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  • 1. Orwick Ogden, Sherri Agent for Interactive Student Assistance: A Study of an Avatar-Based Conversational Agent's Impact on Student Engagement and Recruitment at BGSU's College of Technology

    Master of Education (MEd), Bowling Green State University, 2011, Career and Technology Education/Technology

    As the need for educating traditional and non-traditional students increases and budgets decrease, the demand for higher education institutions to implement creative ways to provide effective customer service to students has never been more critical. This research studied the potential implementation of an Agent for Interactive Student Assistance (AISA) application in Bowling Green State University's (BGSU's) College of Technology and its impact on student engagement and recruitment. AISA is defined as an interactive, human-like, avatar-based online student assistance application with voice and text recognition that provides answers to students' administrative-related most frequently asked questions. The avatar-based application would provide cognitive responses using voice and non-verbal communication with a 90% accuracy rate. BGSU College of Technology undergraduate and graduate students during the 2009/2010 and 2010/2011 academic years were the population of this study consisting of 940 students. The approach of this study was quantitative, post positivist with an expected outcome in the form of an alternate hypothesis tested against a null hypothesis. One survey was administered to the population with a response rate of 9%. Favorable results were found with 91% of students indicating they would or may use an AISA application if provided the opportunity. One proportion z tests showed that, overall, students would not experience a negative impact on engagement and BGSU's College of Technology would not experience a decrease in new students.

    Committee: Terry Herman PhD (Committee Chair); Gary Benjamin PhD (Committee Member); Anthony Fontana (Committee Member) Subjects: Education; Educational Technology
  • 2. Kasnakoglu, Cosku Developments on a Virtual Environment System for Intelligent Vehicle Applications

    Master of Science, The Ohio State University, 2003, Electrical Engineering

    In the latest years there have been extensive advances in the field of intelligent vehicle systems and virtual environment simulation technology has played an important role in these advances, enabling researchers to design, develop and test new technologies utilizing computer-based test-beds, without the standard problems associated with real world testing. In this thesis, developments on the Ohio State University Virtual Environment System (OSU-VES) will be presented, which is one such system being developed at The Ohio State University since 1996. First, two main components of the system, which are the Virtual Environment Builder RoadEZ, and the Virtual Environment Simulator VESim, will be discussed in detail. We will present the implementation details of the automation of the environment generation process, including the inputting of the environment data; function fitting to road data; detection and handling of intersections and merges; interpolation, population and triangulation of road, terrain and vehicle path data; placement and editing of 3D objects; and data and configuration generation for virtual simulation. Next we will discuss the advances on the virtual environment simulation process, including key concepts such as modular structure, generic modules for decoupling of module algorithms from simulation interface, triggering events and event trigger modules. This will be followed by three applications of OSU-VES to demonstrate the usefulness and power of the system for intelligent vehicle research: Synchronization of virtual environment simulations with actual sensor data, development of an emergency driver assistance system called the Control Authority Transition (CAT) System, and the building of the environments and scenarios for a human factors research on driver distractions.

    Committee: Umit Ozguner (Advisor) Subjects:
  • 3. Baughman, Amber Virtual Schools, Real Counselors: A Qualitative Examination of the Role and Practice of the Virtual School Counselor

    Doctor of Philosophy, The Ohio State University, 2015, EDU Physical Activity and Educational Services

    Although virtual schools have become a rising force in public education, very little is known about how professional school counselors operate within this educational context or the specific challenges and role tensions they might encounter. Since the opening of the Florida Virtual School in 1997 (Barbour & Reeves, 2007), the phenomenon of virtual schooling in the United States has expanded rapidly to serve almost two million American students (Queen & Lewis, 2011). Despite this growth, there is little research in the field of counselor education about the role and practice of the school counselor within the virtual school environment. To address this issue, fourteen educators at virtual schools (e.g., school counselors and administrators) at were interviewed, and grounded theory analyses were conducted on how school counselors understand and practice their role within the virtual school environment. Analyses revealed that the primary means of role transmission for virtual school counselors came from their peers and the optional existence of a counseling trained supervisor within the school, while out-of-school resources and support were scarce. To this end, a model explaining the factors that aid the acquisition and practice of school counselors' role in a virtual school was developed and explained. Implications and recommendations for school counseling practitioners, professional associations, and counselor education programs are discussed.

    Committee: James Moore III (Advisor); Colette Dollarhide (Committee Co-Chair); Jackie Blount (Committee Member) Subjects: Counseling Education
  • 4. Dhanotiya, Manoj Geographical Knowledge Management System Application in Virtual Earth Environment

    MA, University of Cincinnati, 2008, Arts and Sciences : Geography

    Geography as a discipline had been revolutionized with the advent of modern technologies and especially in the field of GIS. We aim to use high end modern technologies and programming language to create an interoperable Geographical Information Management Model in a Virtual Earth Environment where we can record history in an innovative and exploratory way. The first year graduate students at the Department of Geography at the University of Cincinnati have been taking a walking tour to Downtown Cincinnati from the campus since the 1980s. These tours have witnessed the continuing change of the city along the route, and these changes have only been documented in the essays written by students. This research aims to develop an online application in virtual environment that can show the current, historical, and future observations along the route. With the rapid development of online tools such as Google Earth and Microsoft Virtual Earth, it is now possible to create a geo-referenced archive of urban changes in a virtual geographic environment. In this study, Microsoft Virtual Earth SDK (Software Development Kit) and KML (Key Hole Markup Language) are used to develop a GIS application which will facilitate the development of content overlays featuring a detailed virtual tour of Cincinnati Down-Town Area plus any other area in whole world subject to the availability of satellite imagery. Satellite Imagery from Navteq is used to show the historical monuments and places of geographic importance. Geo-tagged videos of professors and student discussions on the “place-marked” locations are added in the content overlay for real time experience. A virtual geographic environment like this has the potential of being an effective teaching tool and perhaps attracting more high school students to the discipline of geography.

    Committee: Lin Liu PhD (Committee Chair); Raj Bhatnagar PhD (Committee Member); Robert Frohn PhD (Committee Member) Subjects:
  • 5. Jayaraman, Usha SCIENCE TEACHERS' PERCEPTION OF VIRTUAL HIGH SCHOOL INSTRUCTION

    EdD, University of Cincinnati, 2002, Education : Curriculum and Instruction

    The difficulties that virtual high school science teachers encountered when teaching science online were examined in this study. The relationship between virtual high school science teachers' perceptions of difficulties when teaching science online and the level of importance they placed on the pedagogical skills was also analyzed. A web-based survey with 40 Likert-scaled items was prepared and posted on the web for participating virtual high school science teachers along with a detailed cover letter that explained the research Protocol. The results were analyzed using descriptive statistics to understand the difficulties that virtual high school teachers encountered when teaching science online. The correlation between the level of importance virtual high school science teachers placed on pedagogical skills and their perceptions of difficulties was computed and interpreted. Based on the descriptive analyses of data obtained and the content analysis of teachers' responses, it was concluded that virtual high school science teachers encountered some difficulty while teaching science online and that they did place importance on pedagogical skills. It was also found that there was no relationship between the level of importance placed on pedagogical skills and teachers' perceptions of difficulties. Recommendations for improved teaching strategies to overcome those difficulties are offered in the concluding part of the final chapter.

    Committee: Dr. Piyush Swami (Advisor) Subjects:
  • 6. Fitzwater, Adeline An Analysis of Chalmers's Virtual Digitalism

    Bachelor of Arts (BA), Ohio University, 2024, Philosophy

    This paper examines Chalmers's virtual digitalism as a basis for the reality of virtual reality objects and addresses objections presented to it.

    Committee: Robert Briscoe (Advisor) Subjects: Philosophy
  • 7. Von Drasek, Nathan Back to Wonderland: Using Postural Sway Analysis in Addition to Embodiment and Presence Surveys for VR

    Doctor of Philosophy, Miami University, 2023, Psychology

    In the current VR literature, postural sway analysis and survey methodologies are useful ways that researchers look to measure participant behavior and experience, but as they are typically performed separately, insights into participant experiences may be limited. The current project sought to employ both methods at the same time to gather new insights from participants as they go through radical changes in their avatar (virtual self) while performing two tasks in a virtual environment. This work sought to demonstrate the effectiveness of different surveys in capturing participant experience; demonstrate how postural sway analysis can provide insight into participants' experience; and illustrate how combining both datasets allow for a more complete representation of participants' phenomenological and behavioral experience in VR. We discovered that while the two types of data were not directly tied together, experience from participants could be partially explained from the behavioral measures collected.

    Committee: Leonard Smart (Advisor); Joseph Johnson (Committee Member); Vrinda Kalia (Committee Member); Eric Hodgson (Committee Member); Jeffery Hunger (Committee Member) Subjects: Psychology
  • 8. Levesque, Henry The Potential of Virtual Reality as a Tool to Connect Social Science and Design Research: A Case Study of Implicit Bias in Virtual Interactions

    MDES, University of Cincinnati, 2023, Design, Architecture, Art and Planning: Design

    This study explores the intersection of social science and design research using virtual reality (VR) to experience virtual spaces. The purpose of this study is to investigate how visual bias is replicated in virtual spaces using photorealistic virtual characters from Metahuman to determine if the appearance of the virtual character affects the comfort level of participants in VR scenarios. A sample of 16 college students participated in VR scenarios with virtual characters displaying different weight and gender. The level of comfort with each virtual character was measured using self-reported comfort level, heart rate, and distance. The results, though not statistically significant, suggested that, as hypothesized, participants felt more comfortable with Metahumans that displayed low weight and a gender match with the participant. This study also highlights the potential of using VR to model interactions that would otherwise be difficult or impossible to recreate in physical scenarios. Finally, this study also provides recommendations for the use of VR in future research.

    Committee: Wei Wang Ph.D. M.F.A. (Committee Chair); Matthew Wizinsky M.F.A. (Committee Member); Alejandro Lozano Robledo M.Des. (Committee Member) Subjects: Design
  • 9. Burridge, Sean Avatar Customization Across Worlds and Time

    Master of Arts, The Ohio State University, 2021, Communication

    This study used semi-structured interviews to examine how players chose to customize their avatars in social video games. Thematic coding of 28 interviews revealed the common threads with which players create and maintain or update their avatars over time in many different game worlds. The effects of different toolsets that players use to construct these avatars is examined, along with the special role that players assign to the gender of their avatars. The behavioral effects of avatars are briefly explored, along with the way players regard the relationship between themselves and their avatars.

    Committee: Teresa Lynch Dr. (Committee Member); Jesse Fox Dr. (Advisor) Subjects: Communication
  • 10. Kommineni, Rishyak Chowdhary Virtually Interactive DAAP

    MDES, University of Cincinnati, 2021, Design, Architecture, Art and Planning: Design

    The past few years have seen an increase in the use of virtual reality (VR) among designers in an attempt to create interactive projects to embrace technological innovations and adapt to the challenges of the digital era. While there are studies that examine the advantages of VR in presentations, meetings, and visitor's experiences with it, there aren't many studies examining the experience of designers who are responsible for the interactive space and narratives. The aim of this paper is to explore the practices, experiences, and perceptions of designers on the use of VR technology during exhibitions. The perceived advantages and challenges of such technologies and their requirements for the technology to be implemented in the field of design with virtual interactions are being discussed. The paper provides an in-depth analysis of interviews with a number of designers based on a live example, DAAPworks, an exhibition that takes place every year at the University of Cincinnati's College of Design, Architecture, Art, and Planning (UC DAAP). It has been converted into a virtual platform in Behance due to the pandemic (Covid-19) in the year 2019. A working prototype of the exhibition has been created for this thesis to establish a starting point for the Virtually Interactive DAAPworks project. The ultimate aim is to offer a more critical and methodological examination and assessment of the use of VR for design exhibitions and to provide suggestions for designing and developing virtually interactive spaces in the future.

    Committee: Ming Tang M.Arch. (Committee Chair); Muhammad Rahman M.Des. (Committee Member) Subjects: Design
  • 11. Bryan-Couch, Francesca Evaluating VA Nurse Acceptance of Virtual Healthcare Technology During the Coronavirus Outbreak

    DNP, Otterbein University, 2021, Nursing

    At a regional Veterans Administration hospital, nurses performing case management were unable to perform face-to-face visits with patients due to coronavirus. Care coordination and discharge planning efforts occurred through telephonic case management to preserve personal protective equipment and reduce transmission rates through social distancing. Trust and rapport between patients and nurses were reduced without personal contact. Peplau's theory of interpersonal relations described six nurse roles and three phases of relationship development required to create therapeutic nurse-patient relationships. Connectedness was a key concept considered to be the path to a successful meaningful therapeutic nurse-patient relationship (Hrabe, 2005). To evaluate current perceptions about virtual healthcare technology and determine if the nurse perception changes through a clinical practice change, a group of VA registered nurses participated in a computer-based educational intervention. The clinical practice change examined the nurses' perceptions of the nurse-patient relationship while using virtual health care technology. The clinical practice change project included completion of pre- and post-education intervention questionnaires adapted from the Myers (2014) measurement tool containing demographic, Likert-type scales, and free text items. The project also included completion of a 30-minute recorded education intervention explaining the virtual healthcare technology available at the VA and instructions on how to use the technology. Success of the project occurred when the post-education intervention changed nurse perception about the impact of the virtual healthcare technology on the nurse-patient relationship.

    Committee: John Chovan (Advisor); Gloria Gdovin (Committee Member) Subjects: Alternative Medicine; Communication; Health; Health Care; Health Care Management; Health Education; Information Technology; Nursing; Public Health
  • 12. Kuehne, Teresa Science Teacher Perceptions Toward Digital Simulations and Virtual Labs as Digital Tools in the 7-12th Science Classroom

    Doctor of Philosophy (PhD), Ohio University, 2020, Curriculum and Instruction Science Education (Education)

    The purpose of this study was to examine science teacher perceptions of digital simulations and virtual labs as digital tools in the 7-12th science classroom. The first study research question was: In what ways do science teachers use digital simulations and virtual labs in the 7-12th science classroom? The second study research question was: What factors influence teachers' use of digital simulations and virtual labs in the 7-12th science classroom? The theoretical framework used for this dissertation included the Unified Theory of Acceptance and Use of Technology (UTAUT), self-efficacy, and Technological Pedagogical Content Knowledge (TPACK). The research was a mixed methods sequential explanatory research design divided into two phases. Phase one consisted of a survey that was analyzed using descriptive statistics, and open response items were quantitized using inductive analysis. Phase two consisted of semi-structured interviews that were coded and analyzed inductively for emerging themes. Findings from each phase were integrated using an integrated results matrix, and meta-inferences were drawn. The findings indicate that science teachers use digital simulations and virtual labs for purposes of integrating scientific practices; providing safe, alternative science experiences, and visualizations. Findings concerning factors affecting their use included value of digital simulations and virtual labs; lack of adequate, formal professional development, learning curve, availability of functioning technology; cost, quality, and validity; and lack of general support. Based on this research, implications arise for teacher education, professional development, classroom practice, and the development of digital simulations and virtual labs. Implications include providing formal professional development opportunities that emphasize successful models of implementation, development of digital simulations and virtual labs that meet the needs of teachers, providing time (open full item for complete abstract)

    Committee: Danielle Dani PhD (Committee Chair); Krisanna Machtmes PhD (Committee Member); Teresa Franklin PhD (Committee Member); Eugene Geist PhD (Committee Member) Subjects: Education; Educational Technology; Science Education; Secondary Education; Teacher Education; Teaching
  • 13. Pissini, Jessica Embodied by Design: The Presence of Creativity, Art-making, and Self in Virtual Reality

    Doctor of Philosophy, The Ohio State University, 2020, Arts Administration, Education and Policy

    From computational and scientific viewpoints, virtual reality (VR) is a well-researched technology, platform, and mode of communication. However, from an arts perspective, virtual reality has very few, if any, defined parameters as an artistic medium. This study aims to explore the technical affordances and the experiential and creative phenomena of art-making in virtual reality in an effort to establish VR as a contemporary artistic medium framed within an arts and museum education context. The embodied, open-ended play of art-making with the virtual medium presents a different kind of user experience than most other VR applications, which deserves alternative ways of classifying the immersive elements of virtual art-making. By using the social cognitive framework (Bandura, 1986) to guide my research, I consider the dynamic relationship between environment, person, and behavior in order to understand not only the technical elements, but also what type of immersive process and embodied creativity virtual artists experience and what types of art can they make. Through a phenomenological framework, design-thinking approach, and an arts-based research methodology, this study analyzes data collected from participants and uses data visualizations to bring the research to life and make it accessible for all audiences and fields of study. Additionally, this project aims to discover how artists and educators can use the virtual medium to inspire creativity and impactful art experiences within museum spaces in ways that transport the visitors from viewer-of-art to maker-of-art.

    Committee: Christine Ballengee Morris (Committee Co-Chair); Dana Kletchka (Committee Co-Chair); Shari Savage (Committee Member); Matthew Lewis (Committee Member); Vitalya Berezina-Blackburn (Committee Member) Subjects: Aesthetics; Art Education; Communication; Design; Educational Technology; Fine Arts; Museum Studies; Museums
  • 14. Peracchio, Anthony Training with Virtual Reality: The Role of Self-Efficacy and Perceived Spatial Ability

    Master of Arts (M.A.), Xavier University, 2020, Psychology

    Individual differences impact how users interact with technology and many variables are likely to predict differences in the outcomes of training with virtual reality technology. This study explored if individual differences in perceptions of spatial ability and virtual reality self-efficacy significantly related to learning of virtual reality training content. In addition, perceptions of spatial ability and virtual reality self-efficacy were explored for their relationships with trainee reactions to virtual reality training in terms of affective reactions and utility reactions. Spatial ability significantly and positively related to all criterion variables in this study. Overall, virtual reality self-efficacy significantly and positively related to only affective reactions and did not significantly relate to learning of virtual reality training content or utility reactions. Factor analysis of the overall virtual reality self-efficacy measure allowed for a more informative interpretation of the hypothesized relationships of virtual reality self-efficacy. Lastly, several exploratory analyses were conducted to extend past virtual reality training literature and explore interesting questions posed during the research design phase. In this study, a sample of 92 undergraduate students completed a virtual reality training simulation wherein they embodied a patient facing progressive symptoms of Lewy Body Dementia and Parkinson's disease. Participants also completed several questionnaires and a pre- and post-assessment of their knowledge of Lewy Body Dementia and Parkinson's disease. Results of this study have relevance for further understanding the role of individual differences in predicting outcomes of training with virtual reality technology, as well as offer many potential avenues for future research to examine.

    Committee: Mark Nagy Ph.D. (Committee Chair); Morrie Mullins Ph.D. (Committee Member); Erin Washington (Committee Member) Subjects: Educational Psychology; Educational Technology; Gerontology; Health Care; Health Education; Psychology; Social Research; Technology
  • 15. Glaser, Noah The Development and Evaluation of a Virtual Reality Intervention for Adults with Autism: A Design-based Research Study

    PhD, University of Cincinnati, 2020, Education, Criminal Justice, and Human Services: Educational Studies

    Interest in using virtual reality technologies as a means to provide therapeutic and educational platforms for individuals with ASD has been growing for decades. The contents of this article-based dissertation are related to the design, development, implementation, and evaluation of a virtual reality intervention called Virtuoso. Virtuoso is a suite of virtual reality technologies designed to promote the acquisition of adaptive skills related to catching public transportation for individuals with autism in an adult day program. This article-based dissertation addresses both pragmatic research to practice gaps, and the advancement of theory that underpins design considerations of the intervention. The first article presents a design and development case study that describes how interdisciplinary processes were utilized to create a multi-user virtual environment for adults with autism. While research points to the difficulty of developing virtual environments, few studies have articulated the process in detail which leaves a gap in the literature. The second article presents findings from a user-centric evaluation of the first prototype of Virtuoso. Evaluation focused on the users' perceptions of acceptance, feasibility, ease-of-use, user experience, and relevance of the system. The third article examines the character of cybersickness symptoms that participants experienced while undergoing three virtual reality research sessions that evolved in visual fidelity and task complexity. The nature of learner experiences while using commercial head-mounted displays including the Oculus Rift and Google Cardboard are also reported.The fourth article presents findings from a systematic review of the literature that was conducted in the spring of 2020. This review of the literature examines how virtual reality interventions for individuals with autism have been designed from the early work in the field to the present day. Six scholarly databases were queried to synthesize rele (open full item for complete abstract)

    Committee: Matthew Schmidt Ph.D. (Committee Chair); Christopher Atchison Ph.D. (Committee Member); Miriam Raider-Roth Ed.D. (Committee Member); Carla Schmidt (Committee Member) Subjects: Educational Software
  • 16. Karki, Bishnu Deep Exclusive π0 Electroproduction Measured in Hall A at Jefferson Lab with the Upgraded CEBAF

    Doctor of Philosophy (PhD), Ohio University, 2020, Physics and Astronomy (Arts and Sciences)

    Our understanding of the proton's structure in terms of its fundamental degrees of freedom, quarks and gluons, is incomplete. Generalized Parton Distributions (GPDs) can enhance our understanding of the partonic structure of the proton as it includes the correlation between the momentum and transverse position of partons. Exclusive electroproduction of the pion (ep→e′p′π0) is one of the potential channels to access the GPDs. GPDs are defined at the Bjorken limit where the total amplitude can be factorized in a hard scattering of the photon off the quark and a soft part described by the GPDs. At sufficiently high Q2, a factorization scheme for exclusive meson production processes exists but only for longitudinally polarized virtual photons. As long as the longitudinally polarized virtual photons dominate the cross-section, we can have factorization and extract the GPDs. But the existing data for π0 production at low Q2 and low xB show the dominance of transverse part of the cross-section over the longitudinal one. Some transversity GPD models have found that an effective way to factorize the contribution from transversely polarized virtual photons to explain the dominance of σL over σL, shown by existing data. The experiment E12-06-114 ran in experimental Hall A during 2014-2016. The primary goal of this experiment was to measure the DVCS cross-section but the experimental configuration also allows the measurement of deep exclusive π0 production. Taking advantage of the upgraded CEBAF at Jefferson Lab, we explored the high Bjorken-x (0.60) and high Q2 regime for the first time. The extracted cross-section terms for π0 production helps us to test the validity of QCD factorization in our kinematic regime. Our π0 production results can be used to test and improve the existing models of proton structure. Cross-section results will be presented at two different Q2 values for fixed xB of 0.60.

    Committee: Julie Roche Dr. (Advisor) Subjects: Physics
  • 17. Kanyok, Nathan Situational Awareness Monitoring for Humans-In-The-Loop of Telepresence Robotic Systems

    MS, Kent State University, 2019, College of Arts and Sciences / Department of Computer Science

    Autonomous automobiles are expected to be introduced in increasingly complex increments until the system is able to navigate without human interaction. However, humanity is uncomfortable with relying on algorithms to make security critical decisions, which often have moral dimensions. Many robotic systems keep humans in the decision making loop due to their unsurpassed ability to perceive contextual information in ways we find relevant. It is likely that we will see transportation systems with no direct human supervision necessary,but these systems do not address our worry about moral decisions. Until we are able to embed moral agency in digital systems, human actors will be the only agents capable of making decisions with security-critical and moral components. Additionally, in order for a human to be in the position that we can have confidence in their decision, they must be situationally aware of the environment in which the decision will be made.Virtual reality as a medium can achieve this by allowing a person to be telepresent elsewhere. A telepresence dispatch system for autonomous transportation vehicles is proposed that places emphasis on situational awareness so that humans can properly be in the decision making loop. Pre-trial, in-trial, and post-trial metrics are gathered that emphasize human health and monitor situational awareness through traditional and novel approaches.

    Committee: Jong-Hoon Kim (Advisor); Gokarna Sharma (Committee Member); Austin Melton (Committee Member) Subjects: Computer Science; Rhetoric; Robotics
  • 18. Dlamini, Mongi Measurement of Hard Exclusive Electroproduction of Neutral Meson Cross Section in Hall A of JLab with CEBAF at 12 GeV

    Doctor of Philosophy (PhD), Ohio University, 2018, Physics and Astronomy (Arts and Sciences)

    A complete description of nucleon structure requires the simultaneous knowledge of both the spatial and momentum information of the ultimate constituents of the nucleon, the quarks and gluons. Generalized Parton Distributions (GPDs) provide such tools to describe nucleon structure. GPDs are measurable through hard exclusive processes like Deeply Virtual Compton Scattering (DVCS) and Deeply Virtual Meson Production (DVMP). GPDs can describe hard exclusive processes only if Bjorken factorization is achieved during the hard scattering process. While DVCS data have given hints of the factorization regime being attained, such hints have not been observed for DVMP data. Testing for factorization in DVMP processes is the topic of this thesis. Exclusive p 0 electroproduction has been measured by experiment E12-06-114 in Hall A of JLab. Cross sections have been measured at three fixed Bjorken-x (x_B ): 0.35, 0.48 and 0.6 in the Q^2 range 3 to 9 GeV 2 . In this document we present an analysis of a subset of the data: x_B = 0.35 in the Q^2 range 3.1 to 4.5 GeV^2 . The different structure functions: unseparated cross section (sigma_T + sigma_L ), longitudinal-transverse interference(sigma_LT ), transverse-transverse interference (sigma_TT ), and the polarized response (sigma_LT' ) terms were extracted. The data was compared to a transversity GPD model. The model fails to reproduce the data even though the order of magnitude is in agreement for both model and data. We observe a strong disagreement between the data and the model for sigma_LT in terms of both magnitude and the cross section sign. Our results are in a larger and wider Q^2 domain but they are in agreement with existing measurements.

    Committee: Julie Roche (Advisor) Subjects: Physics
  • 19. Barnes Evans, Katie Beyond the Screen: Embedded Interfaces as Retail Wayfinding Tools

    MFA, Kent State University, 2017, College of Communication and Information / School of Visual Communication Design

    This paper aims to widen the discourse on experience as an economic entity, which exists within retail settings that are deliberately designed and carefully controlled by service providers to elicit desired consumer behaviors. This body of research aims to underscore the importance of in-store wayfinding within the specific context of grocery shopping in large supermarkets by investigating the current state of affairs in the art of consumer experience design and the differentiation of consumer experience through wayfinding in retail spaces. To design retail experiences, we must first understand the elements that comprise and produce them; however, the subject of experience is complex and extensive. In an effort to expand the discussion surrounding the careful creation of consumer experiences, this paper aims to deconstruct the underlying components that contribute to our formation of experiences; examine the ways in which retail experiences are differentiated through wayfinding; and assess the overall effect of wayfinding on consumers' perception of grocery shopping experiences, as well as their subsequent choices and behaviors. Technology has become a ubiquitous presence in the space we occupy and pervasive force throughout our lives. We exist as part of a complex global society in which we are dynamically interconnected in a continuous exchange of information and experience. This paper suggests ways in which cutting edge and emerging technologies can be embedded into the underlying physical structure of retail environments—effectively infusing the store environment with highly targeted, personalized and anticipatory communication, with specific regard to the improvement of wayfinding in large grocery retail stores. Additionally, this paper aims to advance the discussion surrounding the use of emerging technologies not only as tools in the production of final artifacts destined three-dimensional environments; but also, as moldable media that can reorient (open full item for complete abstract)

    Committee: Jessica Barness M.F.A. (Advisor); Ken Visocky O'Grady M.F.A. (Committee Member); David Robins Ph.D. (Committee Member) Subjects: Behavioral Sciences; Communication; Computer Engineering; Computer Science; Design; Information Science; Psychology; Technical Communication
  • 20. Dalvi, Megha Customizable 3-D Virtual GI Tract Systems For Locating, Mapping, And Navigation Inside Human Gastrointestinal Tract

    Master of Science (MS), Wright State University, 2016, Computer Science

    One of the critical challenges of wireless capsule endoscopy examination is to find the exact position of the capsule in the Gastrointestinal Tract (GI) tract so as to correctly and accurately spot the position of the intestinal diseases. Creating a 3D virtual GI tract system could significantly improve the capsule endoscopy operations. The virtual human model, such as the BioDigital Human, has been credited as Google Earth for the human body, which provides us medically accurate virtual body and organ structures. However, it only assembles a “Standard” human body. The problem is: there is only one earth, but billions of people. Every patient has varying GI tract with regards to its length, width and structures depending on his or her body structure, the kind of the food intake, etc. Clearly, a virtual GI tract system based on the standard patient anatomy, such as the Digital Human project, is used for reference in anatomy studies, but not sufficient to provide the locating and navigation for each individual patient's disease diagnosis and treatment in GI medicine. As a result, the proposed idea is a 3D customizable GI tract model development and a prototype system to illustrate the automatic generation of an individual-specific virtual GI tract system based on sensory data that could be collected from the capsule. The resulted highly customized 3D map for GI tract for each patient can then be used for navigating with high-precision and for drug delivery capsules or surgical micro-robot within the GI tract. Specifically, the main interest of this thesis research is in developing accurate 3D map of Human GI system that can be automatically customized for each individual patient, such that it can support high-precision navigation for endoscopy and drug delivery capsules used in GI medicine. Such individually customized virtual Human GI Tract can support the physician with more intuitive views of the endoscopy-obtained images and easily obtaining the location of (open full item for complete abstract)

    Committee: Yong Pei Ph.D. (Advisor); Mateen Rizki Ph.D. (Committee Member); Paul Bender Ph.D. (Committee Member) Subjects: Computer Science; Health Care Management; Information Technology