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Graphics and Human Computer Interfaces Commons™
Open Access. Powered by Scholars. Published by Universities.®
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Articles 31 - 60 of 77
Full-Text Articles in Graphics and Human Computer Interfaces
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
The Effects Of Primary And Secondary Task Workloads On Cybersickness In Immersive Virtual Active Exploration Experiences, Rohith Venkatakrishnan
All Dissertations
Virtual reality (VR) technology promises to transform humanity. The technology enables users to explore and interact with computer-generated environments that can be simulated to approximate or deviate from reality. This creates an endless number of ways to propitiously apply the technology in our lives. It follows that large technological conglomerates are pushing for the widespread adoption of VR, financing the creation of the Metaverse - a hypothetical representation of the next iteration of the internet.
Even with VR technology's continuous growth, its widespread adoption remains long overdue. This can largely be attributed to an affliction called cybersickness, an analog to …
Chatgpt As Metamorphosis Designer For The Future Of Artificial Intelligence (Ai): A Conceptual Investigation, Amarjit Kumar Singh (Library Assistant), Dr. Pankaj Mathur (Deputy Librarian)
Chatgpt As Metamorphosis Designer For The Future Of Artificial Intelligence (Ai): A Conceptual Investigation, Amarjit Kumar Singh (Library Assistant), Dr. Pankaj Mathur (Deputy Librarian)
Library Philosophy and Practice (e-journal)
Abstract
Purpose: The purpose of this research paper is to explore ChatGPT’s potential as an innovative designer tool for the future development of artificial intelligence. Specifically, this conceptual investigation aims to analyze ChatGPT’s capabilities as a tool for designing and developing near about human intelligent systems for futuristic used and developed in the field of Artificial Intelligence (AI). Also with the helps of this paper, researchers are analyzed the strengths and weaknesses of ChatGPT as a tool, and identify possible areas for improvement in its development and implementation. This investigation focused on the various features and functions of ChatGPT that …
Finding Forensic Evidence In The Operating System's Graphical User Interface, Edward X. Wilson Mr.
Finding Forensic Evidence In The Operating System's Graphical User Interface, Edward X. Wilson Mr.
LSU Master's Theses
A branch of cyber security known as memory forensics focuses on extracting meaningful evidence from system memory. This analysis is often referred to as volatile memory analysis, and is generally performed on memory captures acquired from target systems. Inside of a memory capture is the complete state of a system under investigation, including the contents of currently running as well as previously executed applications. Analysis of this data can reveal a significant amount of activity that occurred on a system since the last reboot. For this research, the Windows operating system is targeted. In particular, the graphical user interface component …
Directional Speaker Poster, Eugene Ng, Bryan Wong, Ruhaan Das
Directional Speaker Poster, Eugene Ng, Bryan Wong, Ruhaan Das
Student Works
Changi Airport is set to expand with a new terminal, Terminal 5. Currently, many of the airport's processes are manual, requiring a high dependence on staff. This proposal aims to incorporate automation and AI for a smoother passenger experience.
Digital Nudges: An Investigation Of Both Consumer And Designer Perspectives, Ja-Naé Duane
Digital Nudges: An Investigation Of Both Consumer And Designer Perspectives, Ja-Naé Duane
2023
This dissertation explores how knowledge of digital nudges impacts consumer decisions, and how consumer preferences based on that knowledge impacts design decisions. Paper 1 presents a systematic narrative literature review on the evolution of digital nudge literature. This investigation uncovers several themes and provides a basis for a revised definition of digital nudges and a taxonomy wheel of digital nudges. Paper 2 (co-authored with Jeffrey Livingston, Jonathan Ericson, and Patrick McHugh) investigates how knowledge about digital nudges impacts consumer preferences to have them within the digital experiences they use. This paper highlights how knowledge of digital nudges impact consumer online …
Modelling The Relationship Between Personality Traits And Basic Emotions: A Multi-Modal And Affective Computing Approach, Brendan Ryan Donovan
Modelling The Relationship Between Personality Traits And Basic Emotions: A Multi-Modal And Affective Computing Approach, Brendan Ryan Donovan
Theses
In the field of Psychology, it has long been assumed that one’s personality traits are linked to one’s emotional states. Yet there is a scarce amount of research that has directly quantified the relationships between basic emotional states and Big Five personality traits. Most empirical research has investigated how attributes of emotional states map to a narrow selection of personality traits (Extraversion and Neuroticism) via a single modality (questionnaires). This narrow focus restricts the field’s understanding of the relationship between emotional states and personality traits.
In this research, the Personality Emotion Mapping (PEM) model was developed to map the relationships …
The Impact Of Pre-Experiment Walking On Distance Perception In Vr, Soheil Sepahyar
The Impact Of Pre-Experiment Walking On Distance Perception In Vr, Soheil Sepahyar
Dissertations, Master's Theses and Master's Reports
While individuals can accurately estimate distances in the real world, this ability is often diminished in virtual reality (VR) simulations, hampering performance across training, entertainment, prototyping, and education domains. To assess distance judgments, the direct blind walking method—having participants walk blindfolded to targets—is frequently used. Typically, direct blind walking measurements are performed after an initial practice phase, where people become comfortable with walking while blindfolded. Surprisingly, little research has explored how such pre-experiment walking impacts subsequent VR distance judgments. Our initial investigation revealed increased pre-experiment blind walking reduced distance underestimations, underscoring the importance of detailing these preparatory procedures in research—details …
Supporting Prosocial Behaviour In Online Communities Through Social Media Affordances, Dominique Kelly, Liu Yifan, Alex Mayhew, Sarah Cornwell, Yimin Chen, Nicole Delellis, Victoria Rubin
Supporting Prosocial Behaviour In Online Communities Through Social Media Affordances, Dominique Kelly, Liu Yifan, Alex Mayhew, Sarah Cornwell, Yimin Chen, Nicole Delellis, Victoria Rubin
Data and Test Instruments
Affordances are action possibilities that emerge from the relationship between the properties of an object and an interacting agent’s capabilities. This poster examines how one type of affordance—anonymity—is enabled or constrained by six features of social media platforms. Our work is one step in a broader agenda to: (1) identify affordances that influence users’ behaviour in online communities; (2) outline the social media features that enable or constrain those affordances; and, (3) experimentally determine whether certain affordances, or combinations of affordances, support prosocial behaviour. Prosocial behaviour in information and communication technologies (ICTs) is broadly viewed here as benefiting other individuals …
Evaluating Privacy Adaptation Presentation Methods To Support Social Media Users In Their Privacy-Related Decision-Making Process, Moses Namara
All Dissertations
Several privacy scholars have advocated for user-tailored privacy (UTP). A privacy-enhancing adaptive privacy approach to help reconcile users' lack of awareness, privacy management skills and motivation to use available platform privacy features with their need for personalized privacy support in alignment with their privacy preferences. The idea behind UTP is to measure users' privacy characteristics and behaviors, use these measurements to create a personalized model of the user's privacy preferences, and then provide adaptive support to the user in navigating and engaging with the available privacy settings---or even implement certain settings automatically on the user's behalf. To this end, most …
Fair, Equitable, And Just: A Socio-Technical Approach To Online Safety, Daricia Wilkinson
Fair, Equitable, And Just: A Socio-Technical Approach To Online Safety, Daricia Wilkinson
All Dissertations
Socio-technical systems have been revolutionary in reshaping how people maintain relationships, learn about new opportunities, engage in meaningful discourse, and even express grief and frustrations. At the same time, these systems have been central in the proliferation of harmful behaviors online as internet users are confronted with serious and pervasive threats at alarming rates. Although researchers and companies have attempted to develop tools to mitigate threats, the perception of dominant (often Western) frameworks as the standard for the implementation of safety mechanisms fails to account for imbalances, inequalities, and injustices in non-Western civilizations like the Caribbean. Therefore, in this dissertation …
The Illusion Of Agency In Human–Computer Interaction, Michael Madary
The Illusion Of Agency In Human–Computer Interaction, Michael Madary
College of the Pacific Faculty Articles
This article makes the case that our digital devices create illusions of agency. There are times when users feel as if they are in control when in fact they are merely responding to stimuli on the screen in predictable ways. After the introduction, the second section of the article offers examples of illusions of agency that do not involve human–computer interaction in order to show that such illusions are possible and not terribly uncommon. The third and fourth sections of the article cover relevant work from empirical psychology, including the cues that are known to generate the sense of agency. …
Designing Respectful Tech: What Is Your Relationship With Technology?, Noreen Y. Whysel
Designing Respectful Tech: What Is Your Relationship With Technology?, Noreen Y. Whysel
Publications and Research
According to research at the Me2B Alliance, people feel they have a relationship with technology. It’s emotional. It’s embodied. And it’s very personal. We are studying digital relationships to answer questions like “Do people have a relationship with technology?” “What does that relationship feel like?” And “Do people understand the commitments that they are making when they explore, enter into and dissolve these relationships?” There are parallels between messy human relationships and the kinds of relationships that people develop with technology. As with human relationships, we move through states of discovery, commitment and breakup with digital applications as well. Technology …
Eye Movement And Pupil Measures: A Review, Bhanuka Mahanama, Yasith Jayawardana, Sundararaman Rengarajan, Gavindya Jayawardena, Leanne Chukoskie, Joseph Snider, Sampath Jayarathna
Eye Movement And Pupil Measures: A Review, Bhanuka Mahanama, Yasith Jayawardana, Sundararaman Rengarajan, Gavindya Jayawardena, Leanne Chukoskie, Joseph Snider, Sampath Jayarathna
Computer Science Faculty Publications
Our subjective visual experiences involve complex interaction between our eyes, our brain, and the surrounding world. It gives us the sense of sight, color, stereopsis, distance, pattern recognition, motor coordination, and more. The increasing ubiquity of gaze-aware technology brings with it the ability to track gaze and pupil measures with varying degrees of fidelity. With this in mind, a review that considers the various gaze measures becomes increasingly relevant, especially considering our ability to make sense of these signals given different spatio-temporal sampling capacities. In this paper, we selectively review prior work on eye movements and pupil measures. We first …
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Integrating The First Person View And The Third Person View Using A Connected Vr-Mr System For Pilot Training, Chang-Geun Oh, Kwanghee Lee, Myunghoon Oh
Journal of Aviation/Aerospace Education & Research
Virtual reality (VR)-based flight simulator provides pilots the enhanced reality from the first-person view. Mixed reality (MR) technology generates effective 3D graphics. The users who wear the MR headset can walk around the 3D graphics to see all its 360 degrees of vertical and horizontal aspects maintaining the consciousness of real space. A VR flight simulator and an MR application were connected to create the capability of both first-person view and third-person view for a comprehensive pilot training system. This system provided users the capability to monitor the aircraft progress along the planned path from the third-person view as well …
Exploring Usage Of Web Resources Through A Model Of Api Learning, Finn Voichick
Exploring Usage Of Web Resources Through A Model Of Api Learning, Finn Voichick
McKelvey School of Engineering Graduate Student Theses & Dissertations
Application programming interfaces (APIs) are essential to modern software development, and new APIs are frequently being produced. Consequently, software developers must regularly learn new APIs, which they typically do on the job from online resources rather than in a formal educational context. The Kelleher–Ichinco COIL model, an acronym for “Collection and Organization of Information for Learning,” was recently developed to model the entire API learning process, drawing from information foraging theory, cognitive load theory, and external memory research. We ran an exploratory empirical user study in which participants performed a programming task using the React API with the goal of …
A Desire Fulfillment Theory Of Digital Game Enjoyment, Owen M. Schaffer
A Desire Fulfillment Theory Of Digital Game Enjoyment, Owen M. Schaffer
College of Computing and Digital Media Dissertations
Empirical research on what makes digital games enjoyable is critical for practitioners who want to design for enjoyment, including for Game Design, Gamification, and Serious Games. But existing theories of what leads to digital game enjoyment have been incomplete or lacking in empirical support showing their impact on enjoyment.
Desire Fulfillment Theory is proposed as a new theory of what leads to digital game enjoyment and tested through research with people who have recently played a digital game. This theory builds on three established theories: Expectancy Disconfirmation Theory, Theory of Basic Human Desires, and Flow Theory. These three theories are …
Digital Addiction: A Conceptual Overview, Amarjit Kumar Singh, Pawan Kumar Singh
Digital Addiction: A Conceptual Overview, Amarjit Kumar Singh, Pawan Kumar Singh
Library Philosophy and Practice (e-journal)
Abstract
Digital addiction referred to an impulse control disorder that involves the obsessive use of digital devices, digital technologies, and digital platforms, i.e. internet, video game, online platforms, mobile devices, digital gadgets, and social network platform. It is an emerging domain of Cyberpsychology (Singh, Amarjit Kumar and Pawan Kumar Singh; 2019), which explore a problematic usage of digital media, device, and platforms by being obsessive and excessive. This article analyses, reviewed the current research, and established a conceptual overview on the digital addiction. The research literature on digital addiction has proliferated. However, we tried to categories the digital addiction, according …
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Vrsensory: Designing Inclusive Virtual Games With Neurodiverse Children, Ben Wasserman, Derek Prate, Bryce Purnell, Alex Muse, Kaitlyn Abdo, Kendra Day, Louanne Boyd
Engineering Faculty Articles and Research
We explore virtual environments and accompanying interaction styles to enable inclusive play. In designing games for three neurodiverse children, we explore how designing for sensory diversity can be understood through a formal game design framework. Our process reveals that by using sensory processing needs as requirements we can make sensory and social accessible play spaces. We contribute empirical findings for accommodating sensory differences for neurodiverse children in a way that supports inclusive play. Specifically, we detail the sensory driven design choices that not only support the enjoyability of the leisure activities, but that also support the social inclusion of sensory-diverse …
Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead
Paper Prototyping Comfortable Vr Play For Diverse Sensory Needs, Louanne E. Boyd, Kendra Day, Ben Wasserman, Kaitlyn Abdo, Gillian Hayes, Erik J. Linstead
Engineering Faculty Articles and Research
We co-designed paper prototype dashboards for virtual environments for three children with diverse sensory needs. Our goal was to determine individual interaction styles in order to enable comfortable and inclusive play. As a first step towards an inclusive virtual world, we began with designing for three sensory-diverse children who have labels of neurotypical, ADHD, and autism respectively. We focused on their leisure interests and their individual sensory profiles. We present the results of co-design with family members and paper prototyping sessions conducted by family members with the children. The results contribute preliminary empirical findings for accommodating different levels of engagement …
Exploring The Relationships Of Email Overload, Stress And Burnout In Social Workers, Lisa M. Lowrie
Exploring The Relationships Of Email Overload, Stress And Burnout In Social Workers, Lisa M. Lowrie
Social Work Doctoral Dissertations
Technostress is the inability to cope with information and communication technology which may result in stress and burnout. Email overload, stress, and burnout among social workers is a phenomenon that may impact retention in social and human service organizations. This mixed methods design uses the transactional theory of stress as the theoretical framework for measuring the relationship of email overload (email invasion, email volume, and email rapid response extraction) to stress and burnout in the social work workforce. This dissertation also explores the generational cohort, gender, and social work degree as predictors of email overload. Participants in this study were …
Speech Interfaces And Pilot Performance: A Meta-Analysis, Kenneth A. Ward
Speech Interfaces And Pilot Performance: A Meta-Analysis, Kenneth A. Ward
International Journal of Aviation, Aeronautics, and Aerospace
As the aviation industry modernizes, new technology and interfaces must support growing aircraft complexity without increasing pilot workload. Natural language processing presents just such a simple and intuitive interface, yet the performance implications for use by pilots remain unknown. A meta-analysis was conducted to understand performance effects of using speech and voice interfaces in a series of pilot task analogs. The inclusion criteria selected studies that involved participants performing a demanding primary task, such as driving, while interacting with a vehicle system to enter numbers, dial radios, or enter a navigation destination. Compared to manual system interfaces, voice interfaces reduced …
Transfer Learning Approach To Multiclass Classification Of Child Facial Expressions, Megan A. Witherow, Manar D. Samad, Khan M. Iftekharuddin
Transfer Learning Approach To Multiclass Classification Of Child Facial Expressions, Megan A. Witherow, Manar D. Samad, Khan M. Iftekharuddin
Electrical & Computer Engineering Faculty Publications
The classification of facial expression has been extensively studied using adult facial images which are not appropriate ground truths for classifying facial expressions in children. The state-of-the-art deep learning approaches have been successful in the classification of facial expressions in adults. A deep learning model may be better able to learn the subtle but important features underlying child facial expressions and improve upon the performance of traditional machine learning and feature extraction methods. However, unlike adult data, only a limited number of ground truth images exist for training and validating models for child facial expression classification and there is a …
Discrete Information Object Analysis Of Primary Flight Display Clutter, Kenneth Ward
Discrete Information Object Analysis Of Primary Flight Display Clutter, Kenneth Ward
National Training Aircraft Symposium (NTAS)
Modern aircraft utilize digital display screens to provide critical flight and system status information to pilots. As computing power has increased, the number of data sources and information presented has also increased, with the goal of increasing situational awareness. However, the display can become cluttered with extraneous or irrelevant information, to the detriment of pilot cognitive workload. Pilot perceptions of clutter vary with flight experience, introducing unique considerations in the flight training environment, given the experience difference between instructors and students. Researchers have studied the problem, identifying both the number of visual objects and information density as predictors of perception …
Using Eeg-Validated Music Emotion Recognition Techniques To Classify Multi-Genre Popular Music For Therapeutic Purposes, Dejoy Shastikk Kumaran
Using Eeg-Validated Music Emotion Recognition Techniques To Classify Multi-Genre Popular Music For Therapeutic Purposes, Dejoy Shastikk Kumaran
The International Student Science Fair 2018
Music is observed to possess significant beneficial effects to human mental health, especially for patients undergoing therapy and older adults. Prior research focusing on machine recognition of the emotion music induces by classifying low-level music features has utilized subjective annotation to label data for classification. We validate this approach by using an electroencephalography-based approach to cross-check the predictions of music emotion made with the predictions from low-level music feature data as well as collected subjective annotation data. Collecting 8-channel EEG data from 10 participants listening to segments of 40 songs from 5 different genres, we obtain a subject-independent classification accuracy …
Using Eeg-Validated Music Emotion Recognition Techniques To Classify Multi-Genre Popular Music For Therapeutic Purposes, Dejoy Shastikk Kumaran
Using Eeg-Validated Music Emotion Recognition Techniques To Classify Multi-Genre Popular Music For Therapeutic Purposes, Dejoy Shastikk Kumaran
The International Student Science Fair 2018
Music is observed to possess significant beneficial effects to human mental health, especially for patients undergoing therapy and older adults. Prior research focusing on machine recognition of the emotion music induces by classifying low-level music features has utilized subjective annotation to label data for classification. We validate this approach by using an electroencephalography-based approach to cross-check the predictions of music emotion made with the predictions from low-level music feature data as well as collected subjective annotation data. Collecting 8-channel EEG data from 10 participants listening to segments of 40 songs from 5 different genres, we obtain a subject-independent classification accuracy …
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Designing Interactive Virtual Environments With Feedback In Health Applications., Yi Li
Electronic Theses and Dissertations
One of the most important factors to influence user experience in human-computer interaction is the user emotional reaction. Interactive environments including serious games that are responsive to user emotions improve their effectiveness and user satisfactions. Testing and training for user emotional competence is meaningful in healthcare field, which has motivated us to analyze immersive affective games using emotional feedbacks. In this dissertation, a systematic model of designing interactive environment is presented, which consists of three essential modules: affect modeling, affect recognition, and affect control. In order to collect data for analysis and construct these modules, a series of experiments were …
Improving Swarm Performance By Applying Machine Learning To A New Dynamic Survey, John Taylor Jackson
Improving Swarm Performance By Applying Machine Learning To A New Dynamic Survey, John Taylor Jackson
Master's Theses
A company, Unanimous AI, has created a software platform that allows individuals to come together as a group or a human swarm to make decisions. These human swarms amplify the decision-making capabilities of both the individuals and the group. One way Unanimous AI increases the swarm’s collective decision-making capabilities is by limiting the swarm to more informed individuals on the given topic. The previous way Unanimous AI selected users to enter the swarm was improved upon by a new methodology that is detailed in this study. This new methodology implements a new type of survey that collects data that is …
Design Of Revising Proximity Between Space And Time Cues On Flight Deck Displays To Support Nextgen – The Second Phase, Chang-Geun Oh, Jennie J. Gallimore, Pamela S. Tsang
Design Of Revising Proximity Between Space And Time Cues On Flight Deck Displays To Support Nextgen – The Second Phase, Chang-Geun Oh, Jennie J. Gallimore, Pamela S. Tsang
International Journal of Aviation, Aeronautics, and Aerospace
The prior first phase of this study investigated the effectiveness of new design of flight deck display for required time of arrival operation of NextGen by collecting objective query response data during autopilot flights and subjective data about the perception between display condition and situation awareness level. To evaluate pilots’ mental workload during the operations when they interacted with novel flight deck display design, this second phase provided pilots with simulation flight tasks arriving at four successive waypoints on time in the same display conditions as the first phase and asked them to rate their mental workload ratings. The workload …
Design Of Revising Proximity Between Space And Time Cues On Flight Deck Displays To Support Nextgen – The First Phase, Chang-Geun Oh, Jennie J. Gallimore, Pamela S. Tsang
Design Of Revising Proximity Between Space And Time Cues On Flight Deck Displays To Support Nextgen – The First Phase, Chang-Geun Oh, Jennie J. Gallimore, Pamela S. Tsang
International Journal of Aviation, Aeronautics, and Aerospace
The objective of this study is to develop and evaluate novel display formats to support RTA operations for near to midterm NextGen. Traditional cockpit displays separate space and time information in distant display sources in heterogeneous formats (graphics vs. text). This design composition may cause potential pilot errors when required time of arrival (RTA) obligations are imposed at every waypoint in NextGen. Pilots were randomly assigned to four different display conditions in a simulator – one traditional display with distant space and time cues, and three novel displays with close spatial proximity between the two cues. In the first phase …
Curiosity: Emergent Behavior Through Interacting Multi-Level Predictions, Douglas S. Blank, Lisa Meeden, James Marshall
Curiosity: Emergent Behavior Through Interacting Multi-Level Predictions, Douglas S. Blank, Lisa Meeden, James Marshall
Computer Science Faculty Research and Scholarship
Over the past 15 years our research group has been exploring models of developmental robotics and curiosity. Our research is based on the premise that intelligent behavior arises through emergent interactions between opposing forces in an open-ended, task-independent environment. In an initial experiment we constructed a recurrent neural network model where self-motivation was "an emergent property generated by the competing pressures that arise in attempting to balance predictability and novelty". The system first focused on its error, then learned to successfully predict its error, and finally became habituated to what caused the error. This process of focusing, learning, and habituating …