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This thesis explores the current relationship between high fashion and the advancements and changes in technology that have catapulted the industry into a potentially dangerous level. It is simple for one to identify fashion as a booming industry; however, upon further inquiry, it becomes clear that the pace of the

This thesis explores the current relationship between high fashion and the advancements and changes in technology that have catapulted the industry into a potentially dangerous level. It is simple for one to identify fashion as a booming industry; however, upon further inquiry, it becomes clear that the pace of the fashion industry is unsustainable as the demands and expectations that the current consumer has for high fashion brands grow unproportional with the standard rate of the industry. In 2016, the fashion industry reached $2.4 trillion in total value, placing it as the seventh largest economy in the world (Amed, 2016), but these numbers are as fickle as a fashion trend. The fear and talk of the current state of fashion is that this will stagnate and even drop off, due to multiple factors. The shift to the "see now/buy now" platform (CFDA, 2016), a marked reliance on social media "influencers" in order to determine success (Friedman, 2016), and the commercialization of creative directors attributing to the high turnover rate at brands (Prigent, 2016) may lead one to conclude the technology is positively affecting the fashion industry. However, these factors ought lead one to conclude that high fashion is moving at an unsustainable pace, one which will result in long-term detriments to the seemingly unshakable industry and remove high fashion off its current pedestal. Over the past few years, a larger consumer base motivated growth in sales numbers, but in 2016, sales growth was at 2-3% with predictions of stagnation to come for the upcoming years (Amed, 2016). This thesis will look at if the high fashion industry itself has become "trendy" and where the current peak of the industry will lead for the future.
ContributorsGur-Arie, Hannah Esther (Author) / Gray, Nancy (Thesis director) / Ostrom, Amy (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.
ContributorsLe, Peter Thuan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in

In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in the women's lives and academic careers. In hopes of increasing the number of women computing professionals, this thesis aimed to understand the problem of a lack of women in technology and studied how hackathons could be a possible solution. The research followed Desert Hacks as it examines the typical participants as well as the hackathons effects on women's morale in technology. Two important questions during the investigation were what kind of women are attending hackathons and how do women feel about the technology industry after a hackathon? The results suggested that hackathon had an overall positive effect on women's motivation in the computing field. Additionally, most research participants believed that everyone has the potential to do well in the field and that gender inclusion is important for the industry. This ideology can foster a healthy environment for women to become more motivated in computing. Through these results, hackathons can be seen as another mean to help motivate women in the field and open up the possibility of future studies of women and hackathons.
ContributorsVo, Thong Bach (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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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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Description
This paper describes the research done to attempt to scale up thrusts produced by ionic wind thrusters, or "lifters" to magnitudes needed to power a 2 kg hobbyist remote-control airplane. It includes background information on the Biefeld-Brown effect and the thrust it produces, an experiment that attempted to prove that

This paper describes the research done to attempt to scale up thrusts produced by ionic wind thrusters, or "lifters" to magnitudes needed to power a 2 kg hobbyist remote-control airplane. It includes background information on the Biefeld-Brown effect and the thrust it produces, an experiment that attempted to prove that thrust can be scaled up from smaller ionic wind thrusters to larger scales, and two models predicting thruster geometries and power sources needed to reach these thrusts. An ionic wind thruster could not be created that would power the hobbyist remote as a high-voltage power source with voltage and power high enough could not be obtained. Thrusters were created for the experiment using balsa wood, aluminum foil, and thin copper wire, and were powered using a 30 kV transformer. The thrusters attempted to test for correlations between thrust, electrode length, and current; electric field strength, and thrust; and thrust optimization through opening up air flow through the collector electrode. The experiment was inconclusive as all the thrusters failed to produce measurable thrust. Further experimentation suggests the chief failure mode is likely conduction from the collector electrode to the nearby large conductive surface of the scale.
ContributorsHaug, Andrew James (Author) / White, Daniel (Thesis director) / Takahashi, Timothy (Committee member) / Middleton, James (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Department of Military Science (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description

Virtual Reality is being widely adapted for use in the consumer market. There are adaptations of the technology for every purpose, from education, to gaming, and even medical. There are businesses being formed worldwide that incorporate the gaming utility in an arcade/internet café style. However, there are other plausible business

Virtual Reality is being widely adapted for use in the consumer market. There are adaptations of the technology for every purpose, from education, to gaming, and even medical. There are businesses being formed worldwide that incorporate the gaming utility in an arcade/internet café style. However, there are other plausible business models. There is the preexisting model that companies are currently using, another option is to add this technology to preexisting physical arcades, and to create a new business with practices decided by consumer statistics. These three models were tested in this study to determine the profitability, feasibility, and best practices for each. Each business model appears to be incredibly profitable based on the assumptions used for this study.

ContributorsDunn, John Ryan (Author) / McCarville, Daniel R. (Thesis director) / Jennings, Cheryl (Committee member) / Industrial, Systems and Operations Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Information technology has become an increasing popular major offered by various universities, and provides the student with notable flexibility regarding courses as there are multiple career paths to suit the person’s specific technical interests. However, the methods universities use to promote their majors, including IT, are not as effective

Information technology has become an increasing popular major offered by various universities, and provides the student with notable flexibility regarding courses as there are multiple career paths to suit the person’s specific technical interests. However, the methods universities use to promote their majors, including IT, are not as effective as it needs to be. The mediums currently used are mostly comprised of brochures, flyers, a single web page from the university’s entire website, and some communication with advisors, among others. This can be an issue for many readers as the information is often brief, providing only summaries of what can be expected, and ambiguous statistics that may not accurately or completely reflect the prospects of graduates looking to make a living the rest of their adult lives. This could cause some students to choose a major that may not be their best fit, and changing majors later will be very costly and delay graduation by one or more years. Therefore, the advocation of majors will have be rethought. The IT major offered at ASU is a perfect opportunity to determine whether a major can be promoted through a different approach with a senior capstone project involving a website. This Barrett creative project will act as a subset of the capstone project that will explore an attempt at introducing in interactive element to the website that allows prospective students to get a brief introduction to the computer networking aspect of IT, which includes a real world introductory game, along with more detailed exercises if the user is interested.
ContributorsSchultz, Dillon Maxwell (Author) / Doheny, Damien (Thesis director) / Balyan, Renu (Committee member) / Information Technology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This study aims to explore the prevalence of smartphone, smartwatch, and fitness tracker ownership among college students, and compare the popularity of each device in tracking health-related habits such as physical activity, eating, and sleep. In addition, this study aims to analyze the effectiveness of each device for achieving personal

This study aims to explore the prevalence of smartphone, smartwatch, and fitness tracker ownership among college students, and compare the popularity of each device in tracking health-related habits such as physical activity, eating, and sleep. In addition, this study aims to analyze the effectiveness of each device for achieving personal health goals in all three categories. Research for this study was conducted using an Institutional Review Board (IRB) approved survey that was distributed electronically to various Greek and student organizations around Arizona State University campuses. In total, 183 responses were considered, with participants ranging from ages 18 to 23. Participants were required to own or possess a smartphone to be eligible to complete the survey. After seven days of data collection, the results were then analyzed using Qualtrics. The results revealed that smartwatch and fitness tracker ownership is not prevalent within the Arizona State University demographic. In addition, after comparing device popularity across each habit-tracking category, it is apparent that the smartphone is the most used device for tracking. Finally, when looking at device effectiveness in relation to achieving health goals, smartwatches consistently scored higher than smartphones. Supplemental research should be conducted to further explore the prevalence and effectiveness of habit tracking. This research should include a larger sample size and a more evenly spread gender demographic.
ContributorsMeyer, Allison Hope (Author) / Levinson, Simin (Thesis director) / Carr, Natasha (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Do more diverse teams create better outcomes, creatively and fiscally? Why do heterogeneous groups think more innovatively and create products that reach a wider audience? Diverse teams bring unique perspectives that force individuals to reimagine their world views and question what they know. This thesis focuses on the benefits of

Do more diverse teams create better outcomes, creatively and fiscally? Why do heterogeneous groups think more innovatively and create products that reach a wider audience? Diverse teams bring unique perspectives that force individuals to reimagine their world views and question what they know. This thesis focuses on the benefits of increased racial and gender diversity in the workplace. There is a dramatic difference in the number of women and people of color in tech companies generally, in STEM roles, and in leadership roles. The benefits of diverse teams (along all axis) is indisputable, yet companies still fight diversifying their employee base. Diversity in the workplace dramatically impacts the bottom line, but it is also incredibly important from a human rights perspective. The first step to reflecting the population's diversity ratio at all levels of business is educating the future leaders of America to its importance, both as a social justice initiative and a capitalistic one as well. I created and hosted a panel with local tech entrepreneurs and investors to discuss gender diversity, the struggles being a woman in business and solutions moving forward.
ContributorsRobinson, Sasha Raquel (Author) / Mokwa, Michael (Thesis director) / Eaton, John (Committee member) / School of Social Transformation (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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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