A Look into Measuring Trust in Medical Devices

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Description
The purpose of this review is to determine how to measure and assess human trust in medical technology. A systematic literature review was selected as the path to understand the landscape for measuring trust up to this point. I started

The purpose of this review is to determine how to measure and assess human trust in medical technology. A systematic literature review was selected as the path to understand the landscape for measuring trust up to this point. I started by creating a method of systematically reading through related studies in databases before summarizing results and concluding with a recommended design for the upcoming study. This required searching several databases and learning each advanced search methods for each in order to determine which databases provided the most relevant results. From there, the reader examined the results, keeping track in a spreadsheet. The first pass through filtered out the results which did not include detailed methods of measuring trust. The second pass took detailed notes on the remaining studies, keeping track of authors, participants, subjects, methods, instruments, issues, limitations, analytics, and validation. After summarizing the results, discussing trends in the results, and mentioning limitations a conclusion was devised. The recommendation is to use an uncompressed self-reported questionnaire with 4-10 questions on a six-point-Likert scale with reversing scales throughout. Though the studies analyzed were specific to medical settings, this method can work outside of the medical setting for measuring human trust.
Date Created
2020-05
Agent

Elements of Good Problem-Solving Tasks in Thinking Classrooms

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Description
Engineering is an interdisciplinary field that requires extensive knowledge of STEM topics. The ability to apply mathematical concepts in engineering applications is no exception. Some undergraduate engineering students struggle with early course work typically entrenched in learning underlying mathematics. Students

Engineering is an interdisciplinary field that requires extensive knowledge of STEM topics. The ability to apply mathematical concepts in engineering applications is no exception. Some undergraduate engineering students struggle with early course work typically entrenched in learning underlying mathematics. Students are often able to understand engineering principles, but are unable to understand the mathematics behind the principles. This is due to students finding it difficult to make connections and apply mathematics outside of routine computational calculations.

Traditional instruction of mathematics has relied predominantly on teacher-centered pedagogies or passive learning (e.g lecture). Active learning differs in that it includes student-centered approaches and has been shown to increase student understanding in STEM courses.

The purpose of this study is to explore and discover what elements lead to good problem-solving tasks in an active learning mathematics focused classroom. Elements were determined using interviews with mathematics instructors that currently use active learning techniques and problem-solving tasks in their classrooms. Instructors were asked to describe the process they use for creating tasks. An instructor’s guidebook will be created and made available based on the findings and discoveries of this study on how to create problem-solving tasks.

The three main categories of emergent themes were task structure, task development, and problem-solving environment. The emergent themes in task structure are useful for understanding what elements make a good problem-solving task. Knowing the particular challenges previous instructors faced in creating an active-learning environment will help instructors avoid common pitfalls. These elements of creating a problem-solving environment will also be included in the guidebook as a class cannot have good problem-solving tasks without an environment conducive to active learning.
Date Created
2020-05
Agent

ROBOTIC SHOE: AN ANKLE ASSISTIVE DEVICE FOR GAIT PLANTAR FLEXION ASSISTANCE

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Description
The mean age of the world’s population is rapidly increasing and with that growth in an aging population a large number of elderly people are in need of walking assistance. In addition, a number of medical conditions contribute to gait

The mean age of the world’s population is rapidly increasing and with that growth in an aging population a large number of elderly people are in need of walking assistance. In addition, a number of medical conditions contribute to gait disorders that require gait rehabilitation. Wearable robotics can be used to improve functional outcomes in the gait rehabilitation process. The ankle push-off phase of an individual’s gait is vital to their ability to walk and propel themselves forward. During the ankle push-off phase of walking, plantar flexors are required to providing a large amount of force to power the heel off the ground.

The purpose of this project is to improve upon the passive ankle foot orthosis originally designed in the ASU’s Robotics and Intelligent Systems Laboratory (RISE Lab). This device utilizes springs positioned parallel to the user’s Achilles tendon which store energy to be released during the push off phase of the user’s gait cycle. Goals of the project are to improve the speed and reliability of the ratchet and pawl mechanism, design the device to fit a wider range of shoe sizes, and reduce the overall mass and size of the device. The resulting system is semi-passive and only utilizes a single solenoid to unlock the ratcheting mechanism when the spring’s potential force is required. The device created also utilizes constant force springs rather than traditional linear springs which allows for a more predictable level of force. A healthy user tested the device on a treadmill and surface electromyography (sEMG) sensors were placed on the user’s plantar flexor muscles to monitor potential reductions in muscular activity resulting from the assistance provided by the AFO device. The data demonstrates the robotic shoe was able to assist during the heel-off stage and reduced activation in the plantar flexor muscles was evident from the EMG data collected. As this is an ongoing research project, this thesis will also recommend possible design upgrades and changes to be made to the device in the future. These upgrades include utilizing a carbon fiber or lightweight plastic frame such as many of the traditional ankle foot-orthosis sold today and introducing a system to regulate the amount of spring force applied as a function of the force required at specific times of the heel off gait phase.
Date Created
2019-12
Agent

The Design and Selection of the Blade and Valve Solutions for the High-Precision Micro-Drawing Wire Machine

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Description
The sense of sight is arguably the most common method that our body uses for gathering data of the world around us. However, that primary tool is negated for those who are visually impaired, and thus must be replaced with

The sense of sight is arguably the most common method that our body uses for gathering data of the world around us. However, that primary tool is negated for those who are visually impaired, and thus must be replaced with a new bodily sense. Over the years there have been multiple attempts to determine the second best sense from which the brain can generate the most information, and to create a device that utilizes that sense to gather and relay the data quickly and efficiently. However, the sense that has gained the most favor among users and the most experimentation is that of touch. A haptic display device employs the sense of touch by breaking down an image viewed by the haptic display into pixels; each pixel is then translated to a certain vibrational frequency or electrical charge for the user to feel (depending on the brightness of the pixel). One can then distinguish the feeling of the square-like object through the device, however the main problem that exists among the current haptic display devices is the low-resolution output. The low resolution thus makes it difficult for a user to decipher between objects that share a similar shape, but are still completely different.

By considering a different method of delivering information to the brain via touch, it may become possible to create a haptic display that can relay environmental information to the brain in 64x64 resolution. The alternative solution is to replace the vibrating motors with vibrating cantilever beams, thus allowing more beams to take up a specific area in comparison to vibrating motors. Each beam will vary in length to establish its own natural frequency while also making it easier for each beam’s vibration to be controlled by a single microcontroller. Nathan Eastburn, a student who graduated in the spring of 2018, designed a wire-cutting machine that could pull the beams through a metal plate to strip the beam into smaller cross-sections and cut the beams into the very precise lengths. To further complete the machine, the mechanical aspects of the machine needed to be finalized and installed, specifically the air cylinder valve and blade attachments.

The following report provides the details and thought process in converting the given designs of the air pump and blade systems into the physical additions to the wire-cutting machine. Both systems have further parts that need to be purchased, components that must be manufactured, and/or redesigns to the functionality of the systems; these will be explained for those desiring to continue and complete the assembly of this machine.
Date Created
2019-05
Agent

What's an Engineer Anyways?

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Description
This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in

This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in a lighthearted and entertaining form, narrating notions such as the design process, prototyping, specialty fields, and repurposing. Other principles such as learning patience, compromise and teamwork are also conveyed throughout the plot details. Small life lessons that transcend the realm of engineering are also embodied throughout. The plot of the story is a young girl who goes to visit her grandfather who is a garage tinkerer with a love of spare parts. He tells her about his job as a robotics engineer, and she loves it. She goes and tells her friends who decide they want to make a robot for show-and-tell at school. The grandfather agrees to help them build a robot and thus the group of kids are walked through the engineering design process, learning new things (and specialization) along the way. The story ends by revealing that the whole story was a flashback the main character was having as she is about to start her first day at an engineering firm.
Date Created
2019-05
Agent

Measuring the Efficacy of Tall Man Lettering

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Description
Currently, medical errors are one of the most common causes of death in the United
States (Makary & Daniel, 2016), which includes errors related to look-alike, sound-alike prescription drug name confusion. The use of Tall Man lettering, a text enhancement style

Currently, medical errors are one of the most common causes of death in the United
States (Makary & Daniel, 2016), which includes errors related to look-alike, sound-alike prescription drug name confusion. The use of Tall Man lettering, a text enhancement style that capitalizes the dissimilar portions of words, has been recommended by the US Food and Drug Administration (FDA) as well as the Institute for Safe Medication Practices (ISMP) since 2008 in order to make it easier for healthcare professionals to distinguish and identify two otherwise easily confusable drug names. Research performed on the efficacy of Tall Man lettering and similar text enhancements in successfully differentiating look-alike, sound-alike drug names has thus far been either null or inconclusive. Therefore, it is crucial that further research be conducted in order to provide a path to alleviation by increasing the understanding of the problem, and providing evidence to a clearer solution (Lambert, Schroeder & Galanter, 2015). The objective of the current study was to measure the efficacy of Tall Man Lettering and additional text enhancement strategies through an experiment that replicates some of the previously used methods of research. The current study utilized a repeated measures design. Participants were shown a prime drug name, followed by a brief mask, and then either the same drug name or its confusable drug name pair. They were then asked to identify whether the two drug names presented were identical or different. All of the participants completed a total of four trials representing each condition (regular, Tall Man, Tall Man Bold, highlight) and a practice trial. Overall performance was measured through accuracy and reaction time, which revealed that regular, lowercase text was more effective than any of the other text enhancements, including Tall Man lettering, in quickly and accurately identifying differences in drug names. These results seem to add to the body of inconclusive research on the efficacy of Tall Man lettering and similar text enhancement strategies for reducing drug name confusion. Given the significant impact that drug name confusion errors can have on patient safety, it is imperative that further research be conducted in order to give a more definitive answer of whether text enhancement strategies like Tall Man lettering are helpful in practice.
Date Created
2019-05
Agent

Haptic Learning: The Effects of Multimedia Learning on Haptic Robotic Operation

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Description
This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used

This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing and using a haptic robotic manipulator known as the Haptic Testbed (HTB). The HTB is a manipulator designed to emulate human hand movement for haptic testing purposes and features an index finger and thumb for the right hand. Control is conducted through a Leap Motion Controller, a visual sensor that uses infrared lights and cameras to gather various data about hands it can see. The goal of the experiment was to have test subjects complete a task where they shifted objects along a circuit of positions where they were measured on time to complete the circuit as well as accuracy in reaching the individual points. Analysis of subject responses to surveys as well as performance during the experiment showed haptic feedback during training improving initial performance of individuals as well as lowering mental effort and mental demand during said training. The findings of this experiment showed support for the hypothesis that Mayer’s principles do apply to haptic feedback in training for haptic robotic manipulation. One of the implications of this experiment would be the possibility for haptics and tactile senses to be an applicable sense for Mayer’s principles of multimedia learning as most of the current work in the field is mostly focused on visual or auditory senses. If the results of the experiment were replicated in a future experiment it would provide support to the hypothesis that the principles of multimedia learning can be utilized to improve the training of haptic robotic operation.
Date Created
2019-05
Agent

Automated Driving Systems Advancement for Higher Energy Efficiency and Carbon Emissions Reduction

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Description
Research studies on improving Automated Driving Systems (ADS) have focused mainly on enhancing safety, through the development of more sophisticated sensors that have the ability to detect objects promptly. Safety is indeed a priority especially when the public has raised

Research studies on improving Automated Driving Systems (ADS) have focused mainly on enhancing safety, through the development of more sophisticated sensors that have the ability to detect objects promptly. Safety is indeed a priority especially when the public has raised concerns regarding unmanned vehicles failing to make informed decisions in unforeseen situations, for example, the Uber Automated Vehicle (AV) crash that happened in Arizona, in 2018 (Griggs & Wakabayashi, 2018). However, one question still remains suppositious: How will the continuous development of AVs impact carbon emissions and energy consumption? Since many automakers claim that automated driving is part of the future of mobility, there is a possibility that automated driving could promote the use of alternative clean fuels like electric batteries and support further travels with the least amount of energy. Therefore, this paper discusses how new ADS technologies with energy-saving benefits, will enable multiple levels of vehicle autonomy to perform efficiently and cause less environmental impacts. In addition, this paper discusses prospective developments in other industries, that could emerge to compliment the next generation ADS technologies and also help decrease the global energy demand that is projected to increase by some 28 percent between now and the year 2040 (“EIA projects 28% increase in world energy use by 2040 - Today in Energy - U.S. Energy Information Administration (EIA),” n.d.)
Date Created
2019-05
Agent

Pulse: Content Aggregator Website for Hardcore eSports Fans

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Description
This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week

This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week consuming or engaging in eSports content, (2) follow multiple eSports personas (players or teams), and (3) have streamed or attended at least one eSports tournament. This segment of the eSports fanbase is targeted because it represents a very invested portion of the 380 million total eSports fans engaged with streaming and potentially attending live events and purchasing team merchandise (Newzoo 2018). The eSports industry itself is expected to reach almost a billion dollars in 2018, and Pulse will seek by capitalize on this record valuation by connecting fans to the highlights they love and performance metrics they wish to see for a given eSports Participant.

Pulse will stand out from its competitors by offering the hardcore eSports fan a digital space that provides them everything they care about eSports at a glance. From tracking Participant and franchise metrics to notifying them of an upcoming event, Pulse will sort through the eSports data stream and present its users with a customizable aggregation feed to sort through in a social media-type environment. Forum posts and comment sections on highlight videos will also be included to facilitate a social experience for the browsing user if he or she wishes to engage with the wider Pulse community. The web service will perform monetization by selling advertisement space to free users, or through monthly subscription fees to Premium users. The Premium users are offered additional features of the Pulse web service, such as additional Participant metrics, full video catalog of eSports highlights, and more focused search results.
Date Created
2019-05
Agent

Why Do Students Join Student Organizations? A Study from the Perspective of a Student Searching at ASU.

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Description
This study seeks to analyze the motivation behind why college students at ASU join student organizations. Analysis for this study will be performed through describing considerations a student may undergo when looking into an organization to join. This perspective will

This study seeks to analyze the motivation behind why college students at ASU join student organizations. Analysis for this study will be performed through describing considerations a student may undergo when looking into an organization to join. This perspective will be done through document analysis of the contents of the SunDevilSync and Facebook pages that various organizations, ranging from professional and academic organizations to social and non-academic organizations. These web pages are the first things students see when they join an organization for the first time, and it is here, that they gain their first glimpse into what the organization might really provide for them. Fifteen different organizations at ASU were used as the focus to allow for a diverse population to be categorized between their involvement across professional and social activities. It was found that students join organizations primarily for the purposes of the audience the name of the organization reaches out to, the proof of activities and the interests students would have with regards to the types of activities involved with the organization. Further, a list of primary activities that organizations ranging in the categories of professional and social might display is also generated as a means of allowing developing an idea of the differences between activities of organizations. An analysis of two organizations the author had created will also be used as a means of applying the knowledge gained from this research in a more tangible concept.
Date Created
2019-05
Agent