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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

Comparative Examination of the Empatica E4 to Record Heart Rate Variability Metrics

Rosero, Andres 01 January 2020 (has links)
The increased accessibility of cyber technology has resulted in advancements in international communications and information sharing never seen in human history. With this new age of digital software comes the proliferation of illegal online activity and cyber terrorism. Repercussions of cyber-attacks have ranged from identity theft to leaks of classified state secrets. To combat this threat, the Department of Defense (DoD) established the Cyber Mission Force (CMF) to head operations in the interests of protecting against cyber-attacks. One of the CMF’s initial projects involves the creation of a Performance Assessment Suite (PAS), a training program designed to improve the training of cyber team members via modeling behaviors and physiological data. One of the primary objectives of the PAS is to evaluate the efficacy of select physiological recording equipment in order to implement in cyber training missions. This project serves to determine the viability of the Empatica E4 as an HRV recording device by comparing its quality of data to another, reliable data collection device – the Equivital EQ02 by leveraging a project involving resonance breathing training with police cadets. The results of this project determined that the E4 was unable to compare favorably for some time domain indices to the EQ02 but did have some slight similarities in data with broader time domain metrics.
42

Exploring Whether Color Proportions Quantified by Color Histograms Can Predict Guidance in a Visual Search Task

Goetz, Jessica N 01 January 2024 (has links) (PDF)
Many studies on feature-based search have found that color is preferentially used as a guiding feature. Most of these studies have utilized simple stimuli and the several studies that utilized real-world objects have been limited by the subjective color classification of objects. The current set of studies examined how search was guided by color and color proportions in real-world objects using color histograms to objectively classify color. To bridge the gap between simple stimuli and real-world objects, the first experiment examined how different color compositions in color conjunctions affected search. In the second experiment, real-world objects were objectively classified according to their primary color as determined by a color histogram, which was used to predict behavior. Finally, in the third experiment, real-world objects were classified by both their primary and secondary colors, which again, was used to predict behavior. Across three experiments the results demonstrated that search was guided by both colors of the target and there was more guidance to objects that matched the target's primary color than the target's secondary color. The results showed that theories derived from studying simple stimuli can be applied to more complex stimuli and tools developed in computer vision research can be used as an objective measure.
43

Gone Phishing: How Task Interruptions Impact Email Classification Ability

Slifkin, Elisabeth 01 January 2024 (has links) (PDF)
With the continuous rise in email use, the prevalence and sophistication of phishing attacks have increased. Expanding cybersecurity awareness and strengthening email practices will help reduce the dangers posed by phishing emails, but ultimately, the extent to which a user can accurately detect phishing emails directly impacts the amount of risk to which they are exposed. Being interrupted while reading and replying to emails is a consequence of working in a dynamic world. Interruptions are often identified to be disruptive, both in terms of time costs and performance changes; they reliably increase a task's completion time, but their impact on accuracy is less consistent. The present three studies manipulated the length (Experiment 1), difficulty (Experiment 2), and similarity (Experiment 3) of interruptions in accordance with the memory for goals (MFG) model, which aims to explain why interruptions may be disruptive. Participants classified emails as either phishing or legitimate, while periodically being interrupted with a secondary task. Across all three experiments, interruptions did not affect classification accuracy, but they did reliably increase classification response time. Oculomotor analyses indicated that interruptions, regardless of type, impaired memory of previously encoded email information. This was evidenced across all three experiments by an increase in refixations and an increase in the distance between fixations pre- and post-interruption. MFG can account for some of these findings, but not all. Interruptions did not impair performance on an email classification task when participants could review the interrupted information, yet overall classification accuracy was still low. These results may suggest a pathway toward improving email classification performance however, as participants exhibited behaviors known to improve performance on other tasks, such as revisiting previously viewed areas of an email.
44

THE DESIGN OF TINY HOMES AND THEIR SIGNIFICANCE TO SIMPLISTIC LIVING

Garcia-Guzman, Monica 01 December 2019 (has links)
This research examines the design of tiny homes and the importance they play in the lives of those that would usually have not been able to afford a house. The research will also focus on designing a tiny home with the use of design software to fully understand the extent of the characteristics of a tiny home. The design of these small dwellings, usually about 400-500 square feet, allows for a minimalist lifestyle that can be very low cost. The same materials that are used in traditional constructed homes are used for tiny homes because it makes them more durable and more valuable. Therefore, engineers and architects take great strides to think of clever designs for these small spaces to include everyday necessities while providing pleasing aesthetics. The popularity of tiny homes is rising, but they are still illegal in many parts of the country because they do not meet standard building codes. If further research is provided about the wonderful designs that these homes can provide, and the ways in which they give individuals a desired lifestyle, regardless of income, it could be possible that the flourishing tiny house movement could eventually lead to the legalization and legitimization of tiny homes nationwide.
45

Team Interaction Dynamics During Collaborative Problem Solving

Wiltshire, Travis 01 January 2015 (has links)
This dissertation contributes an enhanced understanding of team cognition, in general, and collaborative problem solving (CPS), specifically, through an integration of methods that measure team interaction dynamics and knowledge building as it occurs during a complex CPS task. The need for better understanding CPS has risen in prominence as many organizations have increasingly worked to address complex problems requiring the combination of diverse sets of individual expertise to achieve solutions for novel problems. Towards this end, the present research drew from theoretical and empirical work on Macrocognition in Teams that describes the knowledge coordination arising from team communications during CPS. It built from this by incorporating the study of team interaction during complex collaborative cognition. Interaction between team members in such contexts has proven to be inherently dynamic and exhibiting nonlinear patterns not accounted for by extant research methods. To redress this gap, the present research drew from work in cognitive science designed to study social and team interaction as a nonlinear dynamical system. CPS was examined by studying knowledge building and interaction processes of 43 dyads working on NASA's Moonbase Alpha simulation, a CPS task. Both non-verbal and verbal interaction dynamics were examined. Specifically, frame-differencing, an automated video analysis technique, was used to capture the bodily movements of participants and content coding was applied to the teams' communications to characterize their CPS processes. A combination of linear (i.e., multiple regression, t-test, and time-lagged cross-correlation analysis), as well as nonlinear analytic techniques (i.e., recurrence quantification analysis; RQA) were applied. In terms of the predicted interaction dynamics, it was hypothesized that teams would exhibit synchronization in their bodily movements and complementarity in their communications and further, that teams more strongly exhibiting these forms of coordination will produce better problem solving outcomes. Results showed that teams did exhibit a pattern of bodily movements that could be characterized as synchronized, but higher synchronization was not systematically related to performance. Further, results showed that teams did exhibit communicative interaction that was complementary, but this was not predictive of better problem solving performance. Several exploratory research questions were proposed as a way of refining the application of these techniques to the investigation of CPS. Results showed that semantic code-based communications time-series and %REC and ENTROPY recurrence-based measures were most sensitive to differences in performance. Overall, this dissertation adds to the scientific body of knowledge by advancing theory and empirical knowledge on the forms of verbal and non-verbal team interaction during CPS, but future work remains to be conducted to identify the relationship between interaction dynamics and CPS performance.
46

Personality and Mood for Non-player Characters: A Method for Behavior Simulation in a Maze Environment

Paige, Noah L 01 December 2020 (has links) (PDF)
When it comes to video games, immersion is key. All types of games aim to keep the player immersed in some form or another. A common aspect of the immersive world in most role-playing games -- but not exclusive to the genre -- is the non-playable character (NPC). At their best, NPCs play an integral role to the sense of immersion the player feels by behaving in a way that feels believable and fits within the world of the game. However, due to lack of innovation in this area of video games, at their worst NPCs can jar the player out of the immersive state of flow with unnatural behavior. In an effort towards making non-playable characters (NPCs) in games smarter, more believable, and more immersive, a method based in psychological theory for controlling the behavior of NPCs was developed. Based on a behavior model similar to most modern games, our behavior model for NPCs traverses a behavior tree. A novel method was introduced using the five-factor model of personality (also known as the big-five personality traits) and the circumplex model of affect (a model of emotion) to inform the traversal of the behavior tree of NPCs. This behavior model has two main beneficial outcomes. The first is emergent gameplay, resulting in unplanned, unpredictable experiences in games which feel closer to natural behavior, leading to an increase in immersion. This can be used for complex storytelling as well by offering information about an NPC's personality to be used in the narrative of games. Secondly, the model is able to provide the emotional status of an NPC in real time. This capability allows developers to programmatically display facial and body expression, eschewing the current time-consuming approach of artist-choreographed animation. Finally, a maze simulation environment was constructed to test the results of our behavior model and procedural animation. The data collected from 100 iterations in our maze simulation environment about our behavior model found that a correlation can be observed between traits and actions, showing that emergent gameplay can be achieved by varying personality traits. Additionally, by incorporating a novel method for procedural animation based on real-time emotion data, a more realistic representation of human behavior is achieved.
47

Assessing the Presence of a Nonspatial Joint Compatibility Effect: Generalizability of the Joint Simon Task as a Measure of Self-Other Integration in Joint Action

Sobel, Briana M 01 January 2024 (has links) (PDF)
The joint Simon task is a cognitive reaction time task used to assess shared representations and self-other integration when performing a collaborative task with a partner. However, it is unclear if the underlying mechanisms are specific to representing spatial information or are more general. The objective of the current study was to assess a nonspatial joint Simon compatibility effect. Participants completed the joint Simon task with a partner while seated side-by-side, face-to-face, back-to-back, or with their partner not in the room. They completed the task three times, once with horizontal stimuli (left/right of center), once with vertical stimuli (above/below center), and once with central stimuli (at center). In the central task, compatibility was in color where participant responses (assigned red or green response buttons and gloves) were compatible or incompatible to the stimuli (colored red or green). Results showed no significant compatibility effect for any task in any response orientation condition, indicating no evidence of a nonspatial compatibility effect. Results even failed to replicate the standard joint Simon effect of a spatial compatibility effect in the horizontal task when seated side-by-side. However, exploratory analyses showed a significant nonspatial color compatibility effect in the central task for those assigned green in the side-by-side condition only, indicating that the presence of color in the participants' response (i.e., colored responses button and gloves) may have interfered with representing spatial information. This finding has implications for both theory and application of the joint Simon task, indicating it is sensitive to small changes, occurs for features besides location, and may be most effective when seated side-by-side. Additionally, the broader implications for the cognitive and practical study of joint action show the importance of how different features influence shared representations, how different colors are perceived and represented, and how different response orientations influence performance.
48

Resilience Among Survivors of Adverse Childhood Experiences in Appalachia

Jeter, Bridget 01 August 2019 (has links)
The empirical investigation of adverse childhood events (ACEs) and their relationship with health and well-being outcomes in later life is increasing. Less is known about factors that may promote resilience for those who have survived such challenges, such as how resilience may be facilitated for those with ACEs residing in a marginalized region such as South Central Appalachia. Multidimensional spirituality, social support, stigma related to ACEs, and Appalachian acculturation may serve as both valid cultural factors and potential indicators of resilience. Cross-sectional, simultaneous multiple regression analysis was performed on data collected from 272 adult patients of a South Central Appalachian based medically assisted treatment (MAT) program utilizing PROCESS macro (Hayes, 2018). Participants were 53.8% male, 94.4% Caucasian, 44.9% aged 35-50 years old, and 63.6% employed. Endorsement of increased spirituality was helpful for those in MAT in South Central Appalachia who self-reported ACEs. However, as one endorsed an increasing number of ACEs, spirituality was no longer salient but instead was associated with worsened health outcomes and lessened hope. The three dimensions of spirituality (Ritualistic, Theistic, and Existential) moderated these relationships in similar but nuanced ways. Social support, on the other hand, improved mental health regardless of ACE score. Stigma and Appalachian acculturation were only related to other variables at the bivariate level but not within the hypothesized moderation model. Our study offers preliminary insight into culturally relevant resilience within South Central Appalachia, however additional investigation is needed to better understand the complex facets of health and well-being outcomes in this marginalized region.
49

Circadian Variations and Risky Decision Making

Sra, Sana 01 January 2019 (has links)
Over the past decades, decision making under risk has garnered a great amount of attention both in the field of economics and psychology. Although state-dependent variabilities of risk taking are well-documented, little is known about the effects of a person’s preferred time of day, or chronotype, in risky decision making. Under circumstances of circadian mismatch (e.g., when an “early bird” makes decisions in the evening), research suggests that decision making may reflect a greater reliance on heuristics, such as using stereotypes in social judgments. However, the effects of circadian mismatch on heuristics in risky decision making are relatively unexplored. This paper looks into the effects of circadian mismatch on the reflection effect: a behavioral bias in financial decision making, wherein individuals are risk averse when facing potential gains, and risk seeking when facing potential losses. Participants will be randomly assigned to their circadian matched or circadian mismatched conditions and will play a series of financial gambling tasks with real monetary incentives. This study predicts that the reflection effect will be exacerbated in circadian mismatched individuals as compared to matched participants. Exploring such an effect could have real-world implications on decision making under risk by providing critical knowledge about the effects of time of day on our susceptibility to behavioral biases. It could therefore point to the existence of a more optimal time of day to engage in such critical decision making.
50

Induction and Transferral of Flow in the Game Tetris

O'Neill, Kevin John 17 December 2020 (has links)
No description available.

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