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The study looks deep into how traveling to new destinations allows individuals to explore new cultures, escape from their everyday routine and have an opportunity to grow and become a more open minded individual. The millennial generation is a group that has distinguished themselves from any other generation that came

The study looks deep into how traveling to new destinations allows individuals to explore new cultures, escape from their everyday routine and have an opportunity to grow and become a more open minded individual. The millennial generation is a group that has distinguished themselves from any other generation that came before them as they are changing the direction in which industries operate on every level. Millennial women are slowly causing a significant impact in the tourism industry as they are becoming the leading market share holders for hosting Airbnb's and have a growing trend for traveling on their own. Due to the increase of trends of solo female travelers, there is a demand for a new innovative product that encompasses all the needs and wants of women that are exploring on their own. Compass, the app, could be the ideal product that would help connect independent female travelers that want to have a personalized experience in a new destination. The app would consider the mainstream concerns of female solo travels such as safety, recommendations and reviews as the algorithms would match the women who are most compatible with each other. This paper will discuss the study that was conducted to gather data from millennial women at Arizona State University to determine whether or not there is a demand for an app such as Compass. In order to collect data, a survey was distributed through a Google form that utilized multiple question formats. The results of the study suggest there is a demand for the app as the millennial women average a high likelihood to use the app if it were to become a viable product. Compass could open the doors for a new niche market within the tourism industry that could eventually expand and change the way traveling for leisure occurs in the fast-paced world.
ContributorsLizcano Hernandez, Diana (Author) / Goodman, Rebekka (Thesis director) / Jordan, Evan (Committee member) / McWilliams, Claire (Committee member) / Thunderbird School of Global Management (Contributor) / School of Community Resources and Development (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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The direction of artificial intelligence is one of the most important and popular topics of technological development. Both experts and the average person agree AI will continue to play a massive role in virtually all industries. Despite this shared belief, AI has continued to progress at a limited rate, limited

The direction of artificial intelligence is one of the most important and popular topics of technological development. Both experts and the average person agree AI will continue to play a massive role in virtually all industries. Despite this shared belief, AI has continued to progress at a limited rate, limited by conventional schools of thought and mathematical approaches. In order for truly intelligent technology to exist, one must succeed in modeling the human brain as a system, not its functionalities. Conventional AI attempts to account for all the variables and permutations of a given situation rather than creating a closed system that can implicitly utilize data to form completely unique conclusions without human intervention. By bridging the gap between mathematics, biology, and neurology, Igni will become the world's first hyper intelligent artificial intelligence system. In order to understand Igni, one must first understand the progression of conventional AI and its limitations. Then they can understanding the major components of Igni and how this technology overcomes conventional limitations in its journey to revolutionize most industries.
ContributorsYu, Vince Winghang (Co-author) / Patel, Ishan (Co-author) / Dawson, Gregory (Thesis director) / Garverick, Michael (Committee member) / Department of Finance (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Technology is everywhere. It touches every industry and nearly every aspect of our lives. It is paving the way to exciting innovations, solving long-standing problems, and helping us as humans learn at a faster rate than ever before. The Tech Industry is booming, generating an ever-increasing amount of jobs within

Technology is everywhere. It touches every industry and nearly every aspect of our lives. It is paving the way to exciting innovations, solving long-standing problems, and helping us as humans learn at a faster rate than ever before. The Tech Industry is booming, generating an ever-increasing amount of jobs within the workforce. The number of women filling these new jobs, however, has remained static – if not declined. As a female student studying Computer Information Systems, this fact has concerned me for some time and propelled me to dig deeper and get to the root of the problem. It has been no secret that there is a lack of gender equality within the technology industry. Silicon Valley – the tech hub of the United States – has time and again been accused of creating an overwhelming sense of “bro culture”. The numbers are staggeringly obvious – women are entering into the industry at a lower rate than men, women are leaving the industry at a higher rate than men, and women are not being advanced within technology-based careers at the same rate as men. My objective with this creative project was to go beyond the numbers and to understand why this gender gap is still prevalent within the industry and, more importantly, what can be done to shrink the gap. As such, I decided to put faces to the numbers by creating a documentary in which I interviewed eight diverse female professionals with varying backgrounds that are in different stages within their careers in the technology industry. I was able to get real and raw opinions, ideas, and advice from these knowledgeable women to construct my responses to these complex issues. This paper has been structured to outline and analyze the ideas and concepts generated from my interviews of these women.
ContributorsFarias, Isabella Maria (Author) / Moser, Kathleen (Thesis director) / Scott, Kimberly (Committee member) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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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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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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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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
Description
The topic of my creative project centers on the question of "How can the audience's choices influence dancers' improvisation?" This dance work seeks to redefine the relationship between audience and performers through integration of audience, technology, and movement in real-time. This topic was derived from the fields of Computer Science

The topic of my creative project centers on the question of "How can the audience's choices influence dancers' improvisation?" This dance work seeks to redefine the relationship between audience and performers through integration of audience, technology, and movement in real-time. This topic was derived from the fields of Computer Science and Dance. To answer my main question, I need to explore how I can interconnect the theory of Computer Science/fundamentals of a web application and the elements of dance improvisation. This topic interests me because it focuses on combining two studies that do not seem related. However, I find that when I am coding a web application, I can insert blocks of code. This relates to dance improvisation where I have a movement vocabulary, and I can insert different moves based on the context. The idea of gathering data from an audience in real time also interests me. I find that data is most useful when a story can be deduced from that data. To figure out how I can use dance to create and tell a story about the data that is collected, I find that to be intriguing as well. The main goals of my Creative Project are to learn the skills needed to develop a web application using the knowledge and theory that I am acquiring through Computer Science as well as learning about the skills needed to produce a performance piece. My object for the overall project is to create an audience-interactive experience that presents choices for dancers and creates a connection between two completely different studies: Computer Science and Dance. My project will consist of having the audience enter their answers to preset questions via an online voting application. The stage background screen will be utilized to show the question results in percentages in the form of a chart. The dancers will then serve as a live interpretation of these results. This Creative Project will serve as a gateway between the work that has been cultivated in my studies and the real world. The methods involve exploring movement qualities in improvisation, communicating with my cast about what worked best for the transitions between each section of the piece, and testing for the web applications. I learned the importance of having structure within improvisational movement for the purpose of choreography. The significance of structure is that it provides direction, clarity, and a sense of unification for the dancers. I also learned the basics of the programming language, Python, in order to develop the two real-time web applications. The significance of learning Python is that I will be able to add this to my skillset of programming languages as well as build upon my knowledge of Computer Science and develop more real-world applications in the future.
ContributorsNgai, Courtney Taylor (Author) / Britt, Melissa (Thesis director) / Standley, Eileen (Committee member) / Computer Science and Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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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