This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

Displaying 41 - 50 of 90
147946-Thumbnail Image.png
Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsLi, Shimei (Co-author) / Klein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Thunderbird School of Global Management (Contributor) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147947-Thumbnail Image.png
Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, The Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsCole, Tyler Phillip (Co-author) / Ouellette, Abigail (Co-author) / Dong, Edmund E. (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Software Engineering (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
147948-Thumbnail Image.png
Description

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsRangarajan, Padmapriya (Co-author) / Klein, Jonathan (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
162315-Thumbnail Image.png
Description

People use a variety of emotion regulation strategies to cope with difficult situations. Although there is research supporting humor as an effective emotion regulation strategy, less is known about what circumstances lead people to use humor and what negative emotions humor seems to be the most helpful in mitigating. The

People use a variety of emotion regulation strategies to cope with difficult situations. Although there is research supporting humor as an effective emotion regulation strategy, less is known about what circumstances lead people to use humor and what negative emotions humor seems to be the most helpful in mitigating. The current study aimed to determine to what extent specific negative emotions lead people to choose humor as an emotion regulation strategy. Participants wrote about a neutral situation and then selected from four card decks with different stimuli (funny, pleasant, awe-inspiring, or neutral). Participants were then randomly assigned to a negative emotion condition (sadness, embarrassment, anxiety, or anger) and wrote about a situation in which they have experienced that specific emotion. They then completed the card selection task again. We compared the number of funny cards chosen between the neutral vs negative emotion trials for each emotion. We found that card selection did not change significantly from the neutral-affect trial to the negative emotion trial across any of the negative emotions. Limitations and future directions are discussed.

ContributorsLigas, Kaitlyn (Author) / Shiota, Michelle (Thesis director) / Corbin, William (Committee member) / Davis, Mary (Committee member) / Pages, Erika (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2021-12
168281-Thumbnail Image.png
Description
Pediatric chronic pain is pervasive and associated with myriad adverse consequences, yet due consideration has not been given to the mental health disturbances that often present alongside chronic pain and the etiological mechanisms that potentially underlie both. The current study examined the etiology underlying chronic pain and internalizing symptomology in

Pediatric chronic pain is pervasive and associated with myriad adverse consequences, yet due consideration has not been given to the mental health disturbances that often present alongside chronic pain and the etiological mechanisms that potentially underlie both. The current study examined the etiology underlying chronic pain and internalizing symptomology in middle childhood, considering both independent and co-occurring symptom presentations. Phenotypic parent-offspring associations across chronic pain and internalizing symptomology were also examined. Lastly, nuclear twin family models were tested to determine the extent to which genetic and environmental factors underlie parent-offspring transmission. The sample comprised 795 children (399 families; Mage= 9.7 years; SD = 0.92) and their parents drawn from the Arizona Twin Project. Results indicated that chronic pain was highly heritable (78%), whereas internalizing symptomology was modestly heritable (32%) and further subject to moderate shared environmental influence (50%). Moreover, 9% of the variance in chronic pain was explained by additive genetic factors shared with internalizing symptomology. Maternal chronic pain and internalizing symptomology were positively associated with both child chronic pain and internalizing symptomology. The association between maternal chronic pain and child chronic pain was more pronounced for girls than boys, whereas the association between maternal internalizing symptomology and child internalizing symptomology was more pronounced for boys than girls. Paternal chronic pain was not significantly associated with child chronic pain but was unexpectedly associated with lower child internalizing symptomology. The negative association between paternal chronic pain and child internalizing symptomology was more pronounced for boys than girls. Paternal internalizing symptomology was not significantly associated with child chronic pain but was positively associated with child internalizing symptomology. Lastly, the best fitting reduced nuclear twin family models for both chronic pain and internalizing symptomology retained additive genetic, sibling-specific shared environmental, and nonshared environmental parameters, where parent-offspring transmission was solely explained by shared genetics and sibling-specific shared environmental factors further accounted for co-twin resemblance. Results provide novel insight into common liabilities underlying chronic pain and internalizing symptomology in middle childhood, parent-offspring associations across chronic pain and internalizing symptomology, and the etiological mechanisms that explain symptom aggregation across generations.
ContributorsOro, Veronica (Author) / Lemery-Chalfant, Kathryn (Thesis advisor) / Chassin, Laurie (Committee member) / Davis, Mary (Committee member) / Su, Jinni (Committee member) / Arizona State University (Publisher)
Created2021
Description

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which is a business that aims to distribute a variety of organic and locally produced chutneys. Through the Founders Lab program, A2Z Chutneys was created and research was conducted to justify the viability of our business. We were able to gather and interpret data from potential customers, which allowed us to identify a target market. Additionally, time was spent identifying and creating a variety of authentic and unique chutneys that have proven to be desired. This report demonstrates and outlines the feasibility of A2Z Chutneys in providing unique and desirable flavors to the population.

ContributorsPatel, Javin (Author) / Macha, Sankshay (Co-author) / Byrne, Jared (Thesis director) / Patel, Manish (Committee member) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / School of Molecular Sciences (Contributor) / School of Politics and Global Studies (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which

Chutneys are a form of Indian condiment that can be made in many different flavors and paired with various foods. However, the availability of chutneys in the United States is very limited and many people have not tried them before. With this observation in mind, we founded A2Z Chutneys, which is a business that aims to distribute a variety of organic and locally produced chutneys. Through the Founders Lab program, A2Z Chutneys was created and research was conducted to justify the viability of our business. We were able to gather and interpret data from potential customers, which allowed us to identify a target market. Additionally, time was spent identifying and creating a variety of authentic and unique chutneys that have proven to be desired. This report demonstrates and outlines the feasibility of A2Z Chutneys in providing unique and desirable flavors to the population.

ContributorsMacha, Sankshay (Author) / Patel, Javin (Co-author) / Byrne, Jared (Thesis director) / Patel, Manish (Committee member) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description

Habitual Health is a holistic health firm meant to provide the Arizona State University students with awareness of healthy practices. Our Founders Ava Bobbs, Mario DiVenere, and Jack Hammond have found that students have a severe lack of knowledge involving healthy practices including diet, fitness, and cooking. The combination of

Habitual Health is a holistic health firm meant to provide the Arizona State University students with awareness of healthy practices. Our Founders Ava Bobbs, Mario DiVenere, and Jack Hammond have found that students have a severe lack of knowledge involving healthy practices including diet, fitness, and cooking. The combination of our strengths and complements to weaknesses puts the firm in a strong position to garner market share and provide value to our company. Throughout on-campus research, the team found that the average Arizona State University student does not feel that they have the sufficient means to be healthy, which is a huge misalignment that prevents the average ASU student from living a healthy lifestyle. This is where Habitual Health comes in, we are going to bridge the gap between the lack of information about healthy initiatives and the implication that living a healthy lifestyle is too expensive, difficult, and time consuming. Habitual Health is a paid platform where ASU students can go to access fitness plans, recipes, topical discussions and analysis, and other health related resources. The product we have established is an interactive, user-friendly website that includes various healthy recipes, nutritional tips and habits, and physical exercise routines. Our data is based on running the website from 01/20/2023 - 03/01/2023. Our company's value proposition is that students’ health would benefit long-term from our platform's resources. We have targeted the ASU Greek Community, which includes roughly 6% of the ASU population.1 We tested our product within the Greek community because of the tight knit nature of the community, as well as the communal kitchen system in the Greek Leadership Village making it harder for those individuals to cook for themselves. We expect to see a revamped community within the GLV, causing a positive impact across the entire campus.

ContributorsDi Venere, Mario (Author) / Hammond, Jack (Co-author) / Bobbs, Ava (Co-author) / Byrne, Jared (Thesis director) / Larsen, Wiley (Committee member) / Boeh, Morgan (Committee member) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Finance (Contributor)
Created2023-05
Description

Habitual Health is a holistic health firm meant to provide the Arizona State University students with awareness of healthy practices. Our Founders Ava Bobbs, Mario DiVenere, and Jack Hammond have found that students have a severe lack of knowledge involving healthy practices including diet, fitness, and cooking. The combination of

Habitual Health is a holistic health firm meant to provide the Arizona State University students with awareness of healthy practices. Our Founders Ava Bobbs, Mario DiVenere, and Jack Hammond have found that students have a severe lack of knowledge involving healthy practices including diet, fitness, and cooking. The combination of our strengths and complements to weaknesses puts the firm in a strong position to garner market share and provide value to our company. Throughout on-campus research, the team found that the average Arizona State University student does not feel that they have the sufficient means to be healthy, which is a huge misalignment that prevents the average ASU student from living a healthy lifestyle. This is where Habitual Health comes in, we are going to bridge the gap between the lack of information about healthy initiatives and the implication that living a healthy lifestyle is too expensive, difficult, and time consuming. Habitual Health is a paid platform where ASU students can go to access fitness plans, recipes, topical discussions and analysis, and other health related resources. The product we have established is an interactive, user-friendly website that includes various healthy recipes, nutritional tips and habits, and physical exercise routines. Our data is based on running the website from 01/20/2023 - 03/01/2023. Our company's value proposition is that students’ health would benefit long-term from our platform's resources. We have targeted the ASU Greek Community, which includes roughly 6% of the ASU population.1 We tested our product within the Greek community because of the tight knit nature of the community, as well as the communal kitchen system in the Greek Leadership Village making it harder for those individuals to cook for themselves. We expect to see a revamped community within the GLV, causing a positive impact across the entire campus.

ContributorsBobbs, Ava (Author) / Hammond, Jack (Co-author) / DiVenere, Mario (Co-author) / Byrne, Jared (Thesis director) / Larson, Wiley (Committee member) / Martinez, Michael (Committee member) / Wojitysiak, Randy (Committee member) / Gonzalez, Sari (Committee member) / Boeh, Morgan (Committee member) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor)
Created2023-05
187718-Thumbnail Image.png
Description
Guided by the Risky Families model and Daily Process methods, the present study examined how daily stressors are related to emotional well-being at the between- and within-person levels among adolescent grandchildren raised by grandmothers. This study also examined whether risk (i.e., adverse childhood experiences/ACES) and resilience (i.e., socio-emotional skills) factors

Guided by the Risky Families model and Daily Process methods, the present study examined how daily stressors are related to emotional well-being at the between- and within-person levels among adolescent grandchildren raised by grandmothers. This study also examined whether risk (i.e., adverse childhood experiences/ACES) and resilience (i.e., socio-emotional skills) factors were linked to differences in daily well-being, stressor exposure, and emotional reactivity, and evaluated the efficacy of an online social intelligence training (SIT) program on daily stressor-emotion dynamics. Data came from a subsample (n = 188) of custodial adolescents who participated in an attention-controlled randomized clinical trial and completed 14-day daily surveys prior to and following intervention. Analyses were conducted with dynamic structural equation modeling. Daily stressors, on average, and experiencing above average stressors, were associated with higher negative emotions and lower positive emotions and social connection. Those with more ACEs, on average, reported higher daily stressors and worse well-being, whereas those with higher socio-emotional skills, on average, reported lower daily stressors and better well-being. At the within-person level, more ACEs were associated with higher daily negative emotions. Nonverbal processing was linked to higher daily positive emotions and social connection. Conversational skills were associated with higher daily positive emotions and social connection, and lower, more inert daily negative emotions. Neither ACEs nor socio-emotional skills were associated with within-person reactivity to stressors. Also, the SIT program did not demonstrate efficacy for any outcome. My discussion focused on how findings extend the literature on custodial adolescents by showing that daily stressors impact well-being, offer knowledge of how ACEs and socio-emotional skills shape daily stressor-emotion dynamics, and considers reasons why the online, self-guided SIT program failed to show efficacy on key outcomes.
ContributorsCastro, Saul (Author) / Infurna, Frank (Thesis advisor) / Doane, Leah (Committee member) / Davis, Mary (Committee member) / Grimm, Kevin (Committee member) / Arizona State University (Publisher)
Created2023