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After freelancing on my own for the past year and a half, I have realized that one of the biggest obstacles to college entrepreneurs is a fear or apprehension to sales. As a computer science major trying to sell my services, I discovered very quickly that I had not been

After freelancing on my own for the past year and a half, I have realized that one of the biggest obstacles to college entrepreneurs is a fear or apprehension to sales. As a computer science major trying to sell my services, I discovered very quickly that I had not been prepared for the difficulty of learning sales. Sales get a bad rap and very often is the last thing that young entrepreneurs want to try, but the reality is that sales is oxygen to a company and a required skill for an entrepreneur. Due to this, I compiled all of my knowledge into an e-book for young entrepreneurs starting out to learn how to open up a conversation with a prospect all the way to closing them on the phone. Instead of starting from scratch like I did, college entrepreneurs can learn the bare basics of selling their own services, even if they are terrified of sales and what it entails. In this e-book, there are tips that I have learned to deal with my anxiety about sales such as taking the pressure off of yourself and prioritizing listening more than pitching. Instead of trying to teach sales expecting people to be natural sales people, this e-book takes the approach of helping entrepreneurs that are terrified of sales and show them how they can cope with this fear and still close a client. In the future, I hope young entrepreneurs will have access to more resources that handle this fear and make it much easier for them to learn it by themselves. This e-book is the first step.
ContributorsMead, Kevin Tyler (Author) / Sebold, Brent (Thesis director) / Kruse, Gabriel (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Space microbiology, or the study of microorganisms in space, has significant applications for both human spaceflight and Earth-based medicine. This thesis traces the evolution of the field of space microbiology since its creation in 1935. Beginning with simple studies to determine if terrestrial life could survive spaceflight, the field of

Space microbiology, or the study of microorganisms in space, has significant applications for both human spaceflight and Earth-based medicine. This thesis traces the evolution of the field of space microbiology since its creation in 1935. Beginning with simple studies to determine if terrestrial life could survive spaceflight, the field of space microbiology has grown to encompass a substantial body of work that is now recognized as an essential component of NASA' research endeavors. Part one provides an overview of the early period of space microbiology, from high-altitude balloon and rocket studies to work conducted during the Apollo program. Part two summarizes the current state of the field, with a specific focus on the revolutionary contributions made by the Nickerson lab at the Biodesign Institute at ASU using the NASA-designed Rotating Wall Vessel (RWV) Bioreactor. Finally, part three highlights the research I've conducted in the Nickerson lab, as well as continuing studies within the field of space microbiology.
ContributorsMcCarthy, Breanne E. (Author) / Lynch, John (Thesis director) / Foy, Joseph (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Orbiting space debris is an active issue that affects the capability of space launch for future satellites, probes, and space shuttles, and it will become a nearly insurmountable problem without action. Debris of varying sizes and speeds orbit the Earth at a range of heights above the atmosphere and need

Orbiting space debris is an active issue that affects the capability of space launch for future satellites, probes, and space shuttles, and it will become a nearly insurmountable problem without action. Debris of varying sizes and speeds orbit the Earth at a range of heights above the atmosphere and need to be removed to avoid damage to crucial equipment of active orbiting satellites including the International Space Station. Finding a feasible solution to space debris removal requires that several facets be covered to become a reality; these include being aware of the problem in magnitude and source. This literature assessment covers the magnitude of space debris in low-earth and geosynchronous orbit as well as collision events which have increased the amount of space debris. There have been efforts made by several space agencies to control the amount of space debris added to orbit by current and future launches over the last decade \u2014 serving as a temporary fix before removal can be executed. This paper explores known removal efforts through mitigation, projects conceived and tested by DARPA, related space policies and laws, CubeSat technology, and the cataloguing of known space debris. To make space debris removal a reality, roadblocks need to be removed to acquire permission from states or countries for space missions. For example, these restrictions are in place to protect the assets of several countries and organizations. Guidelines set to curb the growth of space debris fail to prevent the growth due to the restrictions for ownership rights making them not as effective. This paper covers space policy and laws, the economy, satellite ownership, international conflict, status of space debris, and the overall feasibility of space debris removal. It will then discuss currently proposed solutions for the removal of space debris. Finally, this paper attempts to weight the advantages and disadvantages of the idea that space debris removal should include the opportunity to recycle materials. For example, defunct satellites and other discarded space crafts could be used for future launches. It will conclude with a personal exploration of what materials can be recycled, what chemical processes can be used to break down materials, and how to combine recycling and chemical processes for space-based recycling stations between Earth and the moon. The overall question that drives the search for making space debris removal a reality is whether it is feasible in multiple areas including technologically, legally, monetarily, and physically.
ContributorsBreden, Elizabeth Catherine (Author) / Foy, Joseph (Thesis director) / Thoesen, Andrew (Committee member) / Maximon, Leonard (Committee member) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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The main objective of this thesis is to describe and analyze Clippr, an ASU startup founded by four students: Adam Lynch, Eric Gottfried, Ty Sivley, and Thomas Carpaneto. This paper will describe the formation of Clippr as a business, analyze the work and reasoning for dissolving the business, and suggest

The main objective of this thesis is to describe and analyze Clippr, an ASU startup founded by four students: Adam Lynch, Eric Gottfried, Ty Sivley, and Thomas Carpaneto. This paper will describe the formation of Clippr as a business, analyze the work and reasoning for dissolving the business, and suggest three pivots that could increase the chances of success for the future of Clippr. These three pivots are: mini salons, a concierge service, and an online resource. The idea for Clippr came from Sam, the team's friend's experience within the cosmetology industry. Sam graduated from cosmetology school in Phoenix and started his career as an assistant, which is the most common entry level position within the industry. Assistants do not get to work with clients and primarily do chores around the salon so he was not gaining any valuable experience. Eventually Sam found a position at a salon in Flagstaff. Unfortunately, he was not scheduled enough hours to pay his rent which forced him to travel back to Phoenix to cut his friend's and family's hair to make ends meet. Sam is not alone experiencing these issues within the industry, they are a common trend throughout the cosmetology field. It was found that there is a clear problem that affects every stylist: they struggle to reap the benefits of their self-employment. Most stylists become independent contractors where they are constrained by the salon's management. They are generally forced to work during the salon's hours of operations, promote specific products, adhere to a dress code, and forfeit their clients information. On the other hand, freelance workers outside of salons do enjoy greater freedoms within their work but with significant hurdles to overcome. They have a much harder time building a client base and face prohibitive start-up costs that make it harder to break into the industry.
ContributorsGottfried, Eric (Co-author) / Lynch, Adam (Co-author) / Sebold, Brent (Thesis director) / Balasooriya, Janaka (Committee member) / Computer Science and Engineering Program (Contributor) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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CubeSats can encounter a myriad of difficulties in space like cosmic rays, temperature<br/>issues, and loss of control. By creating better, more reliable software, these problems can be<br/>mitigated and increase the chance of success for the mission. This research sets out to answer the<br/>question: how do we create reliable flight software

CubeSats can encounter a myriad of difficulties in space like cosmic rays, temperature<br/>issues, and loss of control. By creating better, more reliable software, these problems can be<br/>mitigated and increase the chance of success for the mission. This research sets out to answer the<br/>question: how do we create reliable flight software for CubeSats? by providing a concentrated<br/>list of the best flight software development practices. The CubeSat used in this research is the<br/>Deployable Optical Receiver Aperture (DORA) CubeSat, which is a 3U CubeSat that seeks to<br/>demonstrate optical communication data rates of 1 Gbps over long distances. We present an<br/>analysis over many of the flight software development practices currently in use in the industry,<br/>from industry leads NASA, and identify three key flight software development areas of focus:<br/>memory, concurrency, and error handling. Within each of these areas, the best practices were<br/>defined for how to approach the area. These practices were also developed using experience<br/>from the creation of flight software for the DORA CubeSat in order to drive the design and<br/>testing of the system. We analyze DORA’s effectiveness in the three areas of focus, as well as<br/>discuss how following the best practices identified helped to create a more reliable flight<br/>software system for the DORA CubeSat.

ContributorsHoffmann, Zachary Christian (Author) / Chavez-Echeagaray, Maria Elena (Thesis director) / Jacobs, Daniel (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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This thesis attempts to explain Everettian quantum mechanics from the ground up, such that those with little to no experience in quantum physics can understand it. First, we introduce the history of quantum theory, and some concepts that make up the framework of quantum physics. Through these concepts, we reveal

This thesis attempts to explain Everettian quantum mechanics from the ground up, such that those with little to no experience in quantum physics can understand it. First, we introduce the history of quantum theory, and some concepts that make up the framework of quantum physics. Through these concepts, we reveal why interpretations are necessary to map the quantum world onto our classical world. We then introduce the Copenhagen interpretation, and how many-worlds differs from it. From there, we dive into the concepts of entanglement and decoherence, explaining how worlds branch in an Everettian universe, and how an Everettian universe can appear as our classical observed world. From there, we attempt to answer common questions about many-worlds and discuss whether there are philosophical ramifications to believing such a theory. Finally, we look at whether the many-worlds interpretation can be proven, and why one might choose to believe it.

ContributorsSecrest, Micah (Author) / Foy, Joseph (Thesis director) / Hines, Taylor (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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The purpose of this paper is to provide an analysis of entanglement and the particular problems it poses for some physicists. In addition to looking at the history of entanglement and non-locality, this paper will use the Bell Test as a means for demonstrating how entanglement works, which measures the

The purpose of this paper is to provide an analysis of entanglement and the particular problems it poses for some physicists. In addition to looking at the history of entanglement and non-locality, this paper will use the Bell Test as a means for demonstrating how entanglement works, which measures the behavior of electrons whose combined internal angular momentum is zero. This paper will go over Dr. Bell's famous inequality, which shows why the process of entanglement cannot be explained by traditional means of local processes. Entanglement will be viewed initially through the Copenhagen Interpretation, but this paper will also look at two particular models of quantum mechanics, de-Broglie Bohm theory and Everett's Many-Worlds Interpretation, and observe how they explain the behavior of spin and entangled particles compared to the Copenhagen Interpretation.

ContributorsWood, Keaten Lawrence (Author) / Foy, Joseph (Thesis director) / Hines, Taylor (Committee member) / Department of Physics (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods

Obesity rates among adults have steadily grown in recent decades all the way up to<br/>42.4% in 2018. This is a 12% increase from the turn of the century (Center for Disease Control<br/>and Prevention, 2021). A major reason for this rise is increased consumption of processed,<br/>high-calorie foods. People eat these foods at a young age and develop bad eating habits that can<br/>last for the rest of their lives. It is essential to intervene early and help adolescents form<br/>balanced, healthy eating habits before bad habits are already formed. Our solution to this<br/>problem is Green Gamers. Green Gamers combines adolescent’s passion for gaming with<br/>healthy eating via in-game rewards for healthy eating. People will be able to purchase healthy<br/>food items, such as a bag of carrots, and on the packaging there will be a QR code. They will<br/>then be able to scan the code on our website, and earn points which will unlock in-game items<br/>and other rewards. Video game rewards act as effective motivators for you people to eat more<br/>healthy foods. After the solution was formulated, a preliminary survey was conducted to<br/>confirm that video game related rewards would inspire children to eat more healthy foods.<br/>Based on those results, we are currently in the process of running a secondary market research<br/>campaign to learn if gift card rewards are a stronger motivator. Our end goal for Green Gamers<br/>would be to partner with large gaming studios and food producers. This would allow us access to<br/>many gaming franchises, so that rewards are available from a wide variety of games: making the<br/>platform appealing to a diverse audience of gamers. Similarly, a relationship with large food<br/>producers would give us the ability to place QR codes on a greater assortment of healthy food<br/>items. Although no relationships with large companies have been forged yet, we plan to utilize<br/>funding to test our concept on small focus groups in schools

ContributorsKim, Hwan (Co-author) / Wong, Brendan (Co-author) / Davis, Ben (Co-author) / Mckearney, Jack (Co-author) / Byrne, Jared (Thesis director) / Hall, Rick (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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
Description

NASA has partnered with multiple colleges, including ASU, on a mission to study an asteroid called Psyche. Psyche is the first asteroid discovered made of metal, mostly iron, that is close enough for us to study and could give insight into what Earth’s core is like. The mission plans and

NASA has partnered with multiple colleges, including ASU, on a mission to study an asteroid called Psyche. Psyche is the first asteroid discovered made of metal, mostly iron, that is close enough for us to study and could give insight into what Earth’s core is like. The mission plans and research documents on how the various measurement tools work are not engaging to those without a background in STEM. This serves as inspiration to make a web-based game in order to make the information more engaging to the player. This web-based game will take the user through the Psyche mission going from the assembly of the measurement tools all the way to when the satellite is orbiting the asteroid. The creative project consisted of creating a simulation for a young audience, between ages 10 and 18, to experience what the mission could look like once the satellite is at the Psyche asteroid and what the data collected could mean. The asteroid could have been formed through a process called the dynamo process or it could be a piece of a larger parent body. It could be made mostly of metal or silicates, which will be determined during the mission. These are some of the results that will be generalized and relayed to the player. This creative project includes the four main sections of the orbit phase of the mission in which the users will perform tasks to collect some data in order to see some of the generalized possible results of the study of Psyche. Some of the data collected would be the amount of metal making up the asteroid and figuring out what the gravitational pull is. The first main section will use the magnetometer, the second section will use the multispectral imager, the third section will use X-Band Radio Waves, and the fourth section will use the gamma ray and neutron spectrometer.

ContributorsOgar, Scott (Author) / Carter, Lynn (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05