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"EP \u2014 Kyan Palmer" is a compilation of three songs, "Hit List," "Queen Cobra," and "Burn Mona Lisa" all written and recorded by Barrett student, Kyan Palmer. The project explores the process involved in creating recorded music and exposes the vulnerability and self-reflection in writing a song. The following depicts

"EP \u2014 Kyan Palmer" is a compilation of three songs, "Hit List," "Queen Cobra," and "Burn Mona Lisa" all written and recorded by Barrett student, Kyan Palmer. The project explores the process involved in creating recorded music and exposes the vulnerability and self-reflection in writing a song. The following depicts the thought process that came about in the creation of each song from the lyrics, to the vocals, to the production. This paper depicts a journal-like writing style outlining the various events that took place while creating EP \u2014 Kyan Palmer. The bulk of this Thesis/Creative Project was the written, produced, and recorded music attached in the appendix. With that said, the following document is intended to be reflective rather than scholarly and acts as an accompaniment to the audio recordings and video entries.
ContributorsPalmer, Kyan (Author) / Swoboda, Deanna (Thesis director) / Tobias, Evan (Committee member) / W. P. Carey School of Business (Contributor) / School of Music (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The key to success is hard work and determination. Achieving success is always under construction. This project began as a simple analysis of the firm's progress, as at the time it was in desperate need of new clients and a marketing strategy to strengthen its visibility on campus.Through this evaluation,

The key to success is hard work and determination. Achieving success is always under construction. This project began as a simple analysis of the firm's progress, as at the time it was in desperate need of new clients and a marketing strategy to strengthen its visibility on campus.Through this evaluation, our team found that the firm was in an abysmal state and the previously noted problems were not the only issues of concern. From our research we found that in order for the firm to grow and become a successful student run consulting firm, there are several interorganizational issues that need to be understood and addressed. The intention of New Venture Group and the Consulting Scholars academic program is to provide students the opportunity to garner practical learning experiences. These potential opportunities are not taken full advantage of because of the afflicting problems that exist. The purpose of this thesis is to understand what problems exist within the firm and the next steps that should be taken to resolve them.
ContributorsBaskin, Connor (Co-author) / Farr, Austin (Co-author) / Chou, Alexandra (Co-author) / Laub, Jeffrey (Thesis director) / Taylor, Todd (Committee member) / Department of Supply Chain Management (Contributor) / Department of Economics (Contributor) / Department of Marketing (Contributor) / Department of Finance (Contributor) / School of International Letters and Cultures (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.
ContributorsStark, Joshua Matthew (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Current popular NBA mobile applications do little to provide information about the NBA's players, usually providing limited statistical information or news and completely ignoring players' presence on social media. For fans, especially fans who are unfamiliar with the NBA, finding this information by themselves can be a daunting task, one

Current popular NBA mobile applications do little to provide information about the NBA's players, usually providing limited statistical information or news and completely ignoring players' presence on social media. For fans, especially fans who are unfamiliar with the NBA, finding this information by themselves can be a daunting task, one which requires extensive knowledge about how the NBA provides media related to its players. NBA PlayerTrack has been designed to centralize player information from a variety of media streams, making it easier for fans to learn about and stay up-to-date with players and enabling fan discussion about those players and the NBA in general. By providing a variety of references to the locations of player information, NBA PlayerTrack also serves as a tool for learning about how and where the NBA presents player-related media, allowing fans to more easily locate information they desire as they become more invested in the NBA.
ContributorsSethia, Sumbhav (Author) / Davulcu, Hasan (Thesis director) / Faucon, Philippe (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Education in computer science is a difficult endeavor, with learning a new programing language being a barrier to entry, especially for college freshman and high school students. Learning a first programming language requires understanding the syntax of the language, the algorithms to use, and any additional complexities the language carries.

Education in computer science is a difficult endeavor, with learning a new programing language being a barrier to entry, especially for college freshman and high school students. Learning a first programming language requires understanding the syntax of the language, the algorithms to use, and any additional complexities the language carries. Often times this becomes a deterrent from learning computer science at all. Especially in high school, students may not want to spend a year or more simply learning the syntax of a programming language. In order to overcome these issues, as well as to mitigate the issues caused by Microsoft discontinuing their Visual Programming Language (VPL), we have decided to implement a new VPL, ASU-VPL, based on Microsoft's VPL. ASU-VPL provides an environment where users can focus on algorithms and worry less about syntactic issues. ASU-VPL was built with the concepts of Robot as a Service and workflow based development in mind. As such, ASU-VPL is designed with the intention of allowing web services to be added to the toolbox (e.g. WSDL and REST services). ASU-VPL has strong support for multithreaded operations, including event driven development, and is built with Microsoft VPL users in mind. It provides support for many different robots, including Lego's third generation robots, i.e. EV3, and any open platform robots. To demonstrate the capabilities of ASU-VPL, this paper details the creation of an Intel Edison based robot and the use of ASU-VPL for programming both the Intel based robot and an EV3 robot. This paper will also discuss differences between ASU-VPL and Microsoft VPL as well as differences between developing for the EV3 and for an open platform robot.
ContributorsDe Luca, Gennaro (Author) / Chen, Yinong (Thesis director) / Cheng, Calvin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
The purpose of this thesis is to examine how companies can most effectively attract and retain millennial workers. Millennials are the future of the corporate world, and their retention in the workforce is important. Research for this study was gathered through the use of two surveys administered to Arizona State

The purpose of this thesis is to examine how companies can most effectively attract and retain millennial workers. Millennials are the future of the corporate world, and their retention in the workforce is important. Research for this study was gathered through the use of two surveys administered to Arizona State University students and corporate recruiters. The student survey focuses on what students' value in future employers, while also concentrating on challenges and opportunities job seekers presently face. The corporate survey asks questions related to the efforts used to attract and retain future employees, and the challenges and opportunities of the millennial worker. The findings reveal the millennial generation and the employers of today find alignment and disagreement within the topics of job dedication, culture, generational perceptions, and perceptions of the millennial. This study has a number of practical implications for employers seeking to understand how to integrate millennial workers into their corporate environment. Students will also find practical implications from this study, as they can better understand how to successfully get hired and be a part of a corporate environment. Recommendations for change on the students and employers respective behalf are based on survey findings and secondary source research.
ContributorsSt. Marie-Lloyd, Honi (Author) / LePine, Marcie (Thesis director) / Hill, Sarah (Committee member) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
The thesis titled "Exploring Undergraduate Admissions through the Development of Shadowing Programs" is an organizational study and analysis of a shadowing program developed by Krista Moller, Ryan Johnson, and Kean Thomas. It resulted in the creation of a 25+ person student organization in the W.P. Carey School of Business called

The thesis titled "Exploring Undergraduate Admissions through the Development of Shadowing Programs" is an organizational study and analysis of a shadowing program developed by Krista Moller, Ryan Johnson, and Kean Thomas. It resulted in the creation of a 25+ person student organization in the W.P. Carey School of Business called "Explore". The organization received backing and support from the admissions department in W.P. Carey, notably Dean of Admissions, Timothy Desch. The organization's members (titled "ambassadors") host a high school student interested in the business school for a day of class. High school students are matched with an ambassador based on majors they might be interested in, and ideally the result of the day of shadowing is the high school student having a better understanding of the opportunities available at W.P. Carey. The organization began in the fall of 2013, and was intended to be used as a thesis project from its inception. As a result, the founder's experiences were carefully documented and this allowed for a detailed analysis to take place. The analysis delves into the difficulties faced by the organization's members and executive board as a result of internal and external influences. The successes and experiences they were fortunate enough to have are also detailed, and plans for the organization's future are included as well. In addition, the Explore program is analyzed in comparison to other programs around the country and even in Canada, with the goal being to see where we could potentially strengthen our program. The founders of the Explore program (and authors of this thesis) hope other students might learn from it so that more programs such as Explore can be created, benefiting the local community and ASU itself.
ContributorsMoller, Krista (Co-author) / Johnson, Ryan (Co-author) / Thomas, Kean (Co-author) / Suk, Mina (Thesis director) / Desch, Timothy (Committee member) / School of Accountancy (Contributor) / W. P. Carey School of Business (Contributor) / WPC Graduate Programs (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Covering subsequences with sets of permutations arises in many applications, including event-sequence testing. Given a set of subsequences to cover, one is often interested in knowing the fewest number of permutations required to cover each subsequence, and in finding an explicit construction of such a set of permutations that has

Covering subsequences with sets of permutations arises in many applications, including event-sequence testing. Given a set of subsequences to cover, one is often interested in knowing the fewest number of permutations required to cover each subsequence, and in finding an explicit construction of such a set of permutations that has size close to or equal to the minimum possible. The construction of such permutation coverings has proven to be computationally difficult. While many examples for permutations of small length have been found, and strong asymptotic behavior is known, there are few explicit constructions for permutations of intermediate lengths. Most of these are generated from scratch using greedy algorithms. We explore a different approach here. Starting with a set of permutations with the desired coverage properties, we compute local changes to individual permutations that retain the total coverage of the set. By choosing these local changes so as to make one permutation less "essential" in maintaining the coverage of the set, our method attempts to make a permutation completely non-essential, so it can be removed without sacrificing total coverage. We develop a post-optimization method to do this and present results on sequence covering arrays and other types of permutation covering problems demonstrating that it is surprisingly effective.
ContributorsMurray, Patrick Charles (Author) / Colbourn, Charles (Thesis director) / Czygrinow, Andrzej (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Department of Physics (Contributor)
Created2014-12
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Description
This project was centered around designing a processor model (using the C programming language) based on the Coldfire computer architecture that will run on third party software known as Open Virtual Platforms. The end goal is to have a fully functional processor that can run Coldfire instructions and utilize peripheral

This project was centered around designing a processor model (using the C programming language) based on the Coldfire computer architecture that will run on third party software known as Open Virtual Platforms. The end goal is to have a fully functional processor that can run Coldfire instructions and utilize peripheral devices in the same way as the hardware used in the embedded systems lab at ASU. This project would cut down the substantial amount of time students spend commuting to the lab. Having the processor directly at their disposal would also encourage them to spend more time outside of class learning the hardware and familiarizing themselves with development on an embedded micro-controller. The model will be accurate, fast and reliable. These aspects will be achieved through rigorous unit testing and use of the OVP platform which provides instruction accurate simulations at hundreds of MIPS (million instructions per second) for the specified model. The end product was able to accurately simulate a subset of the Coldfire instructions at very high rates.
ContributorsDunning, David Connor (Author) / Burger, Kevin (Thesis director) / Meuth, Ryan (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-12
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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05