UBalt Electronic Theses and Dissertations

Permanent URI for this collectionhttp://hdl.handle.net/11603/3280

The UBalt Electronic Theses and Dissertations collection accepts theses and dissertations from all graduate programs at the University of Baltimore. Beginning in 2017, all graduate students are required to submit an electronic copy of their thesis or dissertation to this collection. Submissions prior to 2017 were at either the behest of an individual program or at the student's discretion.

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Now showing 1 - 20 of 251
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    The Impact of Transformational Leadership on Employee Performance: A Field Study in the Ministry of Sports in Saudi Arabia
    (2024-11) Alanazi, Fahad; Naylor, Lorenda; Henderson, Lenneal; Michael, Eleftherios; University of Baltimore. College of Public Affairs; University of Baltimore. Doctor of Public Administration
    This research evaluates the impact of transformational leadership on the performance of employees in the Ministry of Sports in Saudi Arabia. The main research question explores transformational leadership and its impact on employee performance in the Saudi Ministry of Sports. Three main components are assessed: 1) the impact of charismatic leadership practices, 2) the relationship between inspiring motivation and employee performance, and 3) the role of individual consideration in employee job performance. Overall, the research asks, "How does Saudi Arabia's Ministry of Sports practice transformational leadership, and how does it influence employee performance?" A quantitative approach is utilized, as it provides a practical approach to achieving the objectives of the study. The researcher conducted an online survey for each of the selected study participants. The data collected from the study was subjected to a T-test to assess complex differences between the responses given by the study participants and ANOVA analysis of variance to test the study hypotheses. The aim of the research is to fill a management gap and provide beneficial information to decision-makers on the best leadership style to adopt for maximum productivity. In addition, this study is a scholarly resource for people interested in studying transformational leadership in Saudi Arabia.
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    Correlations between Twitch’s interaction features and parasocial relationships and streamer influence
    (2024-08) Regelbrugge, Lani; Summers, Kathryn; Walsh, Greg; University of Baltimore. Division of Science, Information Arts and Technologies; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    In recent years, video live streaming has experienced a drastic rise in popularity as a form of entertainment online. One of the largest live streaming platforms is Twitch, a social media live streaming platform that is mainly centered around gaming content and is primarily used by young adults and teenagers. This study explores various interaction features on the platform (e.g. chatting, subscribing, donating) and whether these mechanisms correlate with users’ likelihood to 1) develop parasocial relationships, and/or 2) be influenced by streamers they watch. A survey was created for adult Twitch users to assess their usage behaviors, their parasocial interactions and relationships, and their tendency to be influenced by streamers. The survey received 116 complete responses. All of the interaction mechanisms examined were found to have a significant positive correlation with parasocial relationship scores, and all except one, the “follow” feature, were significantly positively correlated with streamer influence scores. Future research could examine these correlations in a larger sample size, or in a sample of Twitch users aged 13-17 to see if the effects are the same among minors.
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    Examining the Ecologically Valid Immersive Virtual Reality Environment’s Therapeutic Benefits
    (2024-08-13) Shrestha, Sujan; Kohl, Deborah; Gasser, Courtney; McGuire, Joseph; University of Baltimore. Yale Gordon College of Arts and Sciences; University of Baltimore. Doctor of Science in Information and Interaction Design
    This study presents intriguing research findings about using virtual reality technology to explore the relationship between imagination, memory, immersion, and interaction in the context of decision-making strategies. Specifically, it highlights the impact of perceived risk and uncertainty on rationality and addresses gaps in our understanding of this phenomenon. The study investigates the play concept as a defining characteristic of users and society, a critical theme that requires attention. It highlights the growing body of contemporary literature about the benefits of play theory in both public and scientific discourse and its potential to create more authentic, fulfilling experiences. Using game characteristics, such as action-adventure, exploration, role-playing, and strategy, in the virtual world can be an effective form of therapy, contributing to the content, depth of thinking, and range of implicit goals. Therefore, developing immersive virtual reality (IVR) environments incorporating these elements can provide a new avenue for therapeutic intervention.
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    Second Language Acquisition through the use of Mobile Technologies and Using Sequential Art as a Viable Resource
    (2024-05) Richner, Tori; Walsh, Greg; Blodgett, Bridget; University of Baltimore. Yale Gordon College of Arts and Sciences; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    This thesis explores the integration of sequential art in Mobile Assisted Language Learning (MALL) environments to enhance second language acquisition. Utilizing participatory design methods, the study investigates user preferences and perceptions towards integrating sequential art into language learning applications. Through a comprehensive literature review and surveys with English-speaking learners of Korean, insights were gathered to inform the design phase. Low-fidelity wireframes were developed, balancing user expectations with design principles. Findings suggest the potential of sequential art to enhance language learning experiences, offering engaging and effective pedagogical tools within MALL environments. This research contributes to understanding the nuanced intersection of sequential art and language acquisition, offering insights for future educational applications.
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    Enhancing Photo Capture with Mobile AR: Augmented Reality's Influence on Farsi Speakers Digital Task Completion
    (2024-07-16) Keshavarz, Ghazaleh; Walsh, Greg; Kohl, Deborah; Vincenti, Giovanni; University of Baltimore. Division of Science, Information Arts, and Technology; University of Baltimore. Doctor of Science in Information and Interaction Design
    In the realm of advanced computation, Augmented Reality (AR) is becoming increasingly prevalent across various academic and industrial sectors. This study addresses the notable gap in research regarding the effects of AR mobile applications on the task performance of non-native English speakers, especially in infrequent tasks. It also examines aspects like usability, benefits, limitations, and overall effectiveness of AR. Particularly, the use of AR for photo capture is highlighted as an emerging interest. Conducted with a within-subjects design, this research involved 14 adult non-native English speakers to assess their responses and engagement with AR materials. Both qualitative and quantitative data were collected, analyzing metrics such as task duration, completion rates, post-test System Usability Scale (SUS) scores, and participant interviews. Results indicated a significant enhancement in the majority of the test results. Moreover, the study found that participants displayed overwhelmingly positive attitudes and high motivation towards using AR tools, underscoring the potential of AR technologies to improve user experience and task efficiency.
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    Elementary School Physical Education Policy and High Stakes Testing: A Childhood Obesity Study
    (2024-07-13) Patterson-Askew, Jarvis; Wyatt-Nichol, Heather; University of Baltimore. College of Public Affairs; University of Baltimore. Doctor of Public Administration
    This two-way methods-based study explored the connection between childhood obesity rates and state health and physical education (PE) policy. Elementary school educators and administrators from the state of Maryland participated in a virtual interview, written survey, and focus group, offering their perspectives on the PE curriculum, childhood obesity, and how education legislation frames their work. Findings from this study illustrate that respondents agree that the PE curriculum will assist children in achieving recommended physical activity levels. However, respondents express PE class time is often usurped due to the prioritization of subjects represented on standardized testing. A content analysis utilizing strata from the SHAPE 2016 Shape of the Nation, and the Council of State Governments’ 2017 reports on state health and PE policy determined that states with required PE without a mandated minimum time duration and recess have the lowest average childhood obesity rates in comparison to six other policy groups: recess recommendations, states with general activity requirements, PE with a time requirement, states without activity or physical education requirements, and states with multiple policies. Additionally, selected datapoints from the 2021 National Survey of Children’s Health (NSCH) were used to examine the relationships between proxy school wellness variables and childhood obesity. A multiple regression revealed that participation in physical activity had the strongest predictive relationship with state childhood obesity outcomes over: Food Insufficiency, Frequency of Days a Family Shares a Meal, and Free or Reduce-Priced School Meals. Making interventions that focus on children’s physical activity levels a viable approach to reducing childhood obesity rates.
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    Searching for a correlation between perceived self-efficacy and screen time.
    (2024-07-03) Haversack, Wyatt; Kohl, Deborah; Blodgett, Bridget; University of Baltimore. Yale Gordon College of Arts and Sciences.; University of Baltimore. Master of Science in Interaction Design and Information Architecture.
    This research aims to determine whether there is a correlation between screen time and perceived general self-efficacy. Prior research identifies a negative correlation between the two, and further research will contribute to the strength of that hypothesis. An analysis of internet addiction and its ties to self-efficacy was performed, and three elements were selected for testing - perceived general self-efficacy (GSE), total weekly screen time, and average daily screen time. Based on the analyses and test findings, this research demonstrates that screen time negatively correlates with perceived general self-efficacy.
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    Effects of Viewing Nature Images on Online Navigation in Control Group & ADHD Adults
    (2024-05) Crawford, Jessica; Summers, Kathryn; Blodgett, Bridget; University of Baltimore. Yale Gordon College of Arts and Sciences.; Master of Science in Interaction Design and Information Architecture.
    This study explores the effect of viewing digital nature imagery prior to attempting a web-based navigation task, to see if such exploration would improve the completion success rates and task speed for a group of 22 control participants and ten participants that self-identify as having ADHD. First, 110 people rated free nature images from pexel.com using the shortened version of Karpela and Hartig’s Perceived Restorativeness Scale (PRS). To prevent fatigue, each participant only reviewed 10 randomized images out of 50 total. In the second stage of the study, 22 additional adult control participants and 10 additional ADHD participants performed short wayfinding tasks on four websites--two photo/video e-commerce sites and two library sites. For one of the e-commerce sites and one of the library sites, participants viewed 25 nature photos before performing the wayfinding tasks. The order of the websites was randomized to limit order bias. On each website, a participant conducted a known-item search and a browsing task. Finally, participants answered brief questions about their experience post- participation. Significant differences were found in the eye movements between the control and ADHD group, as well as their calmness ratings of nature. Viewing nature also had some significant effects on task performance and efficiency for both groups, with the largest effects being seen in those with ADHD during known-item task search.
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    Assessing the Effectiveness of Networked Visualizations in Facilitating Information Seeking in Linked Data Enabled Information Retrieval Systems
    (2024-05) Hogarth, Yannick; Summers, Kathryn; Walsh, Greg; University of Baltimore. Yale Gordon College of Arts and Sciences; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    Researchers, healthcare practitioners, and public health professionals in the life sciences domain face many challenges in navigating vast amounts of interconnected biomedical data. While most digital search systems are optimized for known-item seeking, these systems, by design, do not support information retrieval where search goals are not entirely defined, which is common in exploratory research. This thesis explores how a visualization-first approach could facilitate more intuitive and fruitful information seeking behaviors for professionals in the life sciences domain, especially individuals without advanced software engineering or data querying skills. Specifically, it investigates how different characteristics of force-directed graph visualizations of semantic data can help or hinder a user’s search experience. Leveraging visualizations to represent search systems shows promise as an easy-to-understand means to navigate complex, interconnected biomedical data, but further research is still needed to assess its effectiveness against mainstream search tools.
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    Habit-forming by design – an examination of TikTok's design elements that intentionally foster habit formation
    (2024-05) McFarland, Leslie; Kohl, Deborah; Blodgett Ward, Bridget; University of Baltimore. Yale Gordon College of Arts and Sciences; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    This research aims to determine whether TikTok is intentionally designed to be habit-forming. Prior research identifies TikTok as “addictive” but does not explain the reasons from a design standpoint. An analysis of TikTok’s design elements was performed, and 2 elements were selected for testing – variable content and endless scroll. Testing participants indicated their triggers for using TikTok and how they felt after using it; they completed a Self-Report Habit Index (SRHI) on scrolling TikTok; and they interacted with a prototype that was similar to TikTok without variable content or endless scrolling. Based on the analyses and test findings, this research demonstrates that TikTok is intentionally designed to be habit-forming.
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    Gender Euphoria in Virtual Worlds: A Case Study of Animal Crossing New Horizons
    (2023-12) Caruso, Casey; Blodgett, Bridget; Harper, Todd; University of Baltimore. Division of Science, Information Arts, and Technology; University of Baltimore. M.S. Interaction Design & Information Architecture
    Why do users experience gender euphoria while playing Animal Crossing: New Horizons? The graphics in (ACNH) are stylized and limited. Yet, the capacity for imprinting a player’s identity onto their character is boundless. Abstraction, in this case, works as an anchor for identity. The present study attempts to gather data from players who have experienced this phenomenon in order to add to the literature in discourse with Gender Euphoria, Queer game Studies, and Avatar Studies.
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    iSkate: A Digital Meet-up for Skateboarders
    (2024-02-15) King, Derek; Walsh, Greg; Blodgett, Bridget; University of Baltimore. Division of Science, Information Arts and Technologies; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    This thesis delves into the evolving relationship between skate culture and the digital landscape in our ever-changing technological era. It explores how platforms like Twitter, Facebook, and Thrasher Magazine have reshaped global connections and human interactions, paralleling the remarkable expansion of skateboarding across diverse backgrounds and geographical borders. Skateboarding, once localized, has become a global phenomenon, uniting enthusiasts worldwide under a vibrant subculture. The thesis illuminates how digital spaces act as conduits for immediate information exchange, connecting individuals to the rich tapestry of skate culture. It investigates how these spaces catalyze knowledge-sharing and cultural enrichment.
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    Cross-Cultural Music Behaviors
    (2023-12-10) Johnson, Kourtney; Kohl, Deborah; Blodgett, Bridget; University of Baltimore. Division of Science, Information Arts and Technologies; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    The purpose of this study is to strengthen prior research on music induced behaviors across cultures and to analyze whether there are consistent patterns in the behavioral responses. This process allows for the curation of practical insights for UX/UI designers and developers to create more immersive and culturally resonant digital experiences. There is a sizable amount of research on the correlation between music and behavioral responses, however, the subject needs further observation with respect to the interdisciplinary fields of psychology, musicology, and user experience design. Research shows that the number of internet users are expected to increase over the years. As the intersection of music and technology becomes increasingly integral to global connectivity, it is beneficial to incorporate music that aligns with positive emotions thereby enhancing user engagement and satisfaction while also avoiding content that might be triggering, offensive or discomforting to certain cultural groups. The selection of music genres for this study was carefully curated to encompass a diverse range of cultural influences and emotional responses, ensuring a comprehensive exploration of cross-cultural patterns in music-induced behavior. A pre-study questionnaire was given to all participants for an initial screening of their musical opinions along with their demographic information followed by the execution of the study. During and after the music exposure, the behavioral reactions such as facial expressions, body language, and self-reported verbal responses of participants were observed and recorded. After the musical stimuli, a post-study questionnaire was given to participants. Both questionnaires were compared along with their behavioral responses. The outcomes of this study not only validated prevailing principles in music-induced behavioral responses but also revealed additional insights into the distinct behaviors and perceptions displayed by individuals with varied cultural backgrounds while interacting with various music genres.
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    Gaining Traction with Augmented Reality in Outdoor Running
    (2024-05) Lienti, Steph; Walsh, Greg; Summers, Kathryn; University of Baltimore. Yale Gordon College of Arts and Sciences; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    The study aims to explore how augmented reality can improve the outdoor running experience to keep runners motivated and improve society's approach to combating the obesity epidemic today. The goal was to create an outdoor running app and test the concepts of these ideas as if the technology could support the app. After user testing, analyze test participant feedback and improve the application. I interviewed eight participants to gain feedback from experienced runners and then conducted live prototype user testing. The findings were met with enthusiastic responses and valuable feedback from test participants aged 19 to 55. I have laid a solid foundation for a new outdoor running app that uses augmented reality to keep runners motivated for longer periods.
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    The Effectiveness of a Coping Skills Application Prototype on Impulsive Habits
    (2023) Donovan, Journey Marie; Blodgett, Bridget; Kohl, Deborah; University of Baltimore. Yale Gordon College of Arts and Sciences; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    This research looked at the relationship between the development of coping skills via a prototype and impulsivity. The application of coping skills was not used as a medical intervention. Participants were asked to pick a habit, such as nail biting, to try to reduce by replacing the habit with the use of a coping skill on the prototype. An application focused on providing general coping skills rather than focusing on a specific group is not currently in the app stores. This is the prototype for a new application that could be applied in many different situations for many different groups of people. The application can provide coping skills for a variety of things such as children having tantrums to cancer patients in pain. This study consisted of nine participants from age 23 to 65, most of the participants fell into the 23-30 range. This study used a journal method, asking participants to journal when they used the prototype or had an urge to pick up the habit. Through this study, many participants learned new coping skills and continued to use the prototype after the application.
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    Visual Thinking Strategies in User Experience
    (2023-12) Buser, Leo; Kohl, Deborah; DeGeal, Jacob; University of Baltimore. Division of Science, Information Arts and Technologies; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    Understanding the perspectives of other people is a common goal in the field of user experience (UX), but it is not a guaranteed experience. The design thinking process aims to generate a lot of ideas and possible solutions to a problem at hand. This paper discusses the state of psychological safety for participants and team members in a UX setting and a design thinking process. This study measured the psychological safety of UX participants who participated in a facilitated discussion method called Visual Thinking Strategies (VTS). This study will inform the creation of a VTS module to be used in special topics courses for the Interaction Design and Information Architecture (IDIA) master’s program. The IDIA program at the University of Baltimore is the most relevant program to the UX field. In this study, seven UX participants experienced a VTS discussion. After the VTS discussion, participants were given a questionnaire and asked to rate their experience, including how comfortable they felt sharing ideas during the discussion. While not statistically significant, quantitative and qualitative results in the study suggest that the VTS discussion was favorable and would be recommended to others UX professionals and students.
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    Advanced Entertainment for Advanced Ages: The User Experience of Subscription-Video-on-Demand Services for Mature Users
    (2023-12) Pittman, Benjamin Isaiah; Blodgett, Bridget; Summers, Kathryn; University of Baltimore. Division of Science, Information Arts and Technologies; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    Streaming services have revolutionized video media consumption, exemplified by the extensive reach of Subscription-Video-on-Demand (SVoD) platforms like Netflix, serving over 200 million users worldwide. This transformation predominantly caters to individuals aged 18-44, yet it increasingly appeals to seniors, offering an opportunity for them to enhance their digital proficiency. Nevertheless, the fast-paced technological advancements within SVoD platforms pose potential challenges for this demographic. This study extends previous research regarding the significance of television in the lives of elderly users. It concentrates on senior-age SVoD consumers to identify and comprehend the experiential obstacles they encounter when interacting with SVoD platforms. This investigation encompasses digital interface elements, including account management, payment structures, and content discovery mechanisms. Additionally, it explores the tangible interfaces used by seniors, such as televisions, mobile devices, and computers. Through in-depth interviews with individuals aged 55 and above, valuable insights into their preferences and challenges will be obtained. These findings will inform the development of user-friendly information architecture designs within the SVoD industry, ensuring an inclusive and enhanced user experience for senior-age consumers. This research contributes to the broader goal of making digital technology and SVoD services more accessible to a diverse range of users, including the senior-age demographic.
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    Exploring the Impact of Body-Worn Cameras on Racial/Ethnic Arrest Composition
    (2023-12) Brooks, Frank; Wasileski, Gabriela; Kelechi , Uzochukwu; Stanley, Debra; University of Baltimore. College of Public Affairs; University of Baltimore. Doctor of Public Administration
    Policing issues continue to plague the United States yearly. These issues consistently frustrate the relationship between citizens and police, particularly African Americans and police departments. Body-worn Cameras have often been the sought-out solution to help to ensure justice. However, the answer to whether BWCs work to address negative policing outcomes, such as racial/ethnic disparities in arrests is inconsistent. This research evaluated BWCs’ influence arrest disparities by examining the racial/ethnic composition of arrests in Chicago following the implementation of the Chicago Police Department’s BWC program. The study found that BWCs has limited influence on the racial/ethnic arrests, and no overall impact on racial/ethnic arrest disparities.
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    Bridging The Digital Gap Between Technology And Veterans
    (2023) Jones, Joshua I.; Walsh, Greg; University of Baltimore . Yale Gordon College of Arts and Sciences; University of Baltimore. Master of Science in Interaction Design and Information Architecture
    This work examines the digital gap between veterans experiencing transition and early adoptions of technology in the modern era. Currently, large integration of technology has been implemented throughout many business sectors that affect veterans such as health, banking, transportation, etc. Many of these veterans face obstacles to maintain the ability to be self-sufficient due to the inability to adapt to technology. I incorporated information from literature reviews about technological advancements and veteran population, along with insight from professionals that work directly with the veteran community. This study highlights the mental and physical barriers veterans endure, affecting their ability to properly understand and use certain technology. This paper informs the reader and modern designers of the concerns related to veteran population when integrating technology for the community.
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    Attention Residue for On-Screen Tasks
    (2023-12) Andres Zapata; Deborah Kohl, Ph.D.; Greg Walsh, Ph.D.; Bridget Blodgett, Ph.D.; University of Baltimore. Division of Science, Information Arts and Technologies; University of Baltimore. Doctor of Science in Information and Interaction Design
    Attention equates to monetary value in the digital economy. The more attention marketers capture, the more profitable they become. This is because the Internet has been built to monetize attention. Consequently, understanding attention dynamics, especially during multitasking, is crucial. Attentional residue happens when individuals switch tasks before completing their current one, causing some cognitive energy to remain with the initial task. This reduces their performance on the subsequent task due to the distraction of the incomplete one. While attention residue has been observed in off-line modalities, attention residue has not been studied on similar or equivalent tasks on- and off-line. This study aimed to investigate attention residue in both on-screen and off-screen environments and the impact of time pressure on task performance. The study found that attention residue existed similarly in both screen modalities, suggesting that despite the constant task-switching on digital platforms, there's no discernible difference in attention residue. Time pressure was found to potentially improve performance in some scenarios which is consistent with prior research. Qualitative data suggests that participants found task interruptions frustrating, aligning with previous research. Some participants, however, derived pleasure from the challenge of the tasks, hinting at the role of dopamine and motivation in task persistence. Lastly, there seems to be an increasing acceptance of interruptions in on-screen tasks, which seems to transfer to off-screen tasks. People seem to expect interruptions in on-screen activities and this experience and expectation seems to transfer to off-line tasks suggesting that people are increasingly becoming more comfortable with interruptions.