Matching Items (58)
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

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
Description
Parkinson's disease is a neurodegenerative disorder in the central nervous system that affects a host of daily activities and involves a variety of symptoms; these include tremors, slurred speech, and rigid muscles. It is the second most common movement disorder globally. In Stage 3 of Parkinson's, afflicted individuals begin to

Parkinson's disease is a neurodegenerative disorder in the central nervous system that affects a host of daily activities and involves a variety of symptoms; these include tremors, slurred speech, and rigid muscles. It is the second most common movement disorder globally. In Stage 3 of Parkinson's, afflicted individuals begin to develop an abnormal gait pattern known as freezing of gait (FoG), which is characterized by decreased step length, shuffling, and eventually complete loss of movement; they are unable to move, and often results in a fall. Surface electromyography (sEMG) is a diagnostic tool to measure electrical activity in the muscles to assess overall muscle function. Most conventional EMG systems, however, are bulky, tethered to a single location, expensive, and primarily used in a lab or clinical setting. This project explores an affordable, open-source, and portable platform called Open Brain-Computer Interface (OpenBCI). The purpose of the proposed device is to detect gait patterns by leveraging the surface electromyography (EMG) signals from the OpenBCI and to help a patient overcome an episode using haptic feedback mechanisms. Previously designed devices with similar intended purposes utilize accelerometry as a method of detection as well as audio and visual feedback mechanisms in their design.
ContributorsAnantuni, Lekha (Author) / McDaniel, Troy (Thesis director) / Tadayon, Arash (Committee member) / Harrington Bioengineering Program (Contributor) / School of Human Evolution and Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Through decades of clinical progress, cochlear implants have brought the world of speech and language to thousands of profoundly deaf patients. However, the technology has many possible areas for improvement, including providing information of non-linguistic cues, also called indexical properties of speech. The field of sensory substitution, providing information relating

Through decades of clinical progress, cochlear implants have brought the world of speech and language to thousands of profoundly deaf patients. However, the technology has many possible areas for improvement, including providing information of non-linguistic cues, also called indexical properties of speech. The field of sensory substitution, providing information relating one sense to another, offers a potential avenue to further assist those with cochlear implants, in addition to the promise they hold for those without existing aids. A user study with a vibrotactile device is evaluated to exhibit the effectiveness of this approach in an auditory gender discrimination task. Additionally, preliminary computational work is included that demonstrates advantages and limitations encountered when expanding the complexity of future implementations.
ContributorsButts, Austin McRae (Author) / Helms Tillery, Stephen (Thesis advisor) / Berisha, Visar (Committee member) / Buneo, Christopher (Committee member) / McDaniel, Troy (Committee member) / Arizona State University (Publisher)
Created2015