Barrett, The Honors College Thesis/Creative Project Collection
Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.
Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.
With as rapid a growth that Esports has had and its current introduction to the public mainstream, there is yet to be sufficient studies and research compiled to fully develop the profile of an Esport consumer. While companies such as Neilson and others have begun scratching the surface of the Esport community, there is much that is relatively unknown. Consumer behavior patterns of traditional sports has been defined for years, however as the billion dollar a year industry that Esports is, Esport consumer behavior is still taking shape. This thesis will attempt to build upon previous studies conducted by former Arizona State University students to continue to define the Esport consumer. Through quantitative research conducted via an online survey consisting of demographic, behavioral, and psychographic questions, the stereotype of an Esport consumer will be dissolved to reveal their true nature. This study will prove to be an iteration among the previous research by -<br/>• Developing a functional segmentation of Esport consumers, which will allow for marketers within the industry to better understand their audience in their attempts to persuade/incentivize<br/>• Understanding and dissecting the scale of influence that content creators (those who play Esports for the purpose of entertaining through various platforms) and competitive Esport athletes have on certain segmentations of consumers<br/>• Discovering the impact the COVID-19 pandemic has had on certain segmentations in regards to their time spent playing themselves<br/><br/> After compiling results from this questionnaire, marketers that are both endemic and non-endemic brands seeking to partner within the Esports space will have a better understanding of their audience and how to connect with them.
Humans use emotions to communicate social cues to our peers on a daily basis. Are we able to identify context from facial expressions and match them to specific scenarios? This experiment found that people can effectively distinguish negative and positive emotions from each other from a short description. However, further research is needed to find out whether humans can learn to perceive emotions only from contextual explanations.
A look at COVID-19 as a disease and how it affected the United States and Arizona in 2020. An analysis of decisions by surrounding states and health and government officials is used to comprise a return to play plan for Arizona high school athletics.
This project looked at how certain factors impacted how likely consumers were to buy tickets to NCAA Division I FBS Football games, otherwise known as FBS Football games. It first analyzed prior research into sports ticket sales to identify factors that generally impact ticket sales for sports in general that could be feasibly analyzed using a sample of college students. From this, four factors were chosen to be analyzed. These factors were fan loyalty, price sensitivity, opposing team quality, and home team quality. After collecting data from intro level marketing students and performing a statistical analysis of the data, it was concluded that all four factors impacted the likelihood of an individual buying a ticket to an FBS Football game.
A look at COVID-19 as a disease and how it affected the United States and Arizona in 2020. An analysis of decisions by surrounding states and health and government officials is used to comprise a return to play plan for Arizona high school athletics.
This paper presents a comprehensive review of current advances and challenges in the field of bone tissue engineering. A systematic review of the literature was conducted to identify recent developments in biomaterials, scaffold design, cell sources, and growth factors for bone tissue engineering applications. Based on this review, an experimental proposal is presented for the development of porous composite biomaterials that may enhance bone regeneration, which consist of hybrid amyloid/spidroin fibers combined with a bioactive ceramic matrix. An iterative design process of modeling and simulation, production, and characterization of both the fibers and the composite material is proposed. A modeling and simulation approach is also presented for unidirectional fiber composite biomaterials using 2-point correlation functions, finite element simulations, and machine learning. This approach was demonstrated to enable the efficient and accurate prediction of the effective Young’s modulus of candidate composite biomaterials, which can inform the design of optimized materials for bone tissue engineering applications. The proposed experimental and simulation approaches have the potential to address current challenges and lead to the development of novel composite biomaterials that can augment the current technologies in the field of bone tissue engineering.
Globally, breast cancer is the most common cancer in women. The disease and treatment cause many unfavorable symptoms such as fatigue, pain, and psychological stress. Research suggests that stress may negatively impact survival and recurrence outcomes of breast cancer patients. Cognitive-behavioral stress management (CBSM) programs have been found to improve these outcomes. In this thesis, I propose using virtual reality as a tool for CBSM to improve symptoms and outcomes for non-metastatic breast cancer patients.