Matching Items (63)
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Description

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,

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.

ContributorsAndresen, Adam (Author) / Hondula, David M. (Contributor, Contributor) / Gall, Melanie (Contributor) / Meerow, Sara (Contributor)
Created2020-07-20
Description

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

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.

ContributorsGriffieth, Alan P (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Computing and Informatics Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

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

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.

ContributorsDirks, Jessica (Author) / Ralston, Laurie (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Engineering Programs (Contributor) / Human Systems Engineering (Contributor)
Created2022-05
Description

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 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.

ContributorsDavis, Robert (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School for the Future of Innovation in Society (Contributor)
Created2023-05
Description

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

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.

ContributorsLiu, Xianyao (Author) / McDaniel, Troy (Thesis director) / Chowdhury, Abhik (Committee member) / Barrett, The Honors College (Contributor) / Engineering Programs (Contributor)
Created2023-05
Description
Game theory, the mathematical study of mathematical models and simulations that often play out like a game, is applicable to a plethora of disciplines, one of which is infrastructure security. This is a rather new and niche subject area, and our aim is to perform a bibliographic analysis to analyze

Game theory, the mathematical study of mathematical models and simulations that often play out like a game, is applicable to a plethora of disciplines, one of which is infrastructure security. This is a rather new and niche subject area, and our aim is to perform a bibliographic analysis to analyze the thematic makeup of a selected body of publications in this area, as well as analyze trends in paper publication, journal contributions, country contributions, and trends in the authorship of the publications.
ContributorsChandra, Varun (Author) / Jevtic, Petar (Thesis director) / Gall, Melanie (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2022-05
Description

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 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.

ContributorsBlunt, Thomas (Author) / Meuth, Ryan (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
Description
This paper presents an overview of The Dyadic Interaction Assistant for Individuals with Visual Impairments with a focus on the software component. The system is designed to communicate facial information (facial Action Units, facial expressions, and facial features) to an individual with visual impairments in a dyadic interaction between two

This paper presents an overview of The Dyadic Interaction Assistant for Individuals with Visual Impairments with a focus on the software component. The system is designed to communicate facial information (facial Action Units, facial expressions, and facial features) to an individual with visual impairments in a dyadic interaction between two people sitting across from each other. Comprised of (1) a webcam, (2) software, and (3) a haptic device, the system can also be described as a series of input, processing, and output stages, respectively. The processing stage of the system builds on the open source FaceTracker software and the application Computer Expression Recognition Toolbox (CERT). While these two sources provide the facial data, the program developed through the IDE Qt Creator and several AppleScripts are used to adapt the information to a Graphical User Interface (GUI) and output the data to a comma-separated values (CSV) file. It is the first software to convey all 3 types of facial information at once in real-time. Future work includes testing and evaluating the quality of the software with human subjects (both sighted and blind/low vision), integrating the haptic device to complete the system, and evaluating the entire system with human subjects (sighted and blind/low vision).
ContributorsBrzezinski, Chelsea Victoria (Author) / Balasubramanian, Vineeth (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
Description
This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can

This paper presents work that was done to create a system capable of facial expression recognition (FER) using deep convolutional neural networks (CNNs) and test multiple configurations and methods. CNNs are able to extract powerful information about an image using multiple layers of generic feature detectors. The extracted information can be used to understand the image better through recognizing different features present within the image. Deep CNNs, however, require training sets that can be larger than a million pictures in order to fine tune their feature detectors. For the case of facial expression datasets, none of these large datasets are available. Due to this limited availability of data required to train a new CNN, the idea of using naïve domain adaptation is explored. Instead of creating and using a new CNN trained specifically to extract features related to FER, a previously trained CNN originally trained for another computer vision task is used. Work for this research involved creating a system that can run a CNN, can extract feature vectors from the CNN, and can classify these extracted features. Once this system was built, different aspects of the system were tested and tuned. These aspects include the pre-trained CNN that was used, the layer from which features were extracted, normalization used on input images, and training data for the classifier. Once properly tuned, the created system returned results more accurate than previous attempts on facial expression recognition. Based on these positive results, naïve domain adaptation is shown to successfully leverage advantages of deep CNNs for facial expression recognition.
ContributorsEusebio, Jose Miguel Ang (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Venkateswara, Hemanth (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05