Matching Items (5)
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Description
Batman is one of the most iconic characters in the history of popular culture. Ever since his creation in 1939, the character and his stories have gone through several changes. In my thesis, I explore and analyze the character within the nearly 20-year period in which he went through the

Batman is one of the most iconic characters in the history of popular culture. Ever since his creation in 1939, the character and his stories have gone through several changes. In my thesis, I explore and analyze the character within the nearly 20-year period in which he went through the most significant changes (1968-1986). Overall, these changes can be summarized as a shift from a lighthearted superhero consistently placed in campy situations to a dark and brooding vigilante who brutally dispatches his enemies. While analyzing the different versions of this character in this period of time, I reference the conclusions of two scholars: Travis Langley and Chuck Tate. Langley wrote a general psychological analysis of Batman by considering the essential characteristics of the character found in all forms of media. Tate concluded that Batman only uses hostile aggression for the sake of deriving pleasure form the pain he causes to criminals. After analyzing the comics as my primary sources, I have concluded that the general findings of Tate and Langley actually ignore the subtle details of changes in the humanity and self-awareness of the character through time. The lighthearted version of Batman in the late 60's is actually a self-obsessed narcissist, but as time passes, the darker mood of the character can be attributed to an increased acknowledgment of the destructive nature of his unique lifestyle. As the character grows more accepting of himself and his own reasons for continuing this lifestyle, his motivations become less self-centered. Overall, the central change of the character throughout time can be traced back to the status of his inner conflict between normal, human desires and the pure desire for constant vengeance.
ContributorsRivera-Passapera, Hiram Alfonso (Author) / Martin, Thomas (Thesis director) / Miller, April (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2015-05
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Description
Statistics are rising for adults who are overweight and/or obese, putting them at higher risk of developing serious health problems. Eating fewer portions of vegetable than the daily-recommended amounts contributes to this increase with. College students, being more susceptible to weight gain as they are transitioning from childhood to adulthood.

Statistics are rising for adults who are overweight and/or obese, putting them at higher risk of developing serious health problems. Eating fewer portions of vegetable than the daily-recommended amounts contributes to this increase with. College students, being more susceptible to weight gain as they are transitioning from childhood to adulthood. Previous studies demonstrated that children ate more vegetables when repeatedly paired with a low-fat dip compared to when served plain. The current study examined whether this effect was also successful in college-aged subjects. A total of 148 (55 males, 91 females) college-aged students from an introductory psychology class at Arizona State University (Tempe, AZ) participated in the study. Subjects were randomly assigned to receive cauliflower or broccoli (raw) either served plain or with low-fat ranch dressing. Subjects showed a greater preference for and consumption of the vegetable plain that was previously given with dip than without dip. These findings suggest that serving vegetables with low-fat ranch dip two times can increase the liking and consumption of vegetables in college students.
ContributorsKim, Sophia L. (Author) / Phillips, Elizabeth Capaldi (Thesis director) / Bajaj, Devina (Committee member) / Cohen, Adam (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2015-05
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Description
Prior expectations can bias evaluative judgments of sensory information. We show that information about a performer's status can bias the evaluation of musical stimuli, reflected by differential activity of the ventromedial prefrontal cortex (vmPFC). Moreover, we demonstrate that decreased susceptibility to this confirmation bias is (a) accompanied by the recruitment

Prior expectations can bias evaluative judgments of sensory information. We show that information about a performer's status can bias the evaluation of musical stimuli, reflected by differential activity of the ventromedial prefrontal cortex (vmPFC). Moreover, we demonstrate that decreased susceptibility to this confirmation bias is (a) accompanied by the recruitment of and (b) correlated with the white-matter structure of the executive control network, particularly related to the dorsolateral prefrontal cortex (dlPFC). By using long-duration musical stimuli, we were able to track the initial biasing, subsequent perception, and ultimate evaluation of the stimuli, examining the full evolution of these biases over time. Our findings confirm the persistence of confirmation bias effects even when ample opportunity exists to gather information about true stimulus quality, and underline the importance of executive control in reducing bias.
ContributorsAydogan, Goekhan (Co-author, Committee member) / Flaig, Nicole (Co-author) / Larg, Edward W. (Co-author) / Margulis, Elizabeth Hellmuth (Co-author) / McClure, Samuel (Co-author, Thesis director) / Nagishetty Ravi, Srekar Krishna (Co-author) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The use of saliva sampling as a noninvasive way for drug analysis as well as the monitoring systems within the body has become increasingly important in recent research. Because of the growing interest in saliva, this project proposes a way to analyze sodium ion concentration in a saliva solution based

The use of saliva sampling as a noninvasive way for drug analysis as well as the monitoring systems within the body has become increasingly important in recent research. Because of the growing interest in saliva, this project proposes a way to analyze sodium ion concentration in a saliva solution based on its fluorescence level when in the presence of a sodium indicator dye and recorded with a smartphone camera. The dyed sample was placed in a specially designed housing to exclude all ambient light from the images. A source light of known wavelength was used to excite the fluorescent dye and the smartphone camera images recorded the emission light wavelengths. After analysis of the images using ImageJ, it was possible to create a model to determine the level of fluorescence based on sodium ion concentration. The smartphone camera image model was compared to readings from a standard fluorescence plate recorder to test the accuracy of the model. The study found that the model was accurate within 5 % as compared to the fluorescence plate recorder. Based on the results, it was concluded that the method and resulting model proposed in this study is a valid was to analyze saliva or other solutions for their sodium ion concentration via images recorded by a smartphone camera.
ContributorsSmith, Catherine Julia (Author) / Antonio, Garcia (Thesis director) / Caplan, Michael (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
Description
The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through,

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in the project, we concluded that the gameplay was engaging enough to keep most users' interest through the educational puzzles, and the potential for expanding this project to reach an even greater audience is vast.
ContributorsNitescu, George (Co-author) / Medawar, Alexandre (Co-author) / Spano, Mark (Thesis director) / LaBelle, Jeffrey (Committee member) / Guiang, Kristoffer (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05