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Through research, interviews, and analysis, our paper provides the local community with a resource that offers a comprehensive collection of insight into the Mirabella at ASU Life Plan Community and the projected impact it will have on the City of Tempe and Arizona State University.

ContributorsAnand, Rohan (Co-author) / Dicke, George (Co-author) / Stephens, Corey (Co-author) / Sadusky, Brian (Thesis director) / Schiller, Christoph (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Through research, interviews, and analysis, our paper provides the local community with a resource that offers a comprehensive collection of insight into the Mirabella at ASU Life Plan Community and the projected impact it will have on the City of Tempe and Arizona State University.

ContributorsStephens, Corey Christopher (Co-author) / Dicke, George (Co-author) / Anand, Rohan (Co-author) / Sadusky, Brian (Thesis director) / Schiller, Christoph (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Finance (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of

HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of a static silhouette of a face and a wave-like form to represent the mouth. Audio content analysis was performed on audio sampled from the character’s voice lines. Pitch and amplitude derived from the analysis was used to animate the character’s visual features such as it’s brightness, color, and mouth movement. The mouth’s movement and color was manipulated with the audio’s pitch. The lights of Wave were controlled by the amplitude of the audio. Design considerations were made to accommodate those with visual disabilities such as color blindness and epilepsy. Overall the final audio visualization satisfied the project sponsor and built upon existing audio visualization work. User feedback will be a necessity for improving the audio visualization in the future.

ContributorsNguyen, Joshep D (Author) / Chavez-Echaegaray, Helen (Thesis director) / Waggoner, Trae (Committee member) / Department of Psychology (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social aspect of gaming is very important, and thus most mobile games include support for playing with multiple players. However, there

Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social aspect of gaming is very important, and thus most mobile games include support for playing with multiple players. However, there is a lack of common knowledge about which implementation of this functionality is most favorable from a development standpoint. In this study, we evaluate three different types of multiplayer gameplay (pass-and-play, Bluetooth, and GameCenter) via development cost and user interviews. We find that pass-and-play, the most easily-implemented mode, is not favored by players due to its inconvenience. We also find that GameCenter is not as well favored as expected due to latency of GameCenter's servers, and that Bluetooth multiplayer is the most well favored for social play due to its similarity to real-life play. Despite there being a large overhead in developing and testing Bluetooth and GameCenter multiplayer due to Apple's development process, this is irrelevant since professional developers must enroll in this process anyway. Therefore, the most effective multiplayer mode to develop is mostly determined by whether Internet play is desirable: Bluetooth if not, GameCenter if so. Future studies involving more complete development work and more types of multiplayer modes could yield more promising results.
ContributorsBradley, Michael Robert (Author) / Collofello, James (Thesis director) / Wilkerson, Kelly (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-12
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Description

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The Solis Lofts Development Proposal thesis consisted of a full prospective development within the City of Tempe. Our team conducted a vast amount of market research to determine what sector of the market would provide the best return on investment. We organized meetings with local brokers from Cushman & Wakefield,

The Solis Lofts Development Proposal thesis consisted of a full prospective development within the City of Tempe. Our team conducted a vast amount of market research to determine what sector of the market would provide the best return on investment. We organized meetings with local brokers from Cushman & Wakefield, CBRE, JLL, and Colliers International to learn more about the current market environment. Also, we organized meetings with local developers, architects, and lenders. These included Merit Partners, Sunbelt Holdings, MODUS Development, Catclar Investments, 5Visual, Butler Design Group, and Colonial Capital. Through the research we conducted we were able to successfully determine that a multifamily development within the City of Tempe would be a great way to enter the Commercial Real Estate Development field. Our project consisted of the full land acquisition process, architectural site plan review, financial analysis, and completion of the product.
ContributorsFarnsworth, Yzaac (Co-author) / Liu, Braden (Co-author) / Zwillinger, Mason (Co-author) / Butura, Alex (Co-author) / Sadusky, Brian (Thesis director) / Avrhami, Mathew (Committee member) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The Solis Lofts Development Proposal thesis consisted of a full prospective development within the City of Tempe. Our team conducted a vast amount of market research to determine what sector of the market would provide the best return on investment. We organized meetings with local brokers from Cushman & Wakefield,

The Solis Lofts Development Proposal thesis consisted of a full prospective development within the City of Tempe. Our team conducted a vast amount of market research to determine what sector of the market would provide the best return on investment. We organized meetings with local brokers from Cushman & Wakefield, CBRE, JLL, and Colliers International to learn more about the current market environment. Also, we organized meetings with local developers, architects, and lenders. These included Merit Partners, Sunbelt Holdings, MODUS Development, Catclar Investments, 5Visual, Butler Design Group, and Colonial Capital. Through the research we conducted we were able to successfully determine that a multifamily development within the City of Tempe would be a great way to enter the Commercial Real Estate Development field. Our project consisted of the full land acquisition process, architectural site plan review, financial analysis, and completion of the product.
ContributorsLiu, Braden John (Co-author) / Butura, Alexander (Co-author) / Zwillinger, Mason (Co-author) / Farnsworth, Yzaac (Co-author) / Sadusky, Brian (Thesis director) / Avrhami, Matthew (Committee member) / Department of Finance (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The Solis Lofts Development Proposal thesis consisted of a full prospective development within the City of Tempe. Our team conducted a vast amount of market research to determine what sector of the market would provide the best return on investment. We organized meetings with local brokers from Cushman & Wakefield,

The Solis Lofts Development Proposal thesis consisted of a full prospective development within the City of Tempe. Our team conducted a vast amount of market research to determine what sector of the market would provide the best return on investment. We organized meetings with local brokers from Cushman & Wakefield, CBRE, JLL, and Colliers International to learn more about the current market environment. Also, we organized meetings with local developers, architects, and lenders. These included Merit Partners, Sunbelt Holdings, MODUS Development, Catclar Investments, 5Visual, Butler Design Group, and Colonial Capital. Through the research, we conducted we were able to successfully determine that a multifamily development within the City of Tempe would be a great way to enter the Commercial Real Estate Development field. Our project consisted of the full land acquisition process, architectural site plan review, financial analysis, and completion of the product.
ContributorsButura, Alex Brennan (Co-author) / Liu, Braden (Co-author) / Zwillinger, Mason (Co-author) / Farnsworth, Yzaac (Co-author) / Sadusky, Brian (Thesis director) / Avrhami, Mathew (Committee member) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Mobile app development has been the fastest growing software development since the release of the iPhone in 2007 and the creation of the App Store in 2008. After the rise in popularity of the smartphone and mobile app development, businesses started to shift from browser-based software to mobile platforms. There

Mobile app development has been the fastest growing software development since the release of the iPhone in 2007 and the creation of the App Store in 2008. After the rise in popularity of the smartphone and mobile app development, businesses started to shift from browser-based software to mobile platforms. There are multiple reasons that any company would want to reach out in the mobile environment, including attracting new customers, creating a better experience, expanding their brand, being more accessible, and overall growth. Developers started to build new platforms that would make it easy for not only their own company but anyone else to develop new applications at a faster pace. Today there are three different ways to create a mobile application: a native app, a hybrid app, and a web app. At DriveTime, we spent time researching and developing possible options for how we could make a mobile application to expand our user involvement. Our conclusion was to use a hybrid application that would incorporate our already existing web app and relaunch it as a native app. I took over this project for DriveTime and planned to implement two new features for their mobile application. Using Apache Cordova, I dived into the Software Development Life Cycle to create and deploy a Rate and Review feature and Push Notification functionality. In the end, I was only able to implement the Rate and Review feature due to some unexpected delays in development. I assumed all roles of a standard Agile development team to understand all of the different aspects that go into planning, creating, and publishing software.
ContributorsAnderson, Jacob Scott (Author) / Balasooriya, Janaka (Thesis director) / Irwin, Don (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Nicholas Keith (Co-author) / Jorgensen, Caitlin Nicole (Co-author) / Selgrad, Justin (Thesis director) / Ehgner, Arnaud (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05