Dissertations / Theses on the topic 'Depth perception'
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Biddle, Megan. "Depth Perception." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd_retro/68.
Full textHaar, Tristan. "Depth Perception in Daylight - an approach to depth perception throughthe illumination of diffuse daylight." Thesis, KTH, Ljusdesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280056.
Full textChan, Y. M. "Depth perception in visual images." Thesis, University of Brighton, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.380238.
Full textPfautz, Jonathan David. "Depth perception in computer graphics." Thesis, University of Cambridge, 2001. https://www.repository.cam.ac.uk/handle/1810/284360.
Full textVillarruel, Christina R. "Computer graphics and human depth perception with gaze-contingent depth of field /." Connect to online version, 2006. http://ada.mtholyoke.edu/setr/websrc/pdfs/www/2006/175.pdf.
Full textParks, Nathan A. "Attending to pictorial depth electrophysiological and behavioral evidence of visuospatial attention in apparent depth /." Thesis, Available online, Georgia Institute of Technology, 2005, 2005. http://etd.gatech.edu/theses/available/etd-04182005-105934/unrestricted/parks%5Fnathan%5Fa%5F200505%5Fmast.pdf.
Full textRandall W. Engle, Ph.D., Committee Member ; Paul M. Corballis, Ph.D., Committee Chair ; Daniel H. Spieler, Ph.D., Committee Member. Includes bibliographical references.
Huber, Jorg W. "Depth perception in tele-presence systems." Thesis, University of Surrey, 1995. http://epubs.surrey.ac.uk/842960/.
Full textLugtigheid, Arthur Jacobus Pieter. "Psychophysics and modeling of depth perception." Thesis, University of Birmingham, 2012. http://etheses.bham.ac.uk//id/eprint/3249/.
Full textParnell, Jared Alexander Quarrie. "Depth perception in humans and animals." Thesis, Durham University, 2015. http://etheses.dur.ac.uk/11260/.
Full textEasa, Haider Khalil. "Improving the impression of depth perception." Thesis, Bangor University, 2015. https://research.bangor.ac.uk/portal/en/theses/improving-the-impression-of-depth-perception(b296a7bc-da9c-4781-a59e-c2cbf2ebafb9).html.
Full textLee, Chak-pui Terence. "Unified percepts in three-dimensional space derived from motion in depth or rotation in depth." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B37943741.
Full textLee, Chak-pui Terence, and 李澤沛. "Unified percepts in three-dimensional space derived from motion in depth or rotation in depth." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B37943741.
Full textWardle, Susan G. "Stereopsis in human visual perception." Thesis, The University of Sydney, 2012. https://hdl.handle.net/2123/28933.
Full textPatten, Matthew Lindsay. "The neural basis of binocular depth perception." Thesis, University of Birmingham, 2013. http://etheses.bham.ac.uk//id/eprint/4120/.
Full textCorreia, José Diogo Madureira. "Visual and depth perception unit for Atlascar2." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/22498.
Full textThis thesis is focused on the installation of multiple Light Detection And Ranging and vision-based sensors on a full sized mobile platform, ATLASCAR 2. This vehicle is a Mitsubishi i-MiEV. In the scope of this work it will be equipped with two planar scanners, a 3D scanner and a camera. The sensors will be installed in the vehicle's front supported by an infrastructure built in aluminium pro le and connected to the vehicle's chassis. All sensors are powered by the car's low voltage circuit and controlled by a switched board placed in the trunk alongside with a processing unit. Sensor calibration is accomplished using a calibration package developed at the Laboratory of Automation an Robotics, to which an option to calibrate a new 3D sensor was added, Velodyne Puck VLP-16. After the sensor calibration and to demonstrate the functionalities of the platform, an application was developed that merges the data from the Light Detection And Ranging sensors, properly referenced, in a single frame and computes and represents the space free to navigate around the vehicle.
Este trabalho assenta na instalação de sensores Light Detection And Ranging e de visão numa plataforma movel à escala real, o ATLASCAR 2. Este veículo é um Mitsubishi i-MiEV que, no ambito deste trabalho, será equipado com dois scaners planares, um scaner 3D e uma camara. Estes sensores serão instalados na frente do veículo e suportados por uma infraestrurura desenvolvida em per l da alumínio e xa ao chassis do mesmo. A alimentação dos sensores é feita atravéz do circuito de baixa tensão do veículo e controlada por um quadro elétrico situado no porta bagagens juntamente com a unidade de processamento. A calibração destes sensores realizou-se atravéz um pacote de calibração multisensorial devenvolvido no Laboratorio de Automa ção e Robotica, ao qual foi adicionada a opção de calibrar um novo sensor 3D, Velodyne Puck VLP-16. Após a calibração dos sensores e no sentido de demonstrar as funcionalidades da plataforma, foi desenvolvida uma aplicação que combina os dados dos sensors Light Detection And Ranging devidamente referenciados e calcula e representa o espaço, disponivel para navegar em torno do veiculo.
Govan, Donovan G., and n/a. "Luminance and contrast as depth cues." University of Otago. Department of Psychology, 2007. http://adt.otago.ac.nz./public/adt-NZDU20080129.112322.
Full textElliot, Kelly Gail. "Human distance and depth perception : an investigation of visual cues." Thesis, Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/31059.
Full textMorar, Sonali S. "The perception of depth in desktop virtual environments." Thesis, Brunel University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.392077.
Full textPlant, Benjamin Thomas Wasantha. "Children's perception and production of pictorial depth cues." Thesis, University of York, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.297152.
Full textJohnson, Laura Gail. "Depth perception in stereo augmented reality for surgery." Thesis, King's College London (University of London), 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.414827.
Full textKaestner, Milena. "Neural mechanisms of binocular motion in depth perception." Thesis, University of York, 2018. http://etheses.whiterose.ac.uk/21900/.
Full textCárdenas, Delgado Sonia Elizabeth. "VR systems for memory assessment and depth perception." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/94629.
Full textThe evolution of Virtual Reality (VR) technology has contributed in all fields, including psychology. This evolution involves improvements in hardware and software allowing more immersive experiences. In a VR environment users can perceive the sensation of "presence" and feel "immersed". These sensations are possible using VR devices as HMDs. Nowadays, the development of the HMDs has focused on improving their technical features to offer full immersion. In psychology, VR environments are research tools because they allow the use of new paradigms that are not possible to employ in a real environment. There are some applications for assessing spatial memory that use basic methods of HCI. However, VR systems that incorporate stereoscopy and physical movement have not yet been exploited in psychology. In this thesis, a novel VR system combining immersive, interactive and motion features was developed. This system was used for the assessment of the spatial memory and the evaluation of depth perception. For this system, a virtual maze task was designed and implemented. In this system, two different types of interaction were integrated: a locomotion-based interaction pedaling a fixed bicycle (condition1), and a stationary interaction using a gamepad (condition2). This system integrated two types of display systems: 1) The Oculus Rift; 2) A large stereo screen. Two studies were designed to determine the efficacy of the VR system using physical movement and immersion. The first study (N=89) assessed the spatial short term memory using the Oculus Rift and the two types of interaction The results showed that there were statistically significant differences between both conditions. The participants who performed the condition2 got better performance than participants who performed the condition1. However, there were no statistically significant differences in satisfaction and interaction scores between both conditions. The performance on the task correlated with the performance on other classical neuropsychological tests, revealing a verisimilitude between them. The second study (N=59) involved participants who had and who had not stereopsis. This study assessed the depth perception by comparing the two display systems. The participants performed the task using the condition2. The results showed that the different features of the display system did not influence the performance on the task between the participants with and without stereopsis. Statistically significant differences were found in favor of the HMD between the two conditions and between the two groups of participants regard to depth perception. The participants who did not have stereopsis and could not perceive the depth when they used other display systems (e.g. CAVE); however, they had the illusion of depth perception when they used the Oculus Rift. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience. The statistical results of both studies have proven that the VR system developed for this research is an appropriate tool to assess the spatial short-term memory and the depth perception. Therefore, the VR systems that combine full immersion, interaction and movement can be a helpful tool for the assessment of human cognitive processes as the memory. General conclusions from these studies are: 1) The VR technology and immersion provided by current HMDs are appropriate tools for psychological applications, in particular, the assessment of spatial short-term memory; 2) A VR system like the one presented in this thesis could be used as a tool to assess or train adults in skills related to spatial short-term memory; 3) The two types of interaction (condition1 and condition2) used for navigation within the virtual maze could be helpful to use with different collectives; 4) The Oculus Rift allows that the users without stereopsis can perceive the depth perception of 3D objects and have rich 3D experiences.
L'evolució de la tecnologia de Realitat Virtual (RV) ha contribuït en tots els camps, incloent la psicologia. Aquesta evolució implica millores en el maquinari i el programari que permeten experiències més immersives. En un entorn de RV, els usuaris poden percebre la sensació de "presència" i sentir-se "immersos". Aquestes sensacions són possibles utilitzant HMDs. Avui dia, el desenvolupament dels HMDs s'ha centrat a millorar les seves característiques tècniques per oferir immersió plena. En la psicologia, els entorns de RV són eines de recerca. Hi ha algunes aplicacions per avaluar la memòria espacial que utilitzen mètodes bàsics d'interacció. Tanmateix, sistemes de RV que incorporen estereoscòpia i moviment físic no s'han explotat en psicologia. En aquesta tesi, s'ha desenvolupat un sistema de RV novell que combina immersió, interacció i moviment. El sistema (tasca en un laberint virtual) s'ha utilitzat per a l'avaluació de la memòria espacial i la percepció de profunditat. S'han integrat dos tipus d'interacció: una interacció basada en locomoció pedalejant una bicicleta fixa (condició1), i l'altra una interacció estacionària usant un gamepad (condició2). S'han integrat dos tipus de sistemes de pantalla: 1) L'Oculus Rift; 2) Una gran pantalla estereoscòpica. Dos estudis van ser dissenyats. El primer estudi (N=89) va avaluar la memòria a curt termini i espacial utilitzant l'Oculus Rift i els dos tipus d'interacció. Els resultats indiquen que hi havia diferències significatives entre les dues condicions. Els participants que van utilitzar la condició2 van obtenir millor rendiment que els participants que van utilitzar la condició1. Tanmateix, no hi havia diferències significatives dins satisfacció i puntuacions d'interacció entre les dues condicions. El rendiment de la tasca va correlacionar amb el rendiment en les proves neuropsicològiques clàssiques, revelant versemblança entre elles. El segon estudi (N=59) va implicar participants que van tenir i que van haver-hi no estereopsis. Aquest estudi va avaluar la percepció de profunditat comparant els dos sistemes de pantalla. Els participants realitzen la tasca utilitzant la condició2. Els resultats van mostrar que les diferents característiques del sistema de pantalla no va influir en el rendiment en la tasca entre els participants qui tenien i els qui no tenien estereopsis. Diferències significatives van ser trobades a favor del HMD entre les dues condicions i entre els dos grups de participants. Els participants que no van tenir estereopsis i no podien percebre la profunditat quan van utilitzar altres sistemes de pantalla (per exemple, CAVE), van tenir la il.lusió de percepció de profunditat quan van utilitzar l'Oculus Rift. L'estudi suggereix que per les persones que no van tenir estereopsis, el seguiment del cap influeix en gran mesura en l'experiència 3D. Els resultats estadístics dels dos estudis han provat que el sistema de RV desenvolupat per aquesta recerca és una eina apropiada per avaluar la memòria espacial a curt termini i la percepció de profunditat. Per això, els sistemes de RV que combinen immersió plena, interacció i moviment poden ser una eina útil per la avaluació de processos cognitius humans com la memòria Les conclusions generals que s'han extret d'aquests estudis, són les següents: 1) La tecnologia de RV i la immersió proporcionada pels HMDs són eines apropiades per aplicacions psicològiques, en particular, la avaluació de memòria espacial a curt termini; 2) Un sistema de RV com el presentat podria ser utilitzat com a eina per avaluar o entrenar adults en habilitats relacionades amb la memòria espacial a curt termini; 3) Els dos tipus d'interacció utilitzats per navegació dins del laberint virtual podrien ser útils per al seu ús amb diferent col.lectius; 3) L'Oculus Rift permet que els usuaris que no tenen estereopsis puguen percebre la percepció de profunditat dels objectes 3D i tenir
Cárdenas Delgado, SE. (2017). VR systems for memory assessment and depth perception [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/94629
TESIS
Williams, Jason S. "An experimental investigation of depth cue interaction." Thesis, University of Oxford, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.359559.
Full textLee, Monica Mary. "Development in the depiction of depth." Thesis, Open University, 1989. http://oro.open.ac.uk/57276/.
Full textBarghout, Ahmad Ali. "Improving depth perception in 3D environments using funneling illusion." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28431.
Full textMurphy, Aidan Peter. "Neural mechanisms for reducing uncertainty in 3D depth perception." Thesis, University of Birmingham, 2015. http://etheses.bham.ac.uk//id/eprint/5613/.
Full textPfautz, Jonathan D. (Jonathan David). "Distortion of depth perception in a virtual environment application." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/41390.
Full textIncludes bibliographical references (leaves 119-130).
by Jonathan D. Pfautz.
M.Eng.
Jones, James Adam. "Egocentric depth perception in optical see-through augmented reality." Master's thesis, Mississippi State : Mississippi State University, 2007. http://library.msstate.edu/etd/show.asp?etd=etd-07062007-002245.
Full textReis, Goncalves Nuno. "Neural computation of depth from binocular disparity." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/279681.
Full textGampher, John Eric. "Perception of motion-in-depth induced motion effects on monocular and binocular cues /." Birmingham, Ala. : University of Alabama at Birmingham, 2008. https://www.mhsl.uab.edu/dt/2009r/gampher.pdf.
Full textTitle from PDF title page (viewed Mar. 30, 2010). Additional advisors: Franklin R. Amthor, James E. Cox, Timothy J. Gawne, Rosalyn E. Weller. Includes bibliographical references (p. 104-114).
Brooks, Kevin. "Mechanisms of suprathreshold stereomotion perception." Thesis, University of Sussex, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.310246.
Full textHill, Louise E. "The Slant Aftereffect : slants about the horizontal and vertical axes, cyclotorosion and the vertical horopter." Thesis, University of Sheffield, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387756.
Full textGrangert, Oskar. "Focus controlled image coding based on angular and depth perception." Thesis, Linköping University, Department of Electrical Engineering, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2014.
Full textIn normal image coding the image quality is the same in all parts of the image. When it is known where in the image a single viewer is focusing it is possible to lower the image quality in other parts of the image without lowering the perceived image quality. This master's thesis introduces a coding scheme based on depth perception where the quality of the parts of the image that correspond to out-of-focus scene objects is lowered to obtain data reduction. To obtain further data reduction the method is combined with angular perception coding where the quality is lowered in parts of the image corresponding to the peripheral visual field. It is concluded that depth perception coding can be done without lowering the perceived image quality and that the coding gain increases as the two methods are combined.
Yoonessi, Ahmad. "Motion parallax-defined segmentation and depth perception in human vision." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=110422.
Full textLe mouvement relatif d'une image sur la rétine dû au mouvement actif de l'observateur dans son environnement, souvent appelé mouvement de parallaxe, fournit une importante source d'informations pour la segmentation et la perception de la profondeur. Deux types de contours peuvent résulter d'un tel mouvement : les contours parallèles à la direction du mouvement génèrent un mouvement de cisaillement, alors que les contours orthogonaux à la direction du mouvement créent une occlusion dynamique. Cette dissertation étudie le rôle et l'importance de ces contours définis par le mouvement de parallaxe, et comment les mouvements de la tête et des yeux les influencent. Nous avons effectué des mesures psychophysiques de la segmentation et de la détection de profondeur issues du mouvement de parallaxe par cisaillement et par occlusion dynamique dans différentes conditions, tout en enregistrant les mouvements des yeux et de la tête. La segmentation a été mesurée par jugement d'orientation, alors que l'ordre de profondeur a été mesuré en utilisant une tâche de choix forcé d'alternative. L'amplitude de la profondeur perçue a été étudiée avec une tâche dans laquelle les observateurs jugeaient la profondeur du stimulus en lui attribuant un nombre choisi grâce à un guide d'images de références.Nous avons observé que la perception de la profondeur bénéficie énormément du mouvement actif de l'observateur alors que la performance de segmentation semble peu affectée, voire même réduite. Le mouvement de cisaillement et l'occlusion dynamique induisent la même performance pour la segmentation, alors que l'occlusion dynamique fournit une meilleure perception de la profondeur. Pour les faibles valeurs, l'amplitude de la profondeur perçue est linéairement corrélée avec la profondeur rendue, mais m'augmente plus après un certain point, pour à la fois le cisaillement et l'occlusion dynamique.Nous avons également mesuré les mouvements des yeux pendant les tâches de profondeur et de segmentation par mouvement de parallaxe. Les mouvements des yeux ne compensent que partiellement le maintient de la fixation pendant les mouvements de tête translationnels. De plus, les mouvements des yeux sont indépendants du mouvement du stimulus pour le cisaillement alors qu'ils montrent une certaine dépendance pour l'occlusion dynamique. La performance psychophysique est significativement corrélée avec la précision du mouvement des yeux, particulièrement pour les valeurs moyennes de profondeur rendue. Ces résultats suggèrent que l'information du mouvement de parallaxe pourrait être traitée par des mécanismes distincts, peut-être dans des aires différentes du cortex visuel, selon la quantité de profondeur dans le stimulus visuel.
Ackroyd, Katie Elizabeth. "The contribution of neuropsychology to the understanding of depth perception." Thesis, University of Birmingham, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.273940.
Full textBehara, Gayatri Mayukha. "Towards Autonomous Depth Perception for Surveillance in Real World Environments." University of Dayton / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1512398919937727.
Full textNicolaou, Marios. "The assessment of visual behaviour and depth perception in surgery." Thesis, Imperial College London, 2007. http://hdl.handle.net/10044/1/8290.
Full textDuncan, Robert O. "Occlusion and the interpretation of visual motion : perceptual, oculomotor, and neuronal effects of context /." Diss., Connect to a 24 p. preview or request complete full text in PDF format. Access restricted to UC IP addresses, 1999. http://wwwlib.umi.com/cr/ucsd/fullcit?p9956445.
Full textGomer, Joshua A. "Radial outflow in teleoperation a possible solution for improving depth perception /." Connect to this title online, 2007. http://etd.lib.clemson.edu/documents/1202501627/.
Full textOstnes, Runar. "Use of depth perception for the improved understanding of hydrographic data." Thesis, University of Plymouth, 2005. http://hdl.handle.net/10026.1/2114.
Full textSwash, Sarah A. "The perception of depth, rotation and shearing in motion parallax surfaces." Thesis, University of Oxford, 1998. http://ora.ox.ac.uk/objects/uuid:c01b58c6-0de3-40e5-85ef-c1cd65d4a19e.
Full textBoos, Emmanuel. "The poetics of glaze : ceramic surface and the perception of depth." Thesis, Royal College of Art, 2011. http://researchonline.rca.ac.uk/1131/.
Full textHolmin, Jessica. "Understanding and Improving Depth Perception from Motion Parallax in Older Adults." Diss., North Dakota State University, 2016. http://hdl.handle.net/10365/25807.
Full textGraduate School Doctoral Dissertation Fellowship
Val, Petran. "BINOCULAR DEPTH PERCEPTION, PROBABILITY, FUZZY LOGIC, AND CONTINUOUS QUANTIFICATION OF UNIQUENESS." Case Western Reserve University School of Graduate Studies / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=case1504749439893027.
Full textWong, Wing Shun. "The effects of matching lens focus with stereoscopic depth cues on the time taken to form a single stereoscopic image when viewing a binocular display : system prototyping and experimentation /." View abstract or full-text, 2007. http://library.ust.hk/cgi/db/thesis.pl?IELM%202007%20WONGW.
Full textStohr, R. Eric. "Effects of Size Change on Speed Judgments of Frontal-Parallel Motion." Wright State University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=wright1166731181.
Full textHadhri, Tesnim. "Single view depth estimation from train images." Master's thesis, Université Laval, 2021. http://hdl.handle.net/20.500.11794/70388.
Full textDepth prediction is the task of computing the distance of different points in the scene from the camera. Knowing how far away a given object is from the camera would make it possible to understand its spatial representation. Early methods have used stereo pairs of images to extract depth. To have a stereo pair of images, we need a calibrated pair of cameras. However, it is simpler to have a single image as no calibration or synchronization is needed. For this reason, learning-based methods, which estimate depth from monocular images, have been introduced. Early solutions of learning-based problems have used ground truth depth for training, usually acquired from sensors such as Kinect or Lidar. Acquiring depth ground truth is expensive and difficult which is why self-supervised methods, which do not acquire such ground truth for fine-tuning, has appeared and have shown promising results for single image depth estimation. In this work, we propose to estimate depth maps for images taken from the train driver viewpoint. To do so, we propose to use geometry constraints and rails standard parameters to extract the depth map inside the rails, to provide it as a supervisory signal to the network. To this end, we first gathered a train sequences dataset and determined their focal lengths to compute the depth map inside the rails. Then we used this dataset and the computed focal lengths to finetune an existing model “Monodepth2” trained previously on the Kitti dataset. We show that the ground truth depth map provided to the network solves the problem of depth of the rail tracks which otherwise appear as standing objects in front of the camera. It also improves the results of depth estimation of train sequences.
Helbing, Katrin G. "Effects of display contrast and field of view on distance perception." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-10062009-020220/.
Full textFulmer, Hilary Renee. "Visual influences on limitations of space spatial depth perception versus spatial definition /." Cincinnati, Ohio : University of Cincinnati, 2006. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1147885019.
Full textTitle from electronic thesis title page (viewed July 24, 2006). Includes abstract. Keywords: spatial limitations; spatial perception; spatial depth; spatial definition; reflection; representation; transparency; visual fluctuation; spatial fluctuation; movement. Includes bibliographical references.
Raines, Shane. "The Perception of Ordinal Depth Relationship from Static and Deforming Boundary Contours." TopSCHOLAR®, 2000. http://digitalcommons.wku.edu/theses/695.
Full text