
Society is heavily dependent on a reliable electric supply; all infrastructure systems depend on electricity to operate. When the electric system fails, the impacts can be catastrophic (food spoilage, inoperable medical devices, lack of access to water, etc.). The social impacts, defined as the direct and indirect impacts on people, of power outages must be explored as the likelihood of power outages and blackouts are increasing. However, compared to other hazards, such as heat and flooding, the knowledge base on the impacts of power outages is relatively small. The purpose of this thesis is to identify what is currently known about the social impacts of power outages, identify where gaps in the literature exist, and deploy a survey to explore power outage experiences at the household level. This thesis is comprised of two chapters, a systematic literature review on the current knowledge of the social impacts of power outages and a multi-city survey focused on power outage experiences.
The first chapter comprised of a systematic literature review using a combined search of in Scopus which returned 762 candidate articles were identified that potentially explored the social impacts of power outages. However, after multiple filtering criteria were applied, only 45 articles met all criteria. Four themes were used to classify the literature, not exclusively, including modeling, social, technical, and other. Only papers that were classified as “social” - meaning they observed how people were affected by a power outage - or in combination with other categories were used within the review.
From the literature, populations of concern were identified, including minority demographics - specifically Blacks or African Americans, children, elderly, and rural populations. The most commonly reported health concerns were from those that rely on medical devices for chronic conditions and unsafe generator practices. Criminal activity was also reported to increase during prolonged power outages and can be mitigated by consistent messaging on where to receive assistance and when power will be restored. Providing financial assistance and resources such as food and water can reduce the crime rate temporarily, but the crime rate can be expected to increase once the relief expires. Authorities should expect looting to occur, especially in poorer areas, during prolonged power outages. Gaps in the literature were identified and future directions for research were provided.
The second chapter consists of a multi-city survey that targeted three major cities across the United States (Detroit, MI; Miami, FL; and Phoenix, AZ). The survey was disseminated through Amazon’s Mechanical Turk and hosted by Qualtrics. 896 participants from the three cities qualified to complete the full version of the survey. Three criteria had to be met for participants to complete the full survey including residing in one of the three target cities, living at their primary address for a majority of the year, and indicate they had experienced a power outage within the last five years.
Participants were asked questions regarding the number of outages experienced in the last five years, the length of their most recent and longest outage experienced, if they owned a generator, how they managed their longest power outage, if participants or anyone in their household relies on a medical device, the financial burden their power outage caused, and standard demographic- and income-related questions. Race was a significant variable that influenced the outage duration length but not frequency in Phoenix and Detroit. Income was not a significant variable associated with experiencing greater economic impacts, such as having thrown food away because of an outage and not receiving help during the longest outage. Additional assessments similar to this survey are needed to better understand household power outage experiences.
Findings from this thesis demonstrate traditional metrics used in vulnerability indices were not indicative of who experienced the greatest effects of power outages. Additionally, other factors that are not included in these indices, such as owning adaptive resources including medical devices and generators in Phoenix and Detroit, are factors in reducing negative outcomes. More research is needed on this topic to indicate which populations are more likely to experience factors that can influence positive or negative outage outcomes.
In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.
The intent of this project was to design, build, and test a female-intended vibrator that incorporates elements of haptic feedback, biomimicry, and/or micro robotics. Device development was based on human-centered user design elements and the study of physiological arousal, as sexuality and sexual functioning are a part of a human’s overall assessment of health and well-being. The thesis sought to fill the gap that prevents data collection of a female entire sexual response from initial arousal to final orgasm.
Games have traditionally had a high barrier to entry because they necessitate unique input devices, fast reaction times, high motor skills, and more. There has recently been a push to change the design process of these games to include people with disabilities so they can interact with the medium of games as well. This thesis examines the current guiding principles of accessible design, who they are being developed by, and how they might help guide future accessible design and development. Additionally, it will look at modern games with accessibility features and classify them in terms of the Game Accessibility Guidelines. Then, using an interview with a lead developer at a game studio as aid, there will be an examination into modern game industry practices and what might be holding developers or studios back when it comes to accessible design. Finally, further suggestions for these developers and studios will be made in order to help them and others improve in making their games more accessible to people with disabilities.
The aging population has become a pressing social issue, as the younger generation is busy with work and financial stability, leaving little time to care for the elderly. Technological advances in smart homes provide an opportunity for the elderly to live more comfortably and conveniently in their own homes. In this study, we conducted research on the definition of a smart home, the existing usage of the pressure sensor, the classification of the pressure sensor, and its working theory. We are curious about if a consumer-grade barometric sensor is sensitive enough in the home environment. Then, we set up the testing equipment with a consumer-grade barometric pressure sensor, an Adalogger FeatherWing, and an Arduino board. After programming the Arduino, we collected the data from the BME680 sensor in different states (open or closed) of the door, and then analyzed and visualized it using MATLAB. Furthermore, we also explored some potential scenarios and applications for the BME680 sensor. With the help of the BME680 sensor, smart home technology has the potential to improve the lives of older adults and ease the burden on younger generations.
The Oasis app is a self-appraisal tool for potential or current problem gamblers to take control of their habits by providing periodic check-in notifications during a gambling session and allowing users to see their progress over time. Oasis is backed by substantial background research surrounding addiction intervention methods, especially in the field of self-appraisal messaging, and applies this messaging in a familiar mobile notification form that can effectively change user’s behavior. User feedback was collected and used to improve the app, and the results show a promising tool that could help those who need it in the future.