Matching Items (4)
133894-Thumbnail Image.png
Description
Pandora is a play exploring our relationship with gendered technology through the lens of artificial intelligence. Can women be subjective under patriarchy? Do robots who look like women have subjectivity? Hoping to create a better version of ourselves, The Engineer must navigate the loss of her creation, and Pandora must

Pandora is a play exploring our relationship with gendered technology through the lens of artificial intelligence. Can women be subjective under patriarchy? Do robots who look like women have subjectivity? Hoping to create a better version of ourselves, The Engineer must navigate the loss of her creation, and Pandora must navigate their new world. The original premiere run was March 27-28, 2018, original cast: Caitlin Andelora, Rikki Tremblay, and Michael Tristano Jr.
ContributorsToye, Abigail Elizabeth (Author) / Linde, Jennifer (Thesis director) / Abele, Kelsey (Committee member) / Department of Information Systems (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
135261-Thumbnail Image.png
Description
In a cross memoir and essay format, I examine what connection barriers veterans face when communicating with civilians. I interviewed veterans after adapting an interview schedule and model release form. Additionally, I researched creative nonfiction, guided autobiography, and Posttraumatic Stress Disorder. I chose to focus mainly on soldiers returning from

In a cross memoir and essay format, I examine what connection barriers veterans face when communicating with civilians. I interviewed veterans after adapting an interview schedule and model release form. Additionally, I researched creative nonfiction, guided autobiography, and Posttraumatic Stress Disorder. I chose to focus mainly on soldiers returning from recent conflicts. Once I collected my interviews, I synthesized the stories I heard with personal memoir. The thesis focuses on three parts: coming home, communication barriers, and connection. Weaving in both my personal reflection and the voices of the soldiers I interviewed, I evaluate possible ways veterans and civilians fail to connect. I address the discrepancy between the apparent warm reception of soldiers and the feelings of disconnection soldiers express by noting the ways in which both the solider and the civilian struggle to communicate. Looking at reintegration struggles, I briefly note the transition difficulty post deployment soldiers face. From the responses I received, I reflect on how empty gestures, perceived ignorance, and an outsider effect contribute to communication barriers between soldiers and veterans. While I address how ignorance can be broken down into misunderstanding military jargon, detaching from war, hearing euphemisms, and having expectations, I also consider the ways in which situation and vagueness surrounding the war contribute to communication barriers surrounding perceived ignorance. From my reflection of communication barriers, I offer tools for soldiers and veterans making connections. I recommend that both soldiers and civilians stay informed about the military engagements as best they can, deconstruct expectations and generalizations, use empathy and active listening, and start being direct. Knowing the nuanced complexity of war and communication, I weave in my own reflections in contribution to the larger conversation.
ContributorsFletcher, Jessica Marie (Author) / Wells, Cornelia (Thesis director) / deLusé, Stephanie (Committee member) / Department of Psychology (Contributor) / Department of English (Contributor) / College of Letters and Sciences (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
165695-Thumbnail Image.png
Description
Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting

Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting a different assortment of friends with each playthrough explores player agency and its role in the emergence of narrative from a series of loosely-scripted events.
ContributorsHoward, Rachel (Author) / Hill, Retha (Thesis director) / O'Flaherty, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05
164357-Thumbnail Image.png
Description

While Covid-19 had severe impacts on education across the board, the goal of our research is to examine how virtual learning affected Business Data Analytics and Computer Information Students at Arizona State University. A survey was created to measure three key academic areas (student learning, communication, and student engagement) that

While Covid-19 had severe impacts on education across the board, the goal of our research is to examine how virtual learning affected Business Data Analytics and Computer Information Students at Arizona State University. A survey was created to measure three key academic areas (student learning, communication, and student engagement) that may have experienced a notable change in quality. Forty Nine W.P. Carey students were surveyed and their responses were recorded in a Google Sheet. From there the results were transferred to excel and converted into a Numeric Likert scale. By establishing base scores for each of the survey statements we can isolate areas of virtual learning that underwhelmed or satisfied our target demographic. The objective of the subsequent analysis was to identify any areas within the three focal points that participants felt strongly impacted their performance with virtual schooling during the August 2020 to May 2021 school year.

ContributorsGlynn, Rory (Author) / Briggs, Georgette (Thesis director) / Melo, Juan (Committee member) / O'Flaherty, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2022-05