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The principles of transformational play challenge the assumption that learning and "real life" are inherently separate spheres, and instead, intimately connect the two spheres by integrating the often separate treatment of person, content, and context. By positioning person, content, and context in a way that traditional learning environments cannot, transformational

The principles of transformational play challenge the assumption that learning and "real life" are inherently separate spheres, and instead, intimately connect the two spheres by integrating the often separate treatment of person, content, and context. By positioning person, content, and context in a way that traditional learning environments cannot, transformational play puts students in the role of active protagonists in their own learning and positions them to use their growing knowledge to make authentic choices that can affect problems they face in reality and thereby transform: the circumstances of their lives, the way they understand knowledge as a functional asset, and the way they see themselves as agents with the ability to act and create change. This can be especially empowering to students who have thus far been facing a feeling of hopelessness or powerlessness in their lives. Teachers can apply the concepts behind transformational play throughout the learning process to improve the consequentiality of students' learning experiences.
ContributorsCurtis, Camryn (Author) / Barab, Sasha (Thesis director) / Arici, Anna (Committee member) / School of Historical, Philosophical and Religious Studies (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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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

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.
ContributorsFalk, Brady Thomas (Author) / Lockhart, Thurmon (Thesis director) / Williams, Deborah (Committee member) / Harrington Bioengineering Program (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
Description
The Internet of Things (IoT) refers to the system of 'smart' inter-connected networked devices that contain sensors to communicate information to the Internet. Due to the complex and intricate nature of IoT technologies, in addition to the many applications of IoT, the IoT has the potential to revolutionize how we

The Internet of Things (IoT) refers to the system of 'smart' inter-connected networked devices that contain sensors to communicate information to the Internet. Due to the complex and intricate nature of IoT technologies, in addition to the many applications of IoT, the IoT has the potential to revolutionize how we interact and work every day. The information gathered through IoT is aggregated and can be used to improve business decision making, as well as contribute to a greater society. IoT spans various market sectors including retail, energy, and transportation. IoT can also be used to improve efficiencies within the supply chain. By increasing the transparency of items in-transit, in addition to providing greater visibility about inventory usage and consumer consumption habits, there are many implications of IoT that can be utilized to transform logistical processes. While some literature exists that discusses the impact of the IoT on the supply chain, the findings are limited in size and scope and tend to focus on particular implementations of IoT technologies. Further research is necessary to evaluate the impact of IoT to advance supply chain best practices and to understand the potential implications of the IoT in improving supply chain planning and distribution. This thesis aims to address this gap in the literature. By focusing on supply chain management, the thesis will look at the context in which the IoT operates, the market and implications of IoT devices, current logistics processes, the capabilities of IoT, as well as the potential problems and weaknesses with the implementation of the IoT.
ContributorsBentley, Garrett Burton (Author) / Rabinovich, Elliot (Thesis director) / Kellso, James (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
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

For many, a long-distance hike on the 2,650+ mile Pacific Crest Trail (PCT) is the adventure of a lifetime. The federally designated National Scenic Trail passes through 48 Wilderness Areas in California, Washington, and Oregon on its way from Mexico to Canada. The trail experience on the PCT has been

For many, a long-distance hike on the 2,650+ mile Pacific Crest Trail (PCT) is the adventure of a lifetime. The federally designated National Scenic Trail passes through 48 Wilderness Areas in California, Washington, and Oregon on its way from Mexico to Canada. The trail experience on the PCT has been changing rapidly over the last 20 years due to two main factors: a four-fold increase in hikers attempting the whole trail each season; and hikers’ rapid adoption of digital technology like smartphones, GPS, and satellite messengers. Through a literature review and accompanying hiker survey, this study aimed to determine how these two factors have combined to alter the trail experience. Despite increased traffic on the trail, hikers appear to still be able to find ample solitude and a feeling of escape from society, and they reported being more likely to form lasting friendships as part of a “trail family”. However, increased traffic has altered many of the sensitive natural landscapes along the trail, contributed to the retirement of some iconic “trail angels” and led to increased conflict between subcultures within the community. Digital technology usage, particularly the use of smartphones and GPS-capable mapping apps, seems to be linked to decreased feelings of solitude, self-sufficiency, and escape. However, digital devices have helped democratize long-distance hiking by simplifying the logistics of long-distance hikes. Users of the devices also did not report reduced feelings of freedom or challenge from their hikes. Moreover, device users still felt that they were disconnecting with technology when hiking on the trail. Acknowledging both positive and negative effects of the changing trail experience, hikers can make more informed decisions about how to mitigate the negative impacts and maximize the positive impacts on the aspects of the trail experience they care the most about.

ContributorsDeSimone, Dante (Author) / Shaeffer, Duncan (Thesis director) / Schmidt, Peter (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern

Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern countries of the world, primarily Southeast Asia, and compares it to the possibility of replication in the Western countries of the world, primarily the United States and Brazil. It examines the specific factors that caused mobile gaming and thus mobile esports to flourish in the East Region of the world. The thesis additionally incorporates current attitudes towards esports and mobile esports in the United States and discusses the viewpoints of consumers in those specific areas. This research uses primary data and literature synthesis to ultimately increase knowledge on how mobile esports has risen in popularity in various Asian countries and whether or not mobile esports can thrive in a different environment such as the United States.<br/><br/>This thesis takes data from the “Newzoo Global Esports Market Report” conducted in 2020 by Newzoo. This report does the following:<br/>- dives deep into the global and regional esports economy<br/>- provides a realistic estimate of the market’s future potential regarding revenue streams, audience numbers, key trends, and franchises<br/>- highlights financial and statistical trends for the esports industry in the future<br/><br/>Overall the thesis finds that mobile esports have succeeded in the Asian market due to an established demographic of esports fans and players, mobile first consumers, and wide technology network in Asia. Data analysis finds that currently many American gamers still find mobile gaming to be “boring” and ultimately that cultural attitude, generational shifts, and the ideal game need to align for mobile esports to succeed in the United States.

ContributorsCai, Mark William (Author) / Sopha, Matthew (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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In this creative thesis project I use digital “scrolleytelling” (an interactive scroll-based storytelling) to investigate diversity & inclusion at big tech companies. I wanted to know why diversity numbers were flatlining at Facebook, Apple, Amazon, Microsoft and Google, and took a data journalism approach to explore the relationship between what

In this creative thesis project I use digital “scrolleytelling” (an interactive scroll-based storytelling) to investigate diversity & inclusion at big tech companies. I wanted to know why diversity numbers were flatlining at Facebook, Apple, Amazon, Microsoft and Google, and took a data journalism approach to explore the relationship between what corporations were saying versus what they were doing. Finally, I critiqued diversity and inclusion by giving examples of how the current way we are addressing D&I is not fixing the problem.

ContributorsBrust, Jiaying Eliza (Author) / Coleman, Grisha (Thesis director) / Tinapple, David (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Human beings have long sought to conquer the unconquerable and to push the boundaries of human endurance. There are few such endeavors more challenging than venturing into the coldest and harshest environments on the planet. The challenges these adventurers face are nearly countless, but one that is often underestimated is

Human beings have long sought to conquer the unconquerable and to push the boundaries of human endurance. There are few such endeavors more challenging than venturing into the coldest and harshest environments on the planet. The challenges these adventurers face are nearly countless, but one that is often underestimated is the massive risk of dehydration in high mountains and the lack of sufficient technology to meet this important need. Astronauts and mountaineers of NASA's Johnson Space Center have created a technology that solves this problem: a freeze-resistant hydration system that helps stop water from freezing at sub-zero temperatures by using cutting-edge technology and materials science to insulate and heat enough water to prevent dehydration over the course of the day, so that adventurers no longer need to worry about their equipment stopping them. This patented technology is the basis of the founding of Aeropak, an advanced outdoor hydration brand developed by three ASU students (Kendall Robinson, Derek Stein, and Thomas Goers) in collaboration with W.P. Carey’s Founder’s Lab. The primary goal was to develop traction among winter sport enthusiasts to create a robust customer base and evaluate the potential for partnership with hydration solution companies as well as direct sales through online and brick-and-mortar retail avenues. To this end, the Aeropak team performed market research to determine the usefulness and need for the product through a survey sent out to a number of outdoor sporting clubs on Arizona State University’s campus. After determining an interest in a potential product, the team developed a marketing strategy and business model which was executed through Instagram as well as a standalone website, with the goal of garnering interest and traction for a future product. Future goals of the project will be to bring a product to market and expand Aeropak’s reach into a variety of winter sport subcommunities, as well as evaluate the potential for further expansion into large-scale retailers and collaboration with established companies.

ContributorsStein, Derek W (Co-author) / Robinson, Kendall (Co-author) / Goers, Thomas (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Chemical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

A large section of United States citizens live far away from supermarkets and do not have<br/>an easy way to get to one. This portion of the population lives in an area called a food desert.<br/>Food deserts are geographic areas in which access to affordable, healthy food, such as fresh<br/>produce, is

A large section of United States citizens live far away from supermarkets and do not have<br/>an easy way to get to one. This portion of the population lives in an area called a food desert.<br/>Food deserts are geographic areas in which access to affordable, healthy food, such as fresh<br/>produce, is limited or completely nonexistent due to the absence of convenient grocery stores.<br/>Individuals living in food deserts are left to rely on convenience store snacks and fast food for<br/>their meals because they do not have access to a grocery store with fresh produce in their area.<br/>Unhealthy foods also lead to health issues, as people living in food deserts are typically at a<br/>higher risk of diet-related conditions, such as obesity, diabetes, and cardiovascular disease.<br/>Harvest, a sustainable farming network, is a smartphone application that teaches and guides<br/>people living in small spaces through the process of growing fresh, nutritious produce in their<br/>own homes. The app will guide users through the entire process of gardening, from seed to<br/>harvest. Harvest would give individuals living in food deserts an opportunity to access fresh<br/>produce that they currently can’t access. An overwhelming response based on our user<br/>discussion and market analysis revealed that our platform was in demand. Development of a<br/>target market, brand guide, and full lifecycle were beneficial during the second semester as<br/>Harvest moved forward. Through the development of a website, social media platform, and<br/>smartphone application, Harvest grew traction for our platform. Our social media accounts saw a<br/>1700% growth rate, and this wider audience was able to provide helpful feedback.

ContributorsBalamut, Hannah (Co-author) / Raimondo, Felix (Co-author) / Tobey, Anna (Co-author) / Byrne, Jared (Thesis director) / Satpathy, Asish (Committee member) / Morrison School of Agribusiness (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05