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Each part of the book is written from a different relative, literarily-inclined perspective. The portion of this submission that captures what my experience as a Barrett student has lended to my approved manuscript (by Dorrance Publishing Co.) lies with the excerpted material from Part IV. Below is the table of

Each part of the book is written from a different relative, literarily-inclined perspective. The portion of this submission that captures what my experience as a Barrett student has lended to my approved manuscript (by Dorrance Publishing Co.) lies with the excerpted material from Part IV. Below is the table of contents for the novel work itself, as well as the styles of writing assumed per part.
ContributorsDampare, Patrick Nelu (Author) / Blasingame, James (Thesis director) / Glenn, Bruce (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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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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Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming

Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming such challenges with the greater goal of this paper being to facilitate the growth of telemedicine programs.
ContributorsPalakodaty, Shivani Venkatasri (Author) / Liss, Julie (Thesis director) / Berisha, Visar (Committee member) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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An investigation into the cultural phenomenon surrounding books and movies that are considered critical failures, but are nonetheless championed in popular culture. Stories are an essential part of American culture, and many people not only tolerate but truly enjoy those stories that are shocking, confusing, and, in some cases, those

An investigation into the cultural phenomenon surrounding books and movies that are considered critical failures, but are nonetheless championed in popular culture. Stories are an essential part of American culture, and many people not only tolerate but truly enjoy those stories that are shocking, confusing, and, in some cases, those that were created by storytellers with almost no talent at all. The continued production of these lackluster stories was considered, with an eye to the corporate influences on film studios and publishers. This paper also looked at two storytellers, the filmmaker Ed Wood and the author Stephen King, whose value as artists has been debated by passionate fans and their strongest critics. The sociological concepts of taste and cultural capital, as defined by sociologist Pierre Bourdieu, and the art movements of postmodernism and metamodernism, particularly the style of camp as defined by Susan Sontag and the value of bad taste in art as defined by John Waters, were investigated in regards to their connection to the popularity of bad films and novels. A brief investigation into the psychological effects of consuming bad stories, especially in children, was also included. From this foundation of the bad story as an important part of our culture's ideas about art and its consumption, the paper then addresses some of the popular methods of consumption of the bad story. For novels, the paper examines the trend of pulp fiction novels and of romance novels, going into depth on the role of E.L James' Fifty Shades of Grey in popular culture. For film, the paper examines the impact of the midnight movie trend on the popularity of subversive, counter-culture films, the role of camp genre films like Sharman's The Rocky Horror Picture Show in our culture, particularly with an eye towards audience participation screenings, and the way in which other projects, like Joel Hodgson's Mystery Science Theater 3000, transform bad films into new, enjoyable entertainment. Overall, this paper investigates all of the positive aspects around a failed story that allow these missteps in writing and directing to still find success in our culture.
ContributorsPehoushek, Scott James (Author) / Ison, Tara (Thesis director) / Free, Melissa (Committee member) / Department of Psychology (Contributor) / Department of English (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.
ContributorsHorner, Kate Elizabeth (Author) / McNamara, Danielle (Thesis director) / McCarthy, Kathryn (Committee member) / Davis, Mary (Committee member) / Division of Teacher Preparation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support. Recent studies outlined some of the perceived benefits and costs

Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support. Recent studies outlined some of the perceived benefits and costs of the body-worn cameras. Research has been done on both officer and citizen perceptions of the cameras, but little has been done in regards to other stakeholders, especially those in the criminal justice system. This study takes 13 interviews of community and criminal justice stakeholders in Tempe, Arizona and examines trends to identify unifying themes. The study found that 11 out of 13 stakeholders believed that the positives of the body-worn cameras outweighed the negatives. There was agreement among the parties that the strongest benefit of the cameras would be the transparency that it provides police departments, while most regarded the largest negative to be a lack of available resources to deal with the amount of data produced. As this is a small qualitative dataset, further research should be conducted about stakeholder perceptions in other cities, as well as solutions to some of the concerns raised by Tempe interviewees.
ContributorsArenas, Lauren (Author) / White, Michael (Thesis director) / Gaub, Janne (Committee member) / Department of Psychology (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is by far the most important component in the development of

Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is by far the most important component in the development of smart cities. Company X is a leader in the semiconductor industry looking to grow its revenue in the IoT space. This thesis will address how Company X can deliver IoT solutions to government municipalities with the goal of simultaneously increasing revenue through value-added engagement and decreasing spending by more efficiently managing infrastructure upgrades.
ContributorsJiang, Yichun (Co-author) / Davidoff, Eric (Co-author) / Dawoud, Mariam (Co-author) / Rodenbaugh, Ryan (Co-author) / Sinclair, Brynn (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Mike (Committee member) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / Department of Psychology (Contributor) / School of Sustainability (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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ContributorsPanosian, N. Zari (Author) / Ison, Tara (Thesis director) / Fortunato, Joe (Committee member) / Talerico, Daniela (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor)
Created2013-05
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Description
This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing u

This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing up affects the way that these individuals experience contemporary adolescence. Generation X is said to be the last group of people to experience life before the spread of the personal computer and internet access. Newer generations, such as Generation Z, have grown up having constant and easy access to the internet, all of the information it encompasses, and its additional functions. This access has shaped much of the generation as individuals as well as society as a whole. It can be argued that the human experience has been fundamentally different for those born after the creation of the internet and the rapid increase in accessible technology that followed. Through an interview with a participant from Generation X, I will showcase the transformative role that the internet and technology has played in major life events for a digitally native individual compared to that of individuals from older generations. As a member of Generation Z, I will compare my personal narrative regarding ten different life events occurring between the ages of five to 25 that I feel are common and impactful to the narrative a of non-digitally native individual. I expect to see that the internet and the creation of cyber culture that we see through social media has enhanced many of the defining events for younger generations growing up in some positive ways as well as some negative ways. Thus, growing up only knowing the internet and its purposes has altered the way that our experiences play out as we age, for good and for bad.
ContributorsTomchak, Marissa Janine (Author) / Ingram-Waters, Mary (Thesis director) / Brian, Jennifer (Committee member) / Department of Psychology (Contributor) / School of Politics and Global Studies (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology

ContributorsVijayaraghavan, Shalini (Author) / Amaya, Alexander (Co-author) / Rodgers, Tess (Co-author) / Toledo, Pedro (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Human Evolution & Social Change (Contributor) / School of Life Sciences (Contributor)
Created2022-05