viable solution for reducing bad actor online activity as a whole.
Augmented reality offers a unique and innovative way to interact and connect with the natural world through the digital world. In an effort to better facilitate learning, this project makes use of web-based augmented reality. This project employs JavaScript libraries, AR.js and Three.js, to provide an augmented reality experience that better links real-world objects to information in a more digestible format. As well as discusses the many issues with technology and how to work around them and ultimately solve them.

In location estimation problems, sensor nodes at known locations, called anchors, transmit signals to sensor nodes at unknown locations, called nodes, and use these transmissions to estimate the location of the nodes. Specifically, the location estimation in the presence of fading channels using time of arrival (TOA) measurements with narrowband communication signals is considered. Meanwhile, the Cramer-Rao lower bound (CRLB) for localization error under different assumptions is derived. Also, maximum likelihood estimators (MLEs) under these assumptions are derived.
In large WSNs, distributed location estimation algorithms are more efficient than centralized algorithms. A sequential localization scheme, which is one of distributed location estimation algorithms, is considered. Also, different localization methods, such as TOA, received signal strength (RSS), time difference of arrival (TDOA), direction of arrival (DOA), and large aperture array (LAA) are compared under different signal-to-noise ratio (SNR) conditions. Simulation results show that DOA is the preferred scheme at the low SNR regime and the LAA localization algorithm provides better performance for network discovery at high SNRs. Meanwhile, the CRLB for the localization error using the TOA method is also derived.
A distributed location detection scheme, which allows each anchor to make a decision as to whether a node is active or not is proposed. Once an anchor makes a decision, a bit is transmitted to a fusion center (FC). The fusion center combines all the decisions and uses a design parameter $K$ to make the final decision. Three scenarios are considered in this dissertation. Firstly, location detection at a known location is considered. Secondly, detecting a node in a known region is considered. Thirdly, location detection in the presence of fading is considered. The optimal thresholds are derived and the total probability of false alarm and detection under different scenarios are derived.


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.
