Browsing by Author "Katz, Larry"
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- ItemOpen Access3D Geological Modeling from Concept Sketches and Annotations(2017) Mendonça Amorim, Ronan; Costa Sousa, Mário; Famil Samavati, Faramarz; Eaton, David W. S.; Sharlin, Ehud; Katz, Larry; Mould, DavidDuring the early stages of any design project, specialists explore and refine ideas collaboratively by constructing conceptual models through hand-drawn sketches and renderings. The resulting models are then used to make decisions before moving to the detailed design phase of development. Sketch-Based Interfaces and Modeling (SBIM) is an area of research devoted to the development of computational tools to aid in this prototyping process. The main goal of SBIM is to construct models directly from hand-drawn sketches, leveraging the sketching skills of experts in different domains such as art, science, and engineering. In this thesis, I investigate the theory and practice of concept sketching applied to the problem of constructing conceptual models of geological structures describing subsurface environments. Geological models describe the disposition, geometry, and types of rocks in the subsurface, and are critical to a wide range of applications, such as oil/gas exploration. Current subsurface modeling workflows lack more interpretive and interactive modeling tools, which could enable experts to rapidly construct a variety of digital conceptual geological models directly from their interpretation sketches. In this thesis, I am addressing fundamental research in SBIM motivated by the challenges of constructing conceptual geological models from 2D hand-drawn sketches. This thesis explores the use of SBIM to complement existing geological modeling tools with more interpretive and interactive methods, with the goal of expediting the construction of concept geological structures described at the early stages of subsurface modeling. To this end, two new SBIM methods are proposed: (1) Geo-Editor aims to enable experts to more easily and rapidly edit/augment existing geological surfaces, using sketches directly in 3D with/without geological data. (2) Geo-Sketcher complements the previous approach by allowing the rapid construction of conceptual geological models from a blank-screen environment using rule-based SBIM. It leverages the standard language provided by geological and topographic maps to provide experts with a familiar notation for sketching. The results and feedback from domain experts demonstrate that the proposed methods can significantly reduce the time necessary to create or edit 3D geological models.
- ItemOpen AccessA comparison between computer-assisted and traditional psychoeducational assessment of elementary school-aged children(1979) Katz, Larry; Brebner, Ann
- ItemOpen AccessA Comparison of an Eastern Philosophical Approach to Human Movement with a Western Approach through Teaching Overhand Throwing Skills with Grade Two Students(2016) Lee, Hyun Suk; Katz, Larry; James R., Parker; Dwayne P., Sheehan; Wendi, Adamek; Kim, Beaumie; Clive, HicksonThe development of Fundamental Movement Skills (FMS) and physical literacy (PL) are relatively new concepts in physical education. In this research paper, a novel method of teaching FMS and PL are explored using an Eastern philosophical approach to human movement. Overhand throwing was the FMS chosen for the study. As part of the process a model for understanding Eastern philosophy to human movement was developed and then a throwing curriculum integrating the model was created and compared with a Western approach using teaching game for understanding (TGfU). Grade two students were taught using one of the two approaches. The Eastern philosophical model incorporated four components: (1) visualization and observational skill development; (2) incorporation of technique, accuracy, speed and power (TASP) as a unifying principle where order of each factor is crucial; (3) bilateral body development using both sides of the body; and (4) peer-to-peer learning. To measure throwing technique, different throwing protocols were examined and intra and inter rater reliability were assessed. Based on the results, a new throwing protocol was established for use in the main study. This research was a true experimental randomized controlled trial (RCT), a multi-factor and multi-variable repeated measure designed with 84 grade two students. The independent variables included pre-, post-, and follow-up testing; bilaterality which involved the dominant and non-dominant hands; and groups (Eastern philosophical approach, traditional Western approach, and two delayed control groups). Dependent variables were technique, accuracy, speed, and power (TASP), and attitude. When results were compared between the Eastern and Western groups, both groups improved overall. In regards to technical ability, the Eastern group was significantly higher than the Western group for the non-dominant hand. In contrast, the Western group was significantly higher than the Eastern group for the dominant hand. The Eastern group’s accuracy was significantly higher than the Western group for both hands. While not statistically significant, the percentage of improvement showed that the Eastern group improved more than the Western group in TASP except for technique when using the dominant hand. There were some inconsistencies that were difficult to explain including the control group having significantly higher improvement on accuracy than either of the experimental groups. Students had four half hour lessons to learn to throw. The Western group focused on throwing with the dominant hand. During the same half hour of each lesson, the Eastern group worked equally with both the dominant and non-dominant hands. Following the study, the two delayed control groups were randomly assigned to either the Eastern or Western approach. Results from this study were inconsistent with the main study with many significant results, some supporting the Eastern approach and some supporting the Western approach. Possible explanations for this discrepancy are examined in the discussion. Based on the results, it would appear that the Eastern philosophical approach to teaching throwing has potential to improve children’s throwing ability. Future research is needed to determine what aspects of the Eastern philosophical approach have greatest impact on learning. It may be possible to apply this model to other fundamental movement skills (FMS) such as kicking and jumping to improve children’s physical literacy. An Eastern approach to human movement may have values with other participants including seniors. Perhaps integrating the best features of both Western and Eastern approaches would be optimal for improving performance.
- ItemOpen AccessA comparison of cadaver, computer and cadaver/computer laboratory classes in teaching anatomy to undergraduate university students(2005) Carlyle, Krista Jane; Katz, Larry; Kawchuk, Greg
- ItemOpen AccessA comparison of reference learning and comparative feedback using aircraft recognition multimedia software with military personnel(1999) Wylie, Mark Owen; Katz, Larry
- ItemOpen AccessA diffusion of innovation model modified for educational technology working with coaches and physical education teachers(2005) Liebermann, Tsily; Katz, Larry
- ItemOpen AccessA Physiological Feedback Controlled Exercise Video Game(2012-10-25) Baradoy, Graham; Katz, Larry; Parker, JamesPurpose: This thesis presents a proof-of-concept for the use of physiological feedback in active video games to control the heart rate of players. Rationale: Physiological feedback controls can be used to increase or decrease the physical demands of an active video game presented to the user. We introduce DanceBeat, a physiological feedback controlled active video game, designed with the intent to control players’ heart rates. Methods: A repeated measures crossover study was performed (n=23). Participants were exposed to two bouts of DanceBeat with target HRR zones corresponding to light and moderate intensity exercise. Results: The Light level kept participants within target zone 87(18)% of the time whereas the Moderate level kept participants in the zone 76(21)% of the time. The 95% confidence interval for mean HRR for both levels fell within the respective target zones. Significance: DanceBeat has the potential to be an entertaining and effective form of exercise.
- ItemOpen Access
- ItemOpen AccessAn investigation of computer generated knowledge retention activities in computer-based training with adult learners(Queensland University of Technology, 2005) Reid, Doug; Jacobsen, Michele; Katz, LarryThe goal of this investigation was to evaluate the impact of training and the effectiveness of different types of knowledge retention activities delivered by computer-based training programs. This study focused on a computer-based learning system called the Profound Learning Delivery System (PLS). PLS is an application designed to improve the content knowledge retention of adult learners who are completing computer-based training. This study used a pretest-posttest experimental design to compare adult learners’ knowledge of Microsoft Outlook ("Outlook," 1997) before and after a computer-based training session. Participants were trained using two different computer-based instructional programs; a commercially available software program matched for comparison purposes and PLS. This comparison involved three different formats for post-instruction retention activities that were; no review activities, user generated review activities, and program generated retention activities. Results indicate, there was a significant difference between the groups 60 days after training. This result demonstrated that PLS has potential worth exploring.
- ItemOpen AccessBalanced Multiresolution in Multilevel Focus+Context Visualization(2018-08-22) Hasan, Mahmudul; Samavati, Faramarz; Costa Sousa, Mário; Mudur, Sudhir Pandurang; Gavrilova, Marina L.; Jacob, Christian J.; Katz, LarryGiven a set of symmetric/antisymmetric filter vectors containing only regular multiresolution filters, the method we present in this thesis can establish a balanced multiresolution (BMR) scheme for images, allowing their balanced decomposition and subsequent perfect reconstruction without the use of any extraordinary boundary filters. We define balanced multiresolution such that it allows balanced decomposition i.e. decomposition of a high-resolution image into a low-resolution image and corresponding details of equal size. Several applications of such a decomposition result in a balanced wavelet transform (BWT) that makes on-demand reconstruction of regions of interest (ROIs) efficient in both computational load and implementation aspects. We find such decomposition and perfect reconstruction based on an appropriate combination of symmetric/antisymmetric extensions near the image and detail boundaries. In our method, exploiting such extensions correlates to performing sample (pixel/voxel) split operations. We demonstrate our general approach for some commonly used symmetric/antisymmetric multiresolution filters. We also show the application of such a balanced multiresolution scheme in constructing an interactive multilevel focus+context visualization framework for the navigation and exploration of large-scale 2D and 3D images. Typically, the given filters are floating-point values, so our BWTs reversibly map integers to floating-point i.e. real values. We extend our balanced multiresolution framework further to construct reversible integer-to-integer BWTs from a given symmetric/antisymmetric decomposition filter vector of width less or equal to four. In our approach, we adjust the linear combination of fine samples suggested by the given decomposition vector using optimal sample split operations in combination with a rounding operation. Such adjustments translate an affine integer combination of fine samples to obtain an integer coarse sample, which closely approximates the floating-point coarse sample suggested by the given decomposition filter vector. The associated translation vectors give us the detail samples. Furthermore, when necessary, we construct every other detail sample differently in order to ensure local perfect reconstruction. Compared to their integer-to-real counterparts, the resulting reversible integer-to-integer BWTs occupy less memory, offer better compressibility, and do not require sample quantization for rendering purposes.
- ItemOpen AccessCompanion learners: instructional design for distributed learning in the affective domain(2004) Mayo, Margo J.; Katz, Larry
- ItemOpen AccessComputer assisted instruction approaches to conceptual change in science education(1999) Rezaei, Ali Reza; Katz, Larry
- ItemOpen AccessComputer technology as a communication tool in education and clinical practice(1984) Katz, Larry; Frost, Barry P.
- ItemOpen AccessDanceShala - A Visual Feedback Interface for Dance Learning(2022-08-31) Mukherjee, Suvojit; Alim, Usman; Kenny, Sarah; Katz, Larry; Shekhar Nittala, AdityaDance is a beautiful art form that can be enjoyed by people irrespective of age. One can learn dance from a dance teacher in a dance studio. The visual feedback received in an in-person class from an instructor is one of the best ways to improve dance learning. Sometimes it is not possible for a person to attend dance classes due to time and location constraints. The alternate option for people to learn dance is to attend dance classes online or self-learning with the help of dance games (online video games where a player attempts to follow a pattern of dance steps shown on screen in time to music). Organized remote visual feedback can assist a learner to learn dance in such scenarios. However, online dance classes or dance games may not be sufficient for a new learner to learn dance because the feedback received is not always adequate. To make online dance learning more comprehensive for new learners, a visual feedback interface named ‘DanceShala’ is created which will deliver comparative visual feedback to students after comparing teacher and student movements. In this study, dance movements of the teacher and the student are recorded. After processing the recorded movement data, feedback is generated on the correctness of the student’s movements as compared to the teacher. The visual feedback is displayed through an interface which assists a student to identify the errors made when compared to the teacher video. In the last stage of the study, a survey is administered to understand the user perception about this interface. This research is an interdisciplinary study combining Computer Science, Kinesiology and Dance.
- ItemOpen AccessDesign, development and evaluation of the standardized orthopedic assessment tool with athletic therapy staff and students(2007) Lafave, Mark Richard; Katz, Larry
- ItemOpen AccessDesigning for the Mindbody in Technology-Mediated Music-Making(2018-01-26) Pon, Aura; Carpendale, Sheelagh; Radford, Ronald Laurie Charles; Sallis, Friedemann; Tang, Anthony; Katz, Larry; McPherson, AndrewTogether as attributes of one entity, the mind and body determine how we experience, understand, and make music. Our bodily experiences in the world shape how we comprehend music. In turn, our music cognition and expressive intentions, which are based on our bodily experiences, are mediated through the body when we make music. This inseparable mind-body interaction is essential to our sense of meaning, connection, and embodiment in our musical experiences, yet this dynamic is not always intact in today's technology-mediated music-making. Digital technology offers endless possibilities for new musical sounds and the mechanisms to control them, but the relationship between musical intentions, human action, and sound in such technology must be deliberately designed. Some current approaches to designing computer-based musical experiences dichotomize these mental and physical aspects of music-making, causing issues of disembodiment and disengagement. Employing a practice-based research methodology, the author's project explores the potential of considering the “mindbody” in the design of interactive computer systems for music-making. This thesis presents the motivation, background context, mindbody concept development, research methodology, and the documentation and analysis of practical project work. Five interactive systems for music-making designed for this practical exploration are: 1) Vuzik, an interface for composing through painting gestures, 2) Womba, a musical instrument for a fetal child to play in in utero, 3) R-oboe, a system for digitally extending an oboe, 4) Mindsets, a system using brainwaves to transform an instrumentalist’s sound, and 5) Torrent, a system that musifies and physicalizes muscle tension. Four music compositions composed with these systems are: 1) Concordia discors for Vuzik interactive display and three ChoirMob instruments, 2) Being and Becoming for oboe and interactive electronics, 3) Mindsets for violin, brainwaves and digital signal processing, and 4) Torrent for flutes and water. This exploratory creative and design process also yielded a set of design heuristics for considering the mindbody in technology design, pertaining to 1) valuing and awareness of process, 2) integrating intention, action, and sound, and 3) whole-body engagement.
- ItemOpen AccessDevelopment of a content-valid standardized orthopedic assessment tool (SOAT)(Springer Verlag, 2007) Lafave, Mark; Katz, Larry; Butterwick, Dale
- ItemOpen AccessEffects of a Structured Exergaming Curriculum on Postural Balance in Older Adults(2019-07-03) Hashim, Jawad; Katz, Larry; Doyle-Baker, Patricia; Din, Cari; Tang, AnthonyPostural balance is a key component of mobility and functional independence, and it progressively declines in older adults. This randomised control trial (n=42) assigned participants aged 65 and over, in a six-week exergaming balance training (EBT) program using the Nintendo® Wii Fit U™ platform, a traditional balance training (CBT) program, and a control group in order to examine the effectiveness of these training programs in improving balance. The outcomes were measured at pre, post and three weeks follow up. The results suggested that dynamic balance improved in the EBT group as measured by Fullerton Advanced Balance Scale (Pre: 31.797 ± 1.556 SE, Post: 34.130 ± 1.315 SE, p<0.05) and Gait Speed (Pre: 0.865 m/s ± 0.040 SE, Post: 1.013 m/s ± 0.040, p<0.05). No significant changes were observed in self-reported measures of balance (Activities-specific Balance Confidence Scale and Tinetti Falls Efficacy Scale) and static balance as measured by center of pressure excursion in the intervention groups. These findings should guide future researchers and health professionals about exergames selection, utility and application in balance rehabilitation programs.
- ItemOpen AccessElevating Communication, Collaboration, and Shared Experiences between Peers in Mobile Video Communication using Drones(2016) Jones, Brennan; Tang, Anthony; Sharlin, Ehud; Katz, LarryPeople are increasingly using mobile video conferencing (e.g., Skype, FaceTime, Hangouts) to communicate, collaborate, and share experiences while on the go. Yet this presents challenges in adequately sharing camera views with remote users. In this thesis, I study the use of semi-autonomous drones for video conferencing, where an outdoor user (using a smartphone) is connected to a desktop user (e.g., who is at home or in an office) who can explore the environment from the drone's perspective. I describe findings from a study where pairs collaborated to complete shared navigation and search tasks. I illustrate the benefits of providing the desktop user with a view that is elevated, manipulable, and decoupled from the outdoor user. In addition, I articulate how participants overcame challenges in communicating environmental information and navigational cues, negotiated control of the view, and used the drone as a tool for sharing experiences. This provides a new way of thinking about mobile video conferencing, where cameras that are decoupled from both users play an integral role in communication, collaboration, and sharing experiences.
- ItemOpen AccessEUKARYO: An Agent-Based, Interactive, Virtual Reality Simulation of a Eukaryotic Cell(2016) Yuen, Douglas Wing-Kwok; Jacob, Christian; Denzinger, Jörg; Katz, LarryGame engines provide sophisticated tools for rendering virtual environments. Their capabilities make them suitable for constructing detailed virtual environments. In this thesis, we present Eukaryo, an interactive, 3D model of a eukaryotic cell that was implemented in Unity and Unreal Engine. Eukaryo utilises mathematical modelling towards modelling enzyme kinetics, and agent-based modelling to illustrate the interaction between the individual proteins in the cell. Using hybrid modelling, Eukaryo is able to model the interactions for a diverse range of biological processes, such as protein activation pathways and cytoskeleton self-assembly. Further to this, Eukaryo provides support for virtual reality devices, such as the CAVE and Oculus Rift headset; users can immerse themselves in a virtual biomolecular environment. By combining state-of-the-art biological simulations with the 3D visualisations and real-time interactivity, Eukaryo provides an innovative environment for exploring cellular processes to convey the complexity in systems that constitute the machinery of life.
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