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In the future a Community struggles for survival on an uninhabitable Earth. A small faction of rebels, called Villains, put the lives of the entire Community at risk as they fight for domination of their home. Heroes and their Sidekicks rise up from the population to fight the Villains and

In the future a Community struggles for survival on an uninhabitable Earth. A small faction of rebels, called Villains, put the lives of the entire Community at risk as they fight for domination of their home. Heroes and their Sidekicks rise up from the population to fight the Villains and win back their world. As they complete their training and begin to enter the world of Heroes and Villains, Alyssa begins to struggle with her identity as a Sidekick, her new role in the Community, and whether she can really preserve all that matters most to her. This excerpt from the larger novel, Sidekick, tells the story of Alyssa's struggles to remain true to herself, and her best friend Jeremy, all the while being called to serve the Community and eradicate the threat the Villains pose to her way of life. I conceived Sidekick as a work of speculative fiction because I believe the genre is one of the most powerful tools for education in the present time. By freeing one's mind to wonder, the dull becomes an exciting thought experiment that can (and does) influence how individuals see their world. Reading pieces like Ender's Game and 1984 I have found my ways of thinking challenged and stretched, and ideas from these works of fiction have stuck with and changed me. One major goal of the work was identifying and integrating major academic and life lessons I have learned into the overall work, providing it an intellectual and emotional grounding in reality. Having its foundations in the real world, the setting of Sidekick becomes a stage for a fantastical story as well as the reader's own imagination and introspection.
ContributorsWarren, Taylor Ann (Author) / Finn, Ed (Thesis director) / Bell, Matt (Committee member) / Department of English (Contributor, Contributor, Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far away objects are and perceiving the surrounding environment. The key

Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far away objects are and perceiving the surrounding environment. The key issue for Company X is how to commercialize RealSense's depth recognition capabilities. This thesis addresses the problem by examining which markets to address and how to monetize this technology. The first part of the analysis identified potential markets for RealSense. This was achieved by evaluating current markets that could benefit from the camera's gesture recognition, 3D scanning, and depth sensing abilities. After identifying seven industries where RealSense could add value, a model of the available, addressable, and obtainable market sizes was developed for each segment. Key competitors and market dynamics were used to estimate the portion of the market that Company X could capture. These models provided a forecast of the discounted gross profits that could be earned over the next five years. These forecasted gross profits, combined with an examination of the competitive landscape and synergistic opportunities, resulted in the selection of the three segments thought to be most profitable to Company X. These segments are smart home, consumer drones, and automotive. The final part of the analysis investigated entrance strategies. Company X's competitive advantages in each space were found by examining the competition, both for the RealSense camera in general and other technologies specific to each industry. Finally, ideas about ways to monetize RealSense were developed by exploring various revenue models and channels.
ContributorsDunn, Nicole (Co-author) / Boudreau, Thomas (Co-author) / Kinzy, Chris (Co-author) / Radigan, Thomas (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Michael (Committee member) / WPC Graduate Programs (Contributor) / Department of Psychology (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor) / Department of Economics (Contributor) / School of Mathematical and Statistical Science (Contributor) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The research and work that allowed my thesis creative project to come to fruition were tokens of a truly enlightening experience. My thesis is entitled, ASU Olympians: Dissecting their Psyche, and delves into three main topics that blanket all eight of the subjects that I interviewed. The first topic encompasses

The research and work that allowed my thesis creative project to come to fruition were tokens of a truly enlightening experience. My thesis is entitled, ASU Olympians: Dissecting their Psyche, and delves into three main topics that blanket all eight of the subjects that I interviewed. The first topic encompasses the idea that Athletic Director Ray Anderson is constantly trying to expand the Olympic culture within ASU Athletics. The second topic is the fact that competing in the Olympics changes an athlete's trajectory whether they medal or not. The third topic focuses on the physical and mental toll the Games take on these athletes. I designed an interactive website to showcase these topics. In it, there are interactive features from up-and-coming applications such as a 360-degree photo from Bubbli, an infographic from Venngage and a timeline from Timeglider. I have written four long-form stories on marathoner Amy Hastings Cragg, swimmer Richard Bohus, high-jumper Bryan McBride and water polo defender Gao Ao. To enhance these ideas further, I created four videos: One about future ASU volunteer coach Michael Phelps, another on current ASU Swim & Dive Coach Bob Bowman, another on Ao to go along with her story and finally a one-on-one with Ray Anderson as the centerpiece to my project. Every piece of this website fits together to communicate one overarching message: The Olympics leave a massive impact on the ASU athletes that compete in them and an impact that each of these athlete's find an interesting story to tell in its wake.
ContributorsVicario, Kristina Louise (Author) / Lodato, Mark (Thesis director) / Hawken-Collins, Denise (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.
ContributorsStark, Joshua Matthew (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Description
The Roller Derby Club at Arizona State University became a student organization in the fall of 2013. They became a practicing team known as the Derby Devils in the spring of 2014. This project documents the creation and development a collegiate roller derby team as they go from a student

The Roller Derby Club at Arizona State University became a student organization in the fall of 2013. They became a practicing team known as the Derby Devils in the spring of 2014. This project documents the creation and development a collegiate roller derby team as they go from a student organization to an athletic team. Collegiate roller derby is still in its infant stages and therefore the purpose of this project is to provide a guide for future collegiate roller derby teams as well as other athletic teams.
ContributorsLee, Alisa Yulim (Author) / Looser, Devoney (Thesis director) / Hultsman, Wendy (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Chemistry and Biochemistry (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-12
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Description
Sports teams are an integral part of a city. They attract revenue to the area around the stadium and they also give a city a sense of pride. The aim of this study was to determine what makes a team successful in the area of attendance using four factors (Bernthal

Sports teams are an integral part of a city. They attract revenue to the area around the stadium and they also give a city a sense of pride. The aim of this study was to determine what makes a team successful in the area of attendance using four factors (Bernthal & Graham; Jensen; Kim, Trail & Magnusen; Edensor & Millington; Clowes & Tapp; Greenhalgh & Greenwell; Denaux & Yalcin; Paul & Weinbach & Robbins; Levin & McDonald; Lee & Kang; Drayer; L'Etang; McDonald & Rascher; Armstrong; Ross): the history of the team, the location and population of the city where the team plays, the social media following of the team and the promotional giveaways the team uses to attract fans. Using these four factors, a comparison was made among the Arizona teams and the top performing team in attendance in the respective leagues during the 2013 season. The Arizona Diamondbacks are compared with the Los Angeles Dodgers. The Diamondbacks were not as equipped as the Dodgers in any of the categories. There is a more storied history for the Dodgers, the Dodgers play in Los Angeles - a significantly larger city that Phoenix, where the Arizona Diamondbacks play, they use social media more frequently and more effectively, and they offer more promotional giveaways than the Diamondbacks. The Phoenix Suns are compared to the Chicago Bulls. The Suns history competes with the Bulls, but they lack in the other three categories. The Bulls have a better location in Chicago, their stadium is located in the downtown area; they have a massive social media following and their promotional giveaways are more substantial. The Phoenix Coyotes are compared to the Chicago Blackhawks. The Blackhawks exceeded in all of the categories, while the Coyotes were poor performers in each of the four factors. The Blackhawks have a storied history, they share a stadium with the Bulls, they have a great social media following and they give promotional items away 30 of the 41 home games. The overall recommendations for the teams are to win, in order to help build their locations and make it fun to be near the downtown area, to use social media effectively and engage with their audience, and finally to provide more promotional giveaways to attract people to the games.
ContributorsDugan, Abby Leigh (Author) / Wu, Xu (Thesis director) / Matera, Fran (Committee member) / Barrett, The Honors College (Contributor) / Hugh Downs School of Human Communication (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor)
Created2014-05
Description
The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques

The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques structured around the Self Determination Theory (SDT), more specifically the concept of strengthening the satisfaction of an individual's three basic psychological needs: competence, autonomy and relatedness. Following the collection of past research, a series of interviews were conducted with four practicing sports psychologists. Interview questions focused on determining possible distinctions between acute, chronic and career-ending injuries as well as intervention techniques employed. Utilizing data collected from past research as well as the interviews, an applied brochure was developed for the potential benefit of an injured athlete. The established techniques, if utilized properly, should strengthen the satisfaction of an athlete's psychological needs according to the SDT, which may ultimately foster a positive and successful return-to-sport experience.
ContributorsLieb, Juliann Rose (Author) / Heywood, William (Thesis director) / Hoffner, Kristin (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
Description
The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques

The purpose of this thesis was to identity various sports psychology techniques utilized during the injury recovery process of an NCAA athlete. Using a qualitative approach, past research was analyzed to uncover different features of an athletic injury as well as possible intervention methods. Findings suggested that effective intervention techniques structured around the Self Determination Theory (SDT), more specifically the concept of strengthening the satisfaction of an individual's three basic psychological needs: competence, autonomy and relatedness. Following the collection of past research, a series of interviews were conducted with four practicing sports psychologists. Interview questions focused on determining possible distinctions between acute, chronic and career-ending injuries as well as intervention techniques employed. Utilizing data collected from past research as well as the interviews, an applied brochure was developed for the potential benefit of an injured athlete. The established techniques, if utilized properly, should strengthen the satisfaction of an athlete's psychological needs according to the SDT, which may ultimately foster a positive and successful return-to-sport experience.
ContributorsLieb, Juliann Rose (Author) / Heywood, William (Thesis director) / Hoffner, Kristin (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
The progression of men's basketball and football players' careers through the means of colleges and universities has become the beaten path as of late. The problem with this path is that it is full of corruption. Players on men's collegiate basketball and football teams suffer the consequences of the many

The progression of men's basketball and football players' careers through the means of colleges and universities has become the beaten path as of late. The problem with this path is that it is full of corruption. Players on men's collegiate basketball and football teams suffer the consequences of the many issues surrounding the current collegiate systems including recruiting violations, financial injustices, disregard of proper educations, and much more. Rather than attempt to tackle the many problems within the NCAA and its schools head on, the solution may be to provide an alternative route for players coming out of high school, who wish to pursue a professional career in their respective sport. By analyzing the current structure of baseball's major league and minor league, some aspects may be taken and implemented into new leagues for basketball and football, or potentially the National Basketball Association's existing Developmental League. After analyzing the economical impacts these proposed leagues could have on communities throughout the United States, reasonable changes to the structures of basketball and football can be made. The results show that it would be most beneficial to pursue the implementation of certain aspects stemming from baseball's minor league into the NBA D-League, rather than attempt to formulate new leagues at this time. The results of these changes to the NBA D-League would then be further analyzed to determine the steps worth pursuing further in the sport of football.
ContributorsWhitmore, David Arthur (Author) / Mendez, Jose (Thesis director) / Jarvie, Brittney (Committee member) / Barrett, The Honors College (Contributor) / Department of Management (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2014-05
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Description
This thesis aims to enhance K-6 Education in the United States by developing recommendations for how technology is utilized in the classroom as a means to teach collaborative skills. By applying the technological capabilities we have today to the Common Core State Standards that are gradually being adopted and implemented,

This thesis aims to enhance K-6 Education in the United States by developing recommendations for how technology is utilized in the classroom as a means to teach collaborative skills. By applying the technological capabilities we have today to the Common Core State Standards that are gradually being adopted and implemented, officials can improve the quality of education across the country and create classroom environments conducive to knowledge acquisition and skill development.
The research begins with the history of standards, starting with traditional outcome-based standards. It then delves into the Partnership for 21st Century Skills (P21), which highlights the type of skills 21st century students are expected to develop and master by the time they enter college and careers. Next, it explores the hot topic of Education to this date: Common Core State Standards. In the midst of educational reform, these standards seek to add consistency across the nation in regards to what students should know at each grade level and also encourage teaching of the 21st century skills. This section briefly details the content of Common Core English Language Arts and Mathematics standards.
After summarizing P21 and Common Core, this report shifts into its focused 21st century skill: collaboration. As one of the 4 C’s that P21 and Common Core emphasize in their standards, it is imperative to research critical elements of collaboration as they relate to groups and teams of all ages. Even more specifically, collaboration is a practice that is becoming more and more standard in business across all industries, so it is a skill that is highly in demand for students to acquire. In regards to collaboration, Executive Vice President of Verizon, Bob Mudge, states, “companies are able to innovate much more quickly and even create solutions to problems that may not be prevalent issues yet” (Mudge 1). The standards expect that students will be prepared to collaborate in college and careers, so key elements of collaboration in those settings—in-person or virtual—need apply or be simplified to K-6 collaborative environments. This section also analyzes a case study experiment on young children about how technology functionality and design enables, encourages, or enforces collaboration.
Next, this thesis reviews three case studies that represent evolution in our understanding of technology’s role as a support system in teaching and learning collaboration. The first case study shows how simple handheld devices assisted in correcting weaknesses in a variety of collaborative and organizational skills. The second study utilizes interactive tabletop technology to realize the idea of tracking collaborative ability in real time through synchronized audio and touch recording. Finally, researchers assess the effectiveness of one student to one device (1:1) initiatives by gathering student-reported data before and after the program’s implementation, which largely speak to the direction of many schools’ technology strategies.
To supplement all of the secondary research above, the researcher of this thesis conducted interviews with nine K-6 teachers to gather their insights on collaboration and how they facilitate it. They explain how they use technology in their classroom to enhance the learning environment. Additionally, they give opinions on what could be done to make collaboration more easily taught and facilitated, as well as what would better develop their students’ collaborative skills.
The compilation of this information then leads to implications of what needs to be present, from a technology standpoint, to more effectively teach collaborative skills to our schoolchildren. This includes a brief industry analysis of a program that already exists, as well as recommendations for new technology that considers the research conducted throughout the paper. Another implication addressed centers on the instruction and facilitation of technology and the digital divide that can result from varying competency among teachers, which brings to light the need for proper technology development programs for educators.
ContributorsPetrovich, Nicholas Hugh (Author) / Ostrom, Amy (Thesis director) / Ostrom, Lonnie (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Management (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2014-05