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

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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

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.

ContributorsCulbert, Bailie (Author) / Hartwell, Leland (Thesis director) / McAvoy, Mary (Committee member) / School of Life Sciences (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded

"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded the alarm regarding social media’s unavoidable global impact. He is only one of social media’s countless critics. The more disturbing issue resides in the empirical evidence supporting such notions. At least 95% of adolescents own a smartphone and spend an average time of two to four hours a day on social media. Moreover, 91% of 16-24-year-olds use social media, yet youth rate Instagram, Facebook, and Twitter as the worst social media platforms. However, the social, clinical, and neurodevelopment ramifications of using social media regularly are only beginning to emerge in research. Early research findings show that social media platforms trigger anxiety, depression, low self-esteem, and other negative mental health effects. These negative mental health symptoms are commonly reported by individuals from of 18-25-years old, a unique period of human development known as emerging adulthood. Although emerging adulthood is characterized by identity exploration, unbounded optimism, and freedom from most responsibilities, it also serves as a high-risk period for the onset of most psychological disorders. Despite social media’s adverse impacts, it retains its utility as it facilitates identity exploration and virtual socialization for emerging adults. Investigating the “user-centered” design and neuroscience underlying social media platforms can help reveal, and potentially mitigate, the onset of negative mental health consequences among emerging adults. Effectively deconstructing the Facebook, Twitter, and Instagram (i.e., hereafter referred to as “The Big Three”) will require an extensive analysis into common features across platforms. A few examples of these design features include: like and reaction counters, perpetual news feeds, and omnipresent banners and notifications surrounding the user’s viewport. Such social media features are inherently designed to stimulate specific neurotransmitters and hormones such as dopamine, serotonin, and cortisol. Identifying such predacious social media features that unknowingly manipulate and highjack emerging adults’ brain chemistry will serve as a first step in mitigating the negative mental health effects of today’s social media platforms. A second concrete step will involve altering or eliminating said features by creating a social media platform that supports and even enhances mental well-being.

ContributorsGupta, Anay (Author) / Flores, Valerie (Thesis director) / Carrasquilla, Christina (Committee member) / Barnett, Jessica (Committee member) / The Sidney Poitier New American Film School (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

The Constitution is a document that was made over 200 years ago by a population that could have never imagined the type of technology or social advances made in the 21st century. This creates a natural rift between governing ideals between then and now, that needs to be addressed. Rather

The Constitution is a document that was made over 200 years ago by a population that could have never imagined the type of technology or social advances made in the 21st century. This creates a natural rift between governing ideals between then and now, that needs to be addressed. Rather than holding the values of the nation to a time when people were not considered citizens because of the color of their skin, there need to be updates made to the Constitution itself. The need for change and the mechanisms were both established by the Framers while creating and advancing the Constitution. The ideal process to go about these changes is split between the formal Article V amendment process and judicial activism. The amendment process has infinite scope for changes that can be done, but due to the challenge involved in trying to pass any form of the amendment through both State and Federal Congresses, that process should be reserved for only fundamental or structural changes. Judicial activism, by way of Supreme Court decisions, is a method best applied to the protection of people’s rights.

Created2021-05
Description

This thesis includes three separate documents: a) a comprehensive document detailing the methods and analysis of the creative factors tied to series success, b) an hour long pilot script based on this data, and c) an industry-standard pitch deck for a TV show created with data insights. In a larger

This thesis includes three separate documents: a) a comprehensive document detailing the methods and analysis of the creative factors tied to series success, b) an hour long pilot script based on this data, and c) an industry-standard pitch deck for a TV show created with data insights. In a larger sense, the aim of this study is to take the first steps in remedying information asymmetry between streaming services and content creators. If streaming services were more transparent with their data and communicated to their creators what has been proven to work in the past, showrunners and staff writers could have a new tool to increase the competitiveness of their series and aid in show renewal each year.

ContributorsQuenon, Genevieve (Author) / Shin, Donghyuk (Thesis director) / Saywell, Jesse (Committee member) / The Sidney Poitier New American Film School (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The Arizona Civic Education Project is a cross-college collaboration supported by the Maricopa County Community College District to design, develop, and distribute publicly available, interactive, and engaging multimedia modules about Arizona State Government and the justice system. The modules aim to consist of high quality, professionally produced, value- neutral, fact-based,

The Arizona Civic Education Project is a cross-college collaboration supported by the Maricopa County Community College District to design, develop, and distribute publicly available, interactive, and engaging multimedia modules about Arizona State Government and the justice system. The modules aim to consist of high quality, professionally produced, value- neutral, fact-based, and bias-free videos, lesson plans, printable materials and activities that explain how Arizona state government is structured and how the justice system works in Arizona. The modules also identify and teach the audience how to deal with encounters within the justice system through lessons about the courts and dealing with the police. In addition to the resources we create, links are provided with attribution to other free resources that have been developed by other organizations. The targeted audience for this project is high school and college students attending public high schools and community colleges. In 2015, Arizona legislature passed the American Civics Act (House Bill 2064). This bill requires students to pass a civics test based on the United States Immigration and Naturalization civics questions. Students are required to score 60% or higher in order to graduate from high school or obtain a high school equivalency certificate. The Arizona Department of Education along with help from the Maricopa County Education Service Agency and Arizona educators have developed a mostly multiple-choice version of the required test. The modules provide helpful information that pertains to the civic test along with additional informational useful to students and educators alike.<br/>There were a few goals kept in mind when assembling the modules and collecting information to put them together. The most important thing is to fairly and effectively educate<br/>2<br/>students about their rights and the place they can hold in their own government. The youth in America, and specifically Arizona, with one of the lowest rated public education systems in the country1, needs to better understand the justice system and the way it works in order to really be able to better understand and decide the role they play in it as they grow into the adult population. We also aimed to teach students, mostly young adults, how to navigate being involved with the law and situations they may find themselves in like being arrested or having to go to court. The videos included in the related modules teach students what to do if they’re ever arrested and go over important legal actions that could affect their outcome. It was also important to provide instructors with a fair and trusted curriculum that can be taught across the state. With a shortage of qualified teacher in the state, it is impossible to provide students from all different districts and background with the same content. With the mandated civics test required to graduate from high school, it’s important that students get a fair chance at passing despite their living conditions or resources. With the modules we provide, passing the civics test along with managing other issues that pertain to young Americans, become attainable and don’t require as much additional time spent outside of school hours. The additional topics covered within our modules also provide information regarding resources that students will find useful for their families and loved ones. Students in compromised neighborhoods may have family and loved ones dealing with court cases and the justice system. Overall, we wanted to provide an unbiased, all-inclusive curriculum that can be used across the state to help students learn about all aspects of the government in Arizona.

ContributorsLabiba, Syeda (Author) / Broberg, Gregory (Thesis director) / Dille, Brian (Committee member) / School of Social Transformation (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs

Media Mentality is a media education resource website designed to aid students in early career development. This project was developed with a few goals in mind: improve accessibility, provide opportunity and inspire a new generation of the workforce. We wanted to level the playing field as students enter undergraduate programs with varying degrees of experience. We see this website as an opportunity for interested parties to continue the research and add to the wealth of knowledge in a student worker role. The hope is that students, particularly freshman and first-year transfer students will utilize the site, expand their horizons, learn about all the career opportunities available to them, and push the envelope when it comes to the curriculum taught at Arizona State University. Visit www.mediamentality.com

ContributorsSaulnier, Sedona Rose (Co-author) / Ferrigno, Jessica (Co-author) / Jacoby, Jim (Thesis director) / Scott, Jason (Committee member) / The Sidney Poitier New American Film School (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tableto

Empathy includes multiple components, including empathic concern, perspective-taking, and motivation to empathize. Various perspective-taking interventions have been found to be useful in increasing empathy. Games can be utilized as such interventions, especially when they involve perspective-taking components. The similarities between tabletop roleplaying games and various empathy-building interventions suggests that tabletop roleplaying games may be an intervention option that is already played for enjoyment. This study examines the influence of tabletop roleplaying games on motivation to empathize. Participants played a short tabletop roleplaying game and then were asked to choose between describing and empathizing with refugee targets over a series of trials. There is a potential main effect of tabletop roleplaying games on motivation to empathize, but this main effect is absent when controlling for self-other-overlap. It appears that self-other-overlap influences motivation to empathize. However, this study was underpowered, and the main effect of roleplay may have been detected if more participants were involved. Thus, there is potential that tabletop roleplaying games may influence motivation to empathize, and future research should examine this while considering the limitations of this study.

ContributorsDraper, Kali Anne (Author) / Aktipis, Athena (Thesis director) / Guevara Beltran, Diego (Committee member) / Department of Psychology (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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ABSTRACT &eacutetudes; written for violin ensemble, which include violin duets, trios, and quartets, are less numerous than solo &eacutetudes.; These works rarely go by the title "&eacutetude;," and have not been the focus of much scholarly research. Ensemble &eacutetudes; have much to offer students, teachers and

ABSTRACT &eacutetudes; written for violin ensemble, which include violin duets, trios, and quartets, are less numerous than solo &eacutetudes.; These works rarely go by the title "&eacutetude;," and have not been the focus of much scholarly research. Ensemble &eacutetudes; have much to offer students, teachers and composers, however, because they add an extra dimension to the learning, teaching, and composing processes. This document establishes the value of ensemble &eacutetudes; in pedagogy and explores applications of the repertoire currently available. Rather than focus on violin duets, the most common form of ensemble &eacutetude;, it mainly considers works for three and four violins without accompaniment. Concentrating on the pedagogical possibilities of studying &eacutetudes; in a group, this document introduces creative ways that works for violin ensemble can be used as both &eacutetudes; and performance pieces. The first two chapters explore the history and philosophy of the violin &eacutetude; and multiple-violin works, the practice of arranging of solo &eacutetudes; for multiple instruments, and the benefits of group learning and cooperative learning that distinguish ensemble &eacutetude; study from solo &eacutetude; study. The third chapter is an annotated survey of works for three and four violins without accompaniment, and serves as a pedagogical guide to some of the available repertoire. Representing a wide variety of styles, techniques and levels, it illuminates an historical association between violin ensemble works and pedagogy. The fourth chapter presents an original composition by the author, titled Variations on a Scottish Folk Song: &eacutetude; for Four Violins, with an explanation of the process and techniques used to create this ensemble &eacutetude.; This work is an example of the musical and technical integration essential to &eacutetude; study, and demonstrates various compositional traits that promote cooperative learning. Ensemble &eacutetudes; are valuable pedagogical tools that deserve wider exposure. It is my hope that the information and ideas about ensemble &eacutetudes; in this paper and the individual descriptions of the works presented will increase interest in and application of violin trios and quartets at the university level.
ContributorsLundell, Eva Rachel (Contributor) / Swartz, Jonathan (Thesis advisor) / Rockmaker, Jody (Committee member) / Buck, Nancy (Committee member) / Koonce, Frank (Committee member) / Norton, Kay (Committee member) / Arizona State University (Publisher)
Created2011
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The name of Geechie Wiley has surfaced only rarely since 1931, when she recorded her second session with the Paramount Company in Grafton, WI. A few scholars including Paul Oliver and Greil Marcus unearthed and promoted her music and called for further research on this enigmatic figure. In other publications,

The name of Geechie Wiley has surfaced only rarely since 1931, when she recorded her second session with the Paramount Company in Grafton, WI. A few scholars including Paul Oliver and Greil Marcus unearthed and promoted her music and called for further research on this enigmatic figure. In other publications, Wiley is frequently given only passing mention in long lists of talented female blues singer-guitarists, or briefly discussed in descriptions of songsters. Her music is lauded in the liner notes of the myriad compilation albums that have re-released her recordings. However, prior to this study, Marcus's three-page profile is the longest work written about Wiley; other contributions range between one sentence and two paragraphs in length. None really answers the question: who was Geechie Wiley? This thesis begins by documenting my attempt to piece together all information presently available on Geechie Wiley. A biographical chapter, supplemented with a discussion of the blues songster, follows. I then discuss my methodology and philosophy for transcription. This is followed by a critical and comparative analysis of the recordings, using the transcriptions as supplements. Finally, my fifth chapter presents conclusions about Wiley's life, career, and disappearance. My transcriptions of Wiley's six songs are found in the first appendix. Reproductions of Paramount Records advertisements are located in the final appendix. In these ways, this thesis argues that Wiley's work traces the transformation of African-American music from the general secular music of the songsters to the iconic blues genre.
ContributorsCordeiro, AnneMarie Youell (Author) / Norton, Kay (Thesis advisor) / Mook, Richard (Committee member) / Sunkett, Mark (Committee member) / Arizona State University (Publisher)
Created2011
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Finger motion and hand posture of six professional clarinetists (defined by entrance into or completion of a doctorate of musical arts degree in clarinet performance) were recorded using a pair of CyberGloves® in Arizona State University's Center for Cognitive Ubiquitous Computing Laboratory. Performance tasks included performing a slurred three-octave chromatic

Finger motion and hand posture of six professional clarinetists (defined by entrance into or completion of a doctorate of musical arts degree in clarinet performance) were recorded using a pair of CyberGloves® in Arizona State University's Center for Cognitive Ubiquitous Computing Laboratory. Performance tasks included performing a slurred three-octave chromatic scale in sixteenth notes, at sixty quarter-note beats per minute, three times, with a metronome and a short pause between repetitions, and forming three pedagogical hand postures. Following the CyberGloves® tasks, each subject completed a questionnaire about equipment, playing history, practice routines, health practices, and hand usage during computer and sports activities. CyberGlove® data were analyzed to find average hand/finger postures and differences for each pitch across subjects, subject variance in the performance task and differences in ascending and descending postures of the chromatic scale. The data were also analyzed to describe generalized finger posture characteristics based on hand size, whether right hand thumb position affects finger flexion, and whether professional clarinetists use similar finger/hand postures when performing on clarinet, holding a tennis ball, allowing hands to hang freely by the sides, or form a "C" shape. The findings of this study suggest an individual approach based on hand size is necessary for teaching clarinet hand posture.
ContributorsHarger, Stefanie (Author) / Spring, Robert (Thesis advisor) / Hill, Gary (Committee member) / Koonce, Frank (Committee member) / Norton, Kay (Committee member) / Stauffer, Sandy (Committee member) / Arizona State University (Publisher)
Created2011