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The current study sought to reevaluate Cass' Theory of sexual identity formation in terms of lesbian identity development over the past twenty years and how media acts as mediation in lesbian identity development. Ten semi-structured interviews were conducted with only nine useable transcripts analyzed for this thesis. This study is

The current study sought to reevaluate Cass' Theory of sexual identity formation in terms of lesbian identity development over the past twenty years and how media acts as mediation in lesbian identity development. Ten semi-structured interviews were conducted with only nine useable transcripts analyzed for this thesis. This study is an explanatory investigation into linear stage theory, specifically Cass' theory, as well as the impact of media as a mediator during lesbian identity development. This study had three objectives 1) to gain an understanding of the theory and its components related to lesbian identity development 2) to understand the lesbian identity formation process and 3) to understand the impact and influence if any, media has had on lesbian self-reported identity development. Qualitative methods were used to obtain information and analyze the responses. Results indicate that the participants in this study believed that the coming out process was important. This study's results showed that several of the participants entered each stage of the theory, while others did not. Media had little influence on the identity development, and the participants had mixed reviews of medias portrayal of lesbians. Implications for practice and further research are discussed.
ContributorsHaseley, Hilary (Author) / Lacasse, Jeffrey R (Thesis advisor) / Segal, Elizabeth (Committee member) / Rounds, Tamara (Committee member) / Arizona State University (Publisher)
Created2011
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The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This includes major challenges and methodologies for overcoming them or changing course as well as significant revisions that were made to

The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This includes major challenges and methodologies for overcoming them or changing course as well as significant revisions that were made to the game upon receiving market and user feedback. The game, Sheep In Space, was launched on to the Windows Phone 8 marketplace initially via the use of the GameMaker: Studio game engine. From there, following a series of revisions Sheep In Space launched on the Android marketplace and has been undergoing further changes before the final launch to iOS. The revision and launch strategy was determined based off of market feedback from a variety of facets, including direct word of mouth, reviews, downloads, analytics data, and social media reaction.
Created2014-12
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The "Dutch Dukeout" is a memorial, community engagement venture founded by Scott Fitzgerald and Sam Minton. The event was also supported and facilitated through the help of a third party member, Dylan Bryant. The "Dutch Dukeout" will continue annually, as an opportunity for Brophy College Preparatory alumni and current students

The "Dutch Dukeout" is a memorial, community engagement venture founded by Scott Fitzgerald and Sam Minton. The event was also supported and facilitated through the help of a third party member, Dylan Bryant. The "Dutch Dukeout" will continue annually, as an opportunity for Brophy College Preparatory alumni and current students to come together and connect. This venture also exists to celebrate and honor the life and legacy of Fr. Harry "Dutch" Olivier, a former, prominent faculty member of Brophy. Additionally, the "Dutch Dukeout" aims to raise money to support the Brophy Scholarship Foundation, a resource for current Brophy students to offset the financial burden it costs to attend the prominent college preparatory. Foremost, the "Dutch Dukeout" flag football tournament provides a powerful way for Brophy Alumni to reconnect with their school. By communicating and participating with graduates from various classes, alumni have an opportunity to provide valuable life lessons and share personal stories with the youth, as well as bond over their shared experience at Brophy. For a school that is able to continually develop community leaders and social activists, the "Dutch Dukeout" provides a platform for collaboration and inspiration for everyone who participates. By raising money to support the Brophy Scholarship Foundation and providing an opportunity for alumni to engage in their community, the "Dutch Dukeout" is an event that truly embodies Fr. Olivier's values and beliefs. This thesis report documents the ideas, work and efforts that were completed to launch and then ensure the success and longevity of the venture. It also serves as an example for future social entrepreneurs who aim to make a difference in communities of their own.
ContributorsFitzgerald, Scott (Co-author) / Samuel, Minton (Co-author) / Mokwa, Michael (Thesis director) / Eaton, John (Committee member) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This thesis consisted in taking the preliminary steps in starting a business. Teamed up with a seasoned entrepreneur, we created a thorough Business Plan, Pro Forma and Investor presentation documents, all of which have been and still are being used in the process of creating the business. The business is

This thesis consisted in taking the preliminary steps in starting a business. Teamed up with a seasoned entrepreneur, we created a thorough Business Plan, Pro Forma and Investor presentation documents, all of which have been and still are being used in the process of creating the business. The business is in the competitive eSports industry, and involved camps and leagues targeted to youth ages 8-15. We have launched the first camp, and are in talks with investors and key strategic partners.
ContributorsHeiler, George (Co-author) / Gaynor, Tristan (Co-author) / Murphy, Kevin (Co-author) / Neck, Christopher (Thesis director) / McLurg, Dave (Committee member) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Introspective awareness refers to direct access to one’s own internal and subjective thoughts and feelings (Wimmer & Hartl, 1991). Two theories, simulation theory and theory-theory, have been used to understand our access to our mental states. Simulation theory (Harris, 1991) involves imagining yourself in another person’s situation, reading off of

Introspective awareness refers to direct access to one’s own internal and subjective thoughts and feelings (Wimmer & Hartl, 1991). Two theories, simulation theory and theory-theory, have been used to understand our access to our mental states. Simulation theory (Harris, 1991) involves imagining yourself in another person’s situation, reading off of your mental state, and attributing that state to the other person. Theory-theory (Gopnik, 1993) involves an interrelated body of knowledge, based on core mental-state constructs, including beliefs and desires, that may be applied to everyone—self and others (Gopnik & Wellman, 1994). Introspection is taken for granted by simulation theory, and explicitly denied by theory-theory. This study is designed to test for evidence of introspection in young children using simple perception and knowledge task. The current evidence is against introspective awareness in children because the data suggest that children cannot report their own false beliefs and they cannot report their on-going thoughts (Flavell, Green & Flavell, 1993; Gopnik & Astington, 1988). The hypothesis in this study states that children will perform better on Self tasks compared to Other tasks, which will be evidence for introspection. The Other-Perception tasks require children to calculate the other’s line of sight and determine if there is something obscuring his or her vision. The Other-Knowledge tasks require children to reason that the other’s previous looking inside a box means that he or she will know what is inside the box when it is closed. The corresponding Self tasks could be answered either by using the same reasoning for the self or by introspection to determine what it is they see and do not see, and know and do not know. Children performing better on Self tasks compared to Other tasks will be an indication of introspection. Tests included Yes/No and Forced Choice questions, which was initially to ensure that the results will not be caused by a feature of a single method of questioning. I realized belatedly, however, that Forced Choice was not a valid measure of introspection as children could introspect in both the Self and Other conditions. I also expect to replicate previous findings that reasoning about Perception is easier for children than reasoning about Knowledge.
ContributorsAamed, Mati (Author) / Fabricius, William (Thesis director) / Glenberg, Arthur (Committee member) / Kupfer, Anne (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor)
Created2013-12
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Description
This paper is based on a research undertaking to understand China's presence in Africa and how this relates to Western relations with the continent. The research attempts to determine which option, Europe/US or the Chinese, may be the most suitable partner in development for Africa, as well as discuss what

This paper is based on a research undertaking to understand China's presence in Africa and how this relates to Western relations with the continent. The research attempts to determine which option, Europe/US or the Chinese, may be the most suitable partner in development for Africa, as well as discuss what can be done to maximize the benefits, and mitigate the negative aspects of that relationship. A comparative analysis approach is used to judge the viability of each partner, and each is assessed according to a set of criteria, including the following: 1. Equitable and Respectful Relations 2. Maintenance of Sovereignty 3. Ability and Willingness to Finance Sustainable Development in Africa 4. Shared Experience and Understanding 5. Historical Element Drawing on the collected research presented in this document, the major finding is that the Chinese have a fundamentally different approach to aid and investment, and harbor conceptually distinctive ideas regarding development than the West. Based on the outcome of the comparative study against the above criteria, it is suggested that Africa may benefit from selecting China as a partner in achieving its own sustainable development, and suggestions are offered to effectively leverage this partnership.
ContributorsBoucher, Sara Alexandra (Author) / Aubrey, Lisa (Thesis director) / Li, Wei (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / School of Social Transformation (Contributor)
Created2014-05
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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
An analysis of the role which music played in shaping communities which remained peaceful and intact during the siege of Sarajevo, Bosnia-Herzegovina, during the war of the 1990s. Based on field research, this thesis concludes that music greatly strengthened communities through the building of musical capital, a synthesis of the

An analysis of the role which music played in shaping communities which remained peaceful and intact during the siege of Sarajevo, Bosnia-Herzegovina, during the war of the 1990s. Based on field research, this thesis concludes that music greatly strengthened communities through the building of musical capital, a synthesis of the many positive effects of music further analyzed in the work. Implications of the research suggest that music should be used in post-conflict community building, civic society development, and peace-building efforts.
ContributorsLamphere-Englund, Galen Jaymes (Author) / Puleo, Thomas (Thesis director) / Saikia, Yasmin (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor)
Created2014-05
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This project created a teaching curriculum resource guide for using the popular series, The Hunger Games, in 6th-8th grade classrooms to introduce cultural issues such as child soldiers and international development to students. Studies have shown that literature can cultivate empathy and encourage youth to act. This combined with the

This project created a teaching curriculum resource guide for using the popular series, The Hunger Games, in 6th-8th grade classrooms to introduce cultural issues such as child soldiers and international development to students. Studies have shown that literature can cultivate empathy and encourage youth to act. This combined with the expanding phenomenon of participatory culture and fandom activism as outlined by Henry Jenkins demonstrate the potential for youth to learn and act when given the opportunity and resources to do so. The curriculum is composed of three units: The first is a three-week reading of the books with various activities for students to really understand the narrative and source text. The second and third units address the issues of child soldiers and international development using The Hunger Games as a framework and a keystone to build connections so that these complex issues are accessible to youth. This project is a first step in the development of a curriculum that spans the full trilogy and covers a variety of current event topics.
ContributorsSimpson, Rebecca (Author) / Sivak, Henry (Thesis director) / Blasingame, James (Committee member) / Nelson, Margaret (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2014-05
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Description
Recent data suggests that olfactory input is important for antennal lobe development in honey bees. Chronic association of a single odor to food resources during crucial stages of development results in delayed antennal lobe development for mature foraging bees. The antennal lobes of these bees instead closely resemble an immature

Recent data suggests that olfactory input is important for antennal lobe development in honey bees. Chronic association of a single odor to food resources during crucial stages of development results in delayed antennal lobe development for mature foraging bees. The antennal lobes of these bees instead closely resemble an immature network observed in young, newly emerged bees. Using an odor stimuli variance assay, learning and memory tests can be used to explore how well honey bees discriminate single odors within complex odor mixtures. Here we are validating two different odor mixtures, a Brassica rapa floral blend and a second replicate mixture composed of common molecularly dissimilar odors. Odors in each mixture are either held constant or varied in concentration over 16 conditioning trials. Subsequent memory tests are performed two hours later to observe the ability of bees to distinguish and recognize specific odor components in each mixture. So far in our assay we find high rates of generalization for both odor mixtures. In general, more bees responded to all odors in the replicate treatment group over the Brassica treatment group. Additionally, bees in the Brassica treatment group did not respond to the target odor. More data is being collected to validate this assay. In future studies, I propose to apply this behavioral assay to bees with an altered olfactory developmental in order to see the functional impacts of this chronic odor association treatment.
ContributorsHalby, Rachael (Author) / Smith, Brian (Thesis director) / Jernigan, Christopher (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05