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- Member of: Barrett, The Honors College Thesis/Creative Project Collection
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This thesis examines contemporary cinematic adaptations of the Ovidian Pygmalion story. The films Blade Runner (1981), Lars and the Real Girl (2007), Ruby Sparks (2012), and Her (2013) are analyzed. This thesis seeks to understand why this particular myth is so resonant in today's popular culture and what this relevance reveals about modern society. The roles of female subjugation, sexualization, and relationship with technology will be major areas of concern. Research includes film criticism, Ovidian scholarship, and new advances in computer technology.

The abortion debate has been a heated topic since the early 1970's when the monumental case, Roe v. Wade was decided. Roe v. Wade, along side of it's sister case Doe v. Bolton, ruled that no law restricting abortion could be passed and set the precedent that life did not exist before birth. Before this time, people were largely unaware of what life inside the womb looked like and therefore had no reason to believe that life truly began at conception. As medical technology has revealed more about life inside the womb, the pro-life movement has been tasked with the uphill battle to shift the discussion around the topic. Because people now spend so much time using various forms of technology, it has become an effective way for groups and organizations to come in contact with large amounts of people. This is something the pro-life group has not only done, but has excelled at. By successfully utilizing advancing technology combined with new medical tools and discoveries, the pro-life movement has successfully gained an increasingly large momentum and following in a relatively short amount of time. Recognizing that technology alone does not have the ability to change people's hearts, but must be backed up with arguments and strong evidence, this paper will explore the medical advances that helped drive pro-life arguments, the technological advances that have become a platform to disseminate this information, and ways the pro-life movement has utilized each new form of technology. Lastly, this paper will explore the amount of growth the pro-life movement has experienced since the early 1970's. In the end, the pro-life movement has successfully combined all these different advances to create a movement that has reached a vast audience and gained exponential awareness and momentum. They have used everything from social media, the Internet, and videos to spread the truth about abortion. As a result, minds are being changed, people are driven into action, and babies are being saved.

The Lightning Audio capstone group, consisting of Brian Boerhinger, Rahul Nandan, Jaime Ramirez, and Niccolo Magnotto (myself), united in the effort to prove the feasibility of a consumer grade plasma arc speaker. This was achieved in group's prototype design, which demonstrates the potential for a refined product in its conventional interfacing, casing, size, safety, and aesthetics. If the potential for an excellent ionization-based loudspeaker product were realized, it would be highly profitable in its reasonable cost of production, novelty, and place in a large and fitting market.

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.

An English ballad several centuries old first introduced the world to a heroic outlaw named Robin Hood, who stole from the rich and gave to the poor. The theme is a familiar one and one that is currently playing out in the tale of Aereo and its founder; a modern day Robin Hood accused of stealing form the rich (television broadcast companies) and giving to the poor (consumers). This paper will explore Aereo, its founder Chet Kanojia and the legal battle between the broadcast networks and Aereo; look at the history of television and broadcasting, explore why Aereo was a threat to broadcast companies, examine the claims of legitimacy on both sides, review the Courts' rulings and finally make some predictions about Aereo's future and the future of technology, media and the law.

The foundations of legacy media, especially the news media, are not as strong as they once were. A digital revolution has changed the operation models for and journalistic organizations are trying to find their place in the new market. This project is intended to analyze the effects of new/emerging technologies on the journalism industry. Five different categories of technology will be explored. They are as follows: the semantic web, automation software, data analysis and aggregators, virtual reality and drone journalism. The potential of these technologies will be broken up according to four guidelines, ethical implications, effects on the reportorial process, business impacts and changes to the consumer experience. Upon my examination, it is apparent that no single technology will offer the journalism industry the remedy it has been searching for. Some combination of emerging technologies however, may form the basis for the next generation of news. Findings are presented on a website that features video, visuals, linked content, and original graphics. Website found at http://www.explorenewstech.com/

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.

Military personnel are affected by muscle fatigue during the various missions and training regimens for their work. Muscle fatigue is caused by the overuse and lack of nutrients to muscles. When a soldier is fatigued, they are unable to perform at their maximum potential and are also more susceptible to injury. For military personnel to save time and money as well as become more efficient within the missions they deploy soldiers, muscle fatigue should be predicted. Predicting fatigue will allow for a reduced rate of negative exercise-related impacts. This means that soldiers will be able to avoid potential life threatening situations they encounter due to the muscle fatigue. The newest technology in wearable devices includes clothing that incorporates heart rate monitors, breathing rate and breathing depth sensors, and a database that converts this information into the amount of calories burned during a workout. Fatigue can be tracked and predicted in the military using wearable clothing with activity sensors, preventing further injury to the soldiers and optimizing performance output at all times. For military personnel, the ability to predict fatigue using this technology would be beneficial to the soldiers and the military as a whole.

In the sixty-seven years following the end of World War II, West Germany and Japan underwent a remarkable series of economic and social changes that irrevocably altered their respective ways of life. Formerly xenophobic, militaristic and highly socially stratified societies, both emerged from the 20th Century as liberal, prosperous and free. Both made great strides well beyond the expectations of their occupiers, and rebounded from the overwhelming destruction of their national economies within a few short decades. While these changes have yielded dramatic results, the wartime period still looms large in their respective collective memories. Therefore, an ongoing and diverse dialectical process would engage the considerable popular, official, and intellectual energy of their post-war generations. In West Germany, the term Vergangenheitsbewältigung (VGB) emerged to describe a process of coming to terms with the past, while the Japanese chose kako no kokufuku to describe their similar historical sojourns. Although intellectuals of widely varying backgrounds in both nations made great strides toward making Japanese and German citizens cognizant of the roles that their militaries played in gruesome atrocities, popular cinematic productions served to reiterate older, discredited assertions of the fundamental honor and innocence of the average soldier, thereby nurturing a historically revisionist line of reasoning that continues to compete for public attention. All forms of media would play an important role in sustaining this “apologetic narrative,” and cinema, among the most popular and visible of these mediums, was not excluded from this. Indeed, films would play a unique recurring role, like rhetorical time capsules, in offering a sanitized historical image of Japanese and German soldiers that continues to endure in modern times. Nevertheless, even as West Germany and Japan regained their sovereignty and re-examined their pasts with ever greater resolution and insight, their respective film industries continued to “reset” the clock, and accentuated the visibility and relevancy of apologetic forces still in existence within both societies. However, it is important to note that, when speaking of “Germans” and “Japanese,” that they are not meant to be thought of as being uniformly of one mind or another. Rather, the use of these words is meant as convenient shorthand to refer to the dominant forces in Japanese and German civil society at any given time over the course of their respective post- war histories. Furthermore, references to “Germany” during the Cold War period are to be understood to mean the Federal Republic of Germany, rather than their socialist counterpart, the German Democratic Republic, a nation that undertook its own coming to terms with the past in an entirely distinct fashion.
A look at current 3D printing capabilities, and exploring the potential for additive manufacturing to transform the economy in the future.