Human-computer interaction.

Model
Digital Document
Publisher
Florida Atlantic University
Description
A hallmark of the cyberpunk era, virtual reality is now a real and readily available
medium for technological entertainment and lifestyle. Cyberpunk texts and contemporary
SF that incorporates virtual reality provide a framework for considering the implications
of this newly popularized technology. By allowing the user to explore new forms of
identity in an alternate reality, virtual reality poses many interesting opportunities for
undermining current social constructs related to gender, race, and identity. This thesis
investigates real and fictional examples of virtual reality and the significance of
authorship and narrative construction, race and social hierarchies, death and selfpermanence,
and gender performance across the boundary between virtual and material
space.
Model
Digital Document
Publisher
Florida Atlantic University
Description
A self-adaptive software is developed to predict the stock market. It’s Stock
Prediction Engine functions autonomously when its skill-set suffices to achieve its goal,
and it includes human-in-the-loop when it recognizes conditions benefiting from more
complex, expert human intervention. Key to the system is a module that decides of
human participation. It works by monitoring three mental states unobtrusively and in real
time with Electroencephalography (EEG). The mental states are drawn from the
Opportunity-Willingness-Capability (OWC) model. This research demonstrates that the
three mental states are predictive of whether the Human Computer Interaction System
functions better autonomously (human with low scores on opportunity and/or
willingness, capability) or with the human-in-the-loop, with willingness carrying the
largest predictive power. This transdisciplinary software engineering research
exemplifies the next step of self-adaptive systems in which human and computer benefit from optimized autonomous and cooperative interactions, and in which neural inputs
allow for unobtrusive pre-interactions.
Model
Digital Document
Publisher
Florida Atlantic University
Description
There has been a dramatic increase in the utilization of technology within the fields of education and rehabilitation in the past two decades. Two studies focused on technology intended to assist a total of seven young adults with developmental disabilities to increase independence, decrease the need for paid supports, and improve task performance. Participants completed food preparation tasks in an employee break room, adhering to an industry specific protocol, while using a task application on an iPad that provided audio and video prompts. A multiple baseline across participants was used to show effects of the intervention on task performance and reliance on prompts. Results indicated that using an application on an iPad to video model tasks was effective in improving and maintaining accurate skill performance, while reducing the need for prompts. Participants in both study one and study two demonstrated mastery of task performance using the iPad application. In study one, three of the four participants faded the use of prompts, whereas only one of the three participants demonstrated independence in study two. Implications for future research are discussed.