Matching Items (107)
133316-Thumbnail Image.png
Description
Streetwear is a category of fashion that has evolved from being a niche style of dress influenced by American counter cultures, into a formidable industry. Over time, Streetwear has become a culture in itself whose members are critical of inauthentic brands and commercialization. Streetwear brands have the need to be

Streetwear is a category of fashion that has evolved from being a niche style of dress influenced by American counter cultures, into a formidable industry. Over time, Streetwear has become a culture in itself whose members are critical of inauthentic brands and commercialization. Streetwear brands have the need to be perceived as authentic, exclusive, and being connected to celebrity to survive in the industry long-term. Additionally, as the industry grows larger, the marketplace has become increasingly saturated. This can be attributed to how easy it is to create a fledgling streetwear brand due to advances in garment production technology and streetwear's roots in low-cost clothing. Streetwear brands need to differentiate themselves in an effective manner to stand out to consumers in the saturated streetwear market. Primary research conducted via a survey administered to streetwear consumers was done to learn more about the effectiveness of popular tactics and marketplace events streetwear brands use to differentiate themselves. Secondary research was done in literature on the topics of creativity and energized differentiation. Research by Gerzema and Lebar presented in their book The Brand Bubble on the topic of energized differentiation is reviewed and applied to streetwear brands. This thesis will discuss the key elements brands need to have to be successful in the streetwear industry. Along with this, it will also look at the effectiveness of specific tactics bands can execute to effectively differentiate themselves in the saturated industry and the important role creativity plays in their success.
ContributorsGriblin, Austin W. (Author) / Ostrom, Amy (Thesis director) / Samper, Adriana (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
134135-Thumbnail Image.png
DescriptionTwo gender-neutral products developed and sold by IKEA were studied in order to learn about the development of such items, as well as what makes gender-neutral products appealing to consumers.
ContributorsDaryanani, Sapna Sonu (Author) / Gray, Nancy (Thesis director) / Lisjak, Monika (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
134486-Thumbnail Image.png
Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
134805-Thumbnail Image.png
Description
In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be a form of politics and what the impact of that interpretation has on both individuals and the community at large. Through both participant observation and interviews with members of the ensemble, I discovered that cosplay has the ability to intensify aspects of the self, the ability to expose new aspects of the self, and the ability to bring one closer to a particular character. I also found cosplay to be political through the sensibility and situated knowledge that proves to be in practice during cosplay, ultimately having the power to be used as a form of political resistance.
ContributorsBurrus, Ella Rene (Author) / Mack, Robert (Thesis director) / Behl, Natasha (Committee member) / School of Social and Behavioral Sciences (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
134943-Thumbnail Image.png
Description
Prostate cancer is the second most common kind of cancer in men. Fortunately, it has a 99% survival rate. To achieve such a survival rate, a variety of aggressive therapies are used to treat prostate cancers that are caught early. Androgen deprivation therapy (ADT) is a therapy that is given

Prostate cancer is the second most common kind of cancer in men. Fortunately, it has a 99% survival rate. To achieve such a survival rate, a variety of aggressive therapies are used to treat prostate cancers that are caught early. Androgen deprivation therapy (ADT) is a therapy that is given in cycles to patients. This study attempted to analyze what factors in a group of 79 patients caused them to stick with or discontinue the treatment. This was done using naïve Bayes classification, a machine-learning algorithm. The usage of this algorithm identified high testosterone as an indicator of a patient persevering with the treatment, but failed to produce statistically significant high rates of prediction.
ContributorsMillea, Timothy Michael (Author) / Kostelich, Eric (Thesis director) / Kuang, Yang (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
135010-Thumbnail Image.png
Description
Language comprehension is an essential skill in many aspects of life, yet some children still struggle with oral comprehension. This study examined the effectiveness of an intervention to improve the listening skills and comprehension of 4 and 5-year olds. This intervention is based on principles of embodied cognition, namely that

Language comprehension is an essential skill in many aspects of life, yet some children still struggle with oral comprehension. This study examined the effectiveness of an intervention to improve the listening skills and comprehension of 4 and 5-year olds. This intervention is based on principles of embodied cognition, namely that language comprehension requires a simulation (or imagination) of what the language is about. Thus, children in the intervention condition moved pictures on an iPad to simulate the stories they were hearing. Children in the control condition saw the pictures, but did not move them. To identify the effectiveness of this simulation training, we analyzed scores on a comprehension test, and changes in motor cortex activity while listening. If the intervention increases simulation, then compared to the control, a) children given the intervention should perform better on the comprehension test, and b) those children should show greater activity in their motor cortices while listening. Furthermore, the change in motor cortex activity should statistically mediate the change in comprehension. Our results showed a significant positive correlation (.79) in the EMBRACE group (but not in the control) between the change in mu suppression before and after the intervention and the change in comprehension questions before and after the intervention. This correlation suggests that children can be taught to use their motor cortices while listening, and supports our hypothesis that embodied language theories, such as simulation are useful for enhancing comprehension.
ContributorsMarji, Michelle Lee (Author) / Glenberg, Arthur (Thesis director) / Blais, Chris (Committee member) / Restrepo, Laida (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Psychology (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
134175-Thumbnail Image.png
Description
Ringside is a digital publication that looks at how the independent professional wrestling organization, the Arizona Wrestling Federation (AWF) has been able to succeed, due to the growth and development of the World Wrestling Entertainment (WWE), in to more than just a sports entertainment company. The purpose of designing an

Ringside is a digital publication that looks at how the independent professional wrestling organization, the Arizona Wrestling Federation (AWF) has been able to succeed, due to the growth and development of the World Wrestling Entertainment (WWE), in to more than just a sports entertainment company. The purpose of designing an online publication is to inform as well as to serve as a template for how a company like the AWF can create a digital publication. The narrative of the publication follows how the WWE always has been at the forefront of the professional wrestling industry and recently, it has not only crossed over into mainstream sports journalism, also expanded its presence in almost every type of media, including television, online and even toys. Due to WWE's growing influence and fan following, independent companies like the AWF are capitalizing on WWE's success by replicating the show's business model on a smaller scale. This project also serves as a study in design and user interactivity. The link to the publication is bit.ly/RingsideCreativeProject
Created2017-12
Description
The purpose of this project was to create a brand identity for an expansion Major League Soccer team in Arizona. We identified and analyzed the numerous components that combine to create a sports brand, as well as a brand's impact on a soccer club's location and community. We determined that

The purpose of this project was to create a brand identity for an expansion Major League Soccer team in Arizona. We identified and analyzed the numerous components that combine to create a sports brand, as well as a brand's impact on a soccer club's location and community. We determined that visual identity is the dominant aspect of a sports brand that is designed, and we limited our work accordingly. We defined the visual brand identity as being made up of the color palette, team name, logo, typography, and uniforms of a prospective soccer club. In order to create a strong brand, we chose to develop four unique visual identities and gain feedback from an expert panel of trusted colleagues to select a preferred brand. Using panel responses allowed us to identify the brand that most excited and captivated existing Arizona sports fans, thus ensuring the selected brand would be successful when implemented. The creation of each brand identity was constrained by four assumptions. These limitations were inspired by research of the current Arizona sports landscape and Major League Soccer branding, and ensured that our four proposed visual identities successfully assimilated into Arizona and MLS. After presenting our brand proposals to our expert panel, we learned that the AZFC brand proposal had the most popular assets, yet the Arizona SC brand proposal was the most popular overall. From this we discovered that providing a connection between brand and location is critical in order to capture attention. We also learned that this connection must be applied across a unified brand identity, rather than being expressed through individual assets.
ContributorsCambron, Reece (Co-author) / Hyland, Chelsea (Co-author) / Mokwa, Michael (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Herberger Institute for Design and the Arts (Contributor) / J. Denny Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
134683-Thumbnail Image.png
Description
Over the course of this paper, the overall role and effect street art has on a city and its development will be discussed. It will touch generally on the topic of street art history and how it stems from graffiti practices. While also mentioning two well known street artists that

Over the course of this paper, the overall role and effect street art has on a city and its development will be discussed. It will touch generally on the topic of street art history and how it stems from graffiti practices. While also mentioning two well known street artists that changed how the form can be perceived and applied to the streets, ultimately being a factor in growing city environments. The difference in definitions of street art and graffiti will also be discussed with reference to its overall subjectiveness, followed by street arts interconnectedness with the law. This will lead up to street art and whether it is a factor in gentrification and how this plays a part in the creative city. It will discuss later if keeping street art out is the response to stop gentrification, while also adding to the idea that street art is selling a false sense of city beautification and used as a ploy marketing tool. Several options of art-led gentrification will be analyzed, as well as its varying effects on the planning of a city. Eventually, this will all lead to an analysis of Roosevelt Row and how the presence of street art within the arts district will cause the district to grow and develop in the future, as it becomes a prime location in the contexts of the revitalizing downtown area.
ContributorsRichards, Sarah Renae (Author) / Kelley, Jason (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
135355-Thumbnail Image.png
Description
Glioblastoma multiforme (GBM) is a malignant, aggressive and infiltrative cancer of the central nervous system with a median survival of 14.6 months with standard care. Diagnosis of GBM is made using medical imaging such as magnetic resonance imaging (MRI) or computed tomography (CT). Treatment is informed by medical images and

Glioblastoma multiforme (GBM) is a malignant, aggressive and infiltrative cancer of the central nervous system with a median survival of 14.6 months with standard care. Diagnosis of GBM is made using medical imaging such as magnetic resonance imaging (MRI) or computed tomography (CT). Treatment is informed by medical images and includes chemotherapy, radiation therapy, and surgical removal if the tumor is surgically accessible. Treatment seldom results in a significant increase in longevity, partly due to the lack of precise information regarding tumor size and location. This lack of information arises from the physical limitations of MR and CT imaging coupled with the diffusive nature of glioblastoma tumors. GBM tumor cells can migrate far beyond the visible boundaries of the tumor and will result in a recurring tumor if not killed or removed. Since medical images are the only readily available information about the tumor, we aim to improve mathematical models of tumor growth to better estimate the missing information. Particularly, we investigate the effect of random variation in tumor cell behavior (anisotropy) using stochastic parameterizations of an established proliferation-diffusion model of tumor growth. To evaluate the performance of our mathematical model, we use MR images from an animal model consisting of Murine GL261 tumors implanted in immunocompetent mice, which provides consistency in tumor initiation and location, immune response, genetic variation, and treatment. Compared to non-stochastic simulations, stochastic simulations showed improved volume accuracy when proliferation variability was high, but diffusion variability was found to only marginally affect tumor volume estimates. Neither proliferation nor diffusion variability significantly affected the spatial distribution accuracy of the simulations. While certain cases of stochastic parameterizations improved volume accuracy, they failed to significantly improve simulation accuracy overall. Both the non-stochastic and stochastic simulations failed to achieve over 75% spatial distribution accuracy, suggesting that the underlying structure of the model fails to capture one or more biological processes that affect tumor growth. Two biological features that are candidates for further investigation are angiogenesis and anisotropy resulting from differences between white and gray matter. Time-dependent proliferation and diffusion terms could be introduced to model angiogenesis, and diffusion weighed imaging (DTI) could be used to differentiate between white and gray matter, which might allow for improved estimates brain anisotropy.
ContributorsAnderies, Barrett James (Author) / Kostelich, Eric (Thesis director) / Kuang, Yang (Committee member) / Stepien, Tracy (Committee member) / Harrington Bioengineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05