title: Design of a Pseudo-Holographic Distributed Time-of-Flight Sonar Range-Imaging System

authors: Streeter, Lee

subjects: Science & Technology

abstract: The design of an audible sonar distributed sensor time-of-flight range imaging system is investigated, sonar being chosen as a substitute for optical range imaging due to cost and simplicity of implementation. The distributed range imaging system proposed is based on the holographic principle where the sensors detect the self interference of the reflected sound from the scene, and the Fourier analysis computes the reflected object profile. An approximate linearised model used in related holographic imaging techniques is found to be inappropriate for the design, and qualitative assessment of simulations show that removing the linearisation dramatically improves image reconstruction. Quantitatively the nonlinear reconstruction improves the RMSE by a factor of 1.3-2.1 times. The full nonlinear reconstruction is slow, and mathematical development lead to 15 fold reduction in computation time.

text: Design of a Pseudo-Holographic Distributed Time-of-Flight Sonar Range-Imaging System The design of an audible sonar distributed sensor time-of-flight range imaging system is investigated, sonar being chosen as a substitute for optical range imaging due to cost and simplicity of implementation. The distributed range imaging system proposed is based on the holographic principle where the sensors detect the self interference of the reflected sound from the scene, and the Fourier analysis computes the reflected object profile. An approximate linearised model used in related holographic imaging techniques is found to be inappropriate for the design, and qualitative assessment of simulations show that removing the linearisation dramatically improves image reconstruction. Quantitatively the nonlinear reconstruction improves the RMSE by a factor of 1.3-2.1 times. The full nonlinear reconstruction is slow, and mathematical development lead to 15 fold reduction in computation time.

year: 2016

title: The Rise of Virtual Athletes: The influence of uses & gratification and para-social interaction on consumers’ attitudes towards high-involvement products endorsed by micro-celebrities

authors: Matenga, Cliff Tafadzwa

subjects: para-social interaction

abstract: Many brands face the challenge of selling high-involvement products and must contend with the high risks which consumers perceive to be associated with these products. These perceived risks include social, functional and financial risks. Friedman and Friedman (1979) posit that celebrities can mitigate these perceived risks. However, current research fails to identify specific factors that influence consumers to perceive low risks to high-involvement products that are promoted by celebrities. This research suggests that consumer needs, and para-social interaction with celebrities influence consumers’ behaviour regarding high-involvement products, in this case, video gaming products. Thus, to help brands execute effective celebrity endorsement campaigns, this causal research examines the factors that influence consumers' purchase intentions towards high-involvement products endorsed by influencers in the gaming community.
Most specifically, this study examines the uses and gratification needs that drive consumers to watch, and form para-social interaction with video gaming celebrities. Furthermore, this study examines the effects that para-social interaction has on perceived social, functional and financial risks that consumers associate with high-involvement products. Moreover, the research examines the influence of these perceived risks on purchase intentions. Additionally, the study examines if video gaming influencers are as influential on non-gaming products as they are on video gaming products.
Through a judgement sampling method, 105 participants that spectate gaming influencers playing video games were asked to fill a survey. Social integrative needs, cognitive needs, affective needs and tension release needs had a positive influence on para-social interaction. However, para-social interaction only influenced consumers who had prior experience of purchasing endorsed video gaming products. For example, the findings from this research suggested that parasocial interaction influenced this group of experienced customers to perceive high risks for products that were a poor fit with the celebrity’s image. Low social, functional, and financial risks led to high purchase intentions for video gaming products that were endorsed by good fit video gaming influencers.
Interestingly, tension release needs mitigated functional risks associated with video gaming products. Cognitive needs mitigated functional risks associated with video gaming products only for consumers that had previous experience of purchasing endorsed video gaming products. Social integrative needs influenced consumers to buy non-gaming products that were endorsed by a video gaming influencer.
Video gaming influencers were more effective in influencing perceived risks and buying behaviour when they endorsed video gaming products than non-gaming products. When the influencer was a good fit, consumers perceived lower social, functional and financial risks than when they were a poor fit. Furthermore, consumers had higher purchase intentions towards a good fit product than a poor fit product. The research discusses the implications of the findings.

text: The Rise of Virtual Athletes: The influence of uses & gratification and para-social interaction on consumers’ attitudes towards high-involvement products endorsed by micro-celebrities Many brands face the challenge of selling high-involvement products and must contend with the high risks which consumers perceive to be associated with these products. These perceived risks include social, functional and financial risks. Friedman and Friedman (1979) posit that celebrities can mitigate these perceived risks. However, current research fails to identify specific factors that influence consumers to perceive low risks to high-involvement products that are promoted by celebrities. This research suggests that consumer needs, and para-social interaction with celebrities influence consumers’ behaviour regarding high-involvement products, in this case, video gaming products. Thus, to help brands execute effective celebrity endorsement campaigns, this causal research examines the factors that influence consumers' purchase intentions towards high-involvement products endorsed by influencers in the gaming community.
Most specifically, this study examines the uses and gratification needs that drive consumers to watch, and form para-social interaction with video gaming celebrities. Furthermore, this study examines the effects that para-social interaction has on perceived social, functional and financial risks that consumers associate with high-involvement products. Moreover, the research examines the influence of these perceived risks on purchase intentions. Additionally, the study examines if video gaming influencers are as influential on non-gaming products as they are on video gaming products.
Through a judgement sampling method, 105 participants that spectate gaming influencers playing video games were asked to fill a survey. Social integrative needs, cognitive needs, affective needs and tension release needs had a positive influence on para-social interaction. However, para-social interaction only influenced consumers who had prior experience of purchasing endorsed video gaming products. For example, the findings from this research suggested that parasocial interaction influenced this group of experienced customers to perceive high risks for products that were a poor fit with the celebrity’s image. Low social, functional, and financial risks led to high purchase intentions for video gaming products that were endorsed by good fit video gaming influencers.
Interestingly, tension release needs mitigated functional risks associated with video gaming products. Cognitive needs mitigated functional risks associated with video gaming products only for consumers that had previous experience of purchasing endorsed video gaming products. Social integrative needs influenced consumers to buy non-gaming products that were endorsed by a video gaming influencer.
Video gaming influencers were more effective in influencing perceived risks and buying behaviour when they endorsed video gaming products than non-gaming products. When the influencer was a good fit, consumers perceived lower social, functional and financial risks than when they were a poor fit. Furthermore, consumers had higher purchase intentions towards a good fit product than a poor fit product. The research discusses the implications of the findings.

year: 2019

title: The intergenerational perpetuation of achievement messages in whānau

authors: Southey, Kim Marie

subjects: Maori

abstract: The current research is an open exploration of achievement messages that are carried from generation to generation in whānau, in relation to the mainstream education system of Aotearoa. Participant groups comprised of two to three generations within each whānau. A maximum of eight whānau will be asked to participate. A series of continuous conversations will be held with each member of the whānau, reminiscent of the narrative approach, but most recently described as a methodology that allows for ensuring that data is collected in its fullest form.
Differing views about achievement and how it is negotiated within whānau will be explored; along with issues on what, and who, within whānau are the most predominant indicators of achievement views. Detracting from an ethnocentric view of scholastic ability (a common marker for achievement) is done through abandoning mainstream ideals. This research favours an open exploration approach allowing for differing values about what constitutes achievement, and what context achievement is based in. Outcomes of the research are intended to show patterns within whānau and among Māori on the mainstream school system, and how this system has contributed to achievement messages. The positive or negative nature of the contribution from mainstream education is highly important and relevant to further research goals, including the ability to use outcomes to suggest social change in education provision for Māori.

text: The intergenerational perpetuation of achievement messages in whānau The current research is an open exploration of achievement messages that are carried from generation to generation in whānau, in relation to the mainstream education system of Aotearoa. Participant groups comprised of two to three generations within each whānau. A maximum of eight whānau will be asked to participate. A series of continuous conversations will be held with each member of the whānau, reminiscent of the narrative approach, but most recently described as a methodology that allows for ensuring that data is collected in its fullest form.
Differing views about achievement and how it is negotiated within whānau will be explored; along with issues on what, and who, within whānau are the most predominant indicators of achievement views. Detracting from an ethnocentric view of scholastic ability (a common marker for achievement) is done through abandoning mainstream ideals. This research favours an open exploration approach allowing for differing values about what constitutes achievement, and what context achievement is based in. Outcomes of the research are intended to show patterns within whānau and among Māori on the mainstream school system, and how this system has contributed to achievement messages. The positive or negative nature of the contribution from mainstream education is highly important and relevant to further research goals, including the ability to use outcomes to suggest social change in education provision for Māori.

year: 2003