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"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded

"No civil discourse, no cooperation; misinformation, mistruth." These were the words of former Facebook Vice President Chamath Palihapitiya who publicly expressed his regret in a 2017 interview over his role in co-creating Facebook. Palihapitiya shared that social media is ripping apart the social fabric of society and he also sounded the alarm regarding social media’s unavoidable global impact. He is only one of social media’s countless critics. The more disturbing issue resides in the empirical evidence supporting such notions. At least 95% of adolescents own a smartphone and spend an average time of two to four hours a day on social media. Moreover, 91% of 16-24-year-olds use social media, yet youth rate Instagram, Facebook, and Twitter as the worst social media platforms. However, the social, clinical, and neurodevelopment ramifications of using social media regularly are only beginning to emerge in research. Early research findings show that social media platforms trigger anxiety, depression, low self-esteem, and other negative mental health effects. These negative mental health symptoms are commonly reported by individuals from of 18-25-years old, a unique period of human development known as emerging adulthood. Although emerging adulthood is characterized by identity exploration, unbounded optimism, and freedom from most responsibilities, it also serves as a high-risk period for the onset of most psychological disorders. Despite social media’s adverse impacts, it retains its utility as it facilitates identity exploration and virtual socialization for emerging adults. Investigating the “user-centered” design and neuroscience underlying social media platforms can help reveal, and potentially mitigate, the onset of negative mental health consequences among emerging adults. Effectively deconstructing the Facebook, Twitter, and Instagram (i.e., hereafter referred to as “The Big Three”) will require an extensive analysis into common features across platforms. A few examples of these design features include: like and reaction counters, perpetual news feeds, and omnipresent banners and notifications surrounding the user’s viewport. Such social media features are inherently designed to stimulate specific neurotransmitters and hormones such as dopamine, serotonin, and cortisol. Identifying such predacious social media features that unknowingly manipulate and highjack emerging adults’ brain chemistry will serve as a first step in mitigating the negative mental health effects of today’s social media platforms. A second concrete step will involve altering or eliminating said features by creating a social media platform that supports and even enhances mental well-being.

ContributorsGupta, Anay (Author) / Flores, Valerie (Thesis director) / Carrasquilla, Christina (Committee member) / Barnett, Jessica (Committee member) / The Sidney Poitier New American Film School (Contributor) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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My project is designed to provide art education to incarcerated youth in Arizona. This project will address two current issues in Arizona; the underfunding of art programs and high rates of incarceration. As of 2021, there are no state-funded art programs in Arizona. Arizona is tied with Texas for the

My project is designed to provide art education to incarcerated youth in Arizona. This project will address two current issues in Arizona; the underfunding of art programs and high rates of incarceration. As of 2021, there are no state-funded art programs in Arizona. Arizona is tied with Texas for the eighth highest rate of incarceration in the country. In Arizona, 750 out of every 100,000 people are incarcerated. This project is an art course for incarcerated youth. The project includes a packet detailing the course content and assignment details, a class syllabus, a course flyer, and a certificate of completion. The course is intended to be taught at the Adobe Mountain School facility. The course is designed so that it can be implemented in other facilities in the future. The class will be taught by volunteers with a background in studio art, design, or art education. Each student will receive a course packet that they can use to keep track of information and assignments. Instructors will use the course packet to teach the class. The course focuses on drawing with charcoal and oil pastel, which will build a foundation in drawing skills. The course covers a twelve-week semester. The course content packet includes a week-by-week breakdown of the teaching material and project descriptions. The course consists of two main projects and preparatory work. The preparatory work includes vocabulary terms, art concepts, drawing guides, brainstorming activities, and drawing activities. The two main prompts are designed for students to explore the materials and to encourage self-reflection. The class is curated so that students can create art in a low-risk, non-judgemental environment. The course will also focus on establishing problem-solving and critical thinking skills through engaging activities.

ContributorsSheppard, Eve (Author) / Cornelia, Wells (Thesis director) / Jennifer, Nelson (Committee member) / School of Art (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author

"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author J.R.R. Tolkien. The connections between how story fits with music videos is then outlined. From this background research one is able to analyze examples of existing narrative music videos, before applying this knowledge and reflecting on the process of creating a narrative music video.
ContributorsNguyen, Melissa M (Author) / Finn, Ed (Thesis director) / Simeone, Michael (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Investment real estate is unique among similar financial instruments by nature of each property's internal complexities and interaction with the external economy. Where a majority of tradable assets are static goods within a dynamic market, real estate investments are dynamic goods within a dynamic market. Furthermore, investment real estate, particularly

Investment real estate is unique among similar financial instruments by nature of each property's internal complexities and interaction with the external economy. Where a majority of tradable assets are static goods within a dynamic market, real estate investments are dynamic goods within a dynamic market. Furthermore, investment real estate, particularly commercial properties, not only interacts with the surrounding economy, it reflects it. Alive with tenancy, each and every commercial investment property provides a microeconomic view of businesses that make up the local economy. Management of commercial investment real estate captures this economic snapshot in a unique abundance of untapped statistical data. While analysis of such data is undeniably valuable, the efforts involved with this process are time consuming. Given this unutilized potential our team has develop proprietary software to analyze this data and communicate the results automatically though and easy to use interface. We have worked with a local real estate property management and ownership firm, Reliance Management, to develop this system through the use of their current, historical, and future data. Our team has also built a relationship with the executives of Reliance Management to review functionality and pertinence of the system we have dubbed, Reliance Dashboard.
ContributorsBurton, Daryl (Co-author) / Workman, Jack (Co-author) / LePine, Marcie (Thesis director) / Atkinson, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Management (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
MeetPoint is a project derived from Computer Science with a focus upon applications to mobile. The application is created to provide users with the ability to meet up with certain individuals to accomplish a specific task, in this case studying. The project idea came from the creator wanting to meet

MeetPoint is a project derived from Computer Science with a focus upon applications to mobile. The application is created to provide users with the ability to meet up with certain individuals to accomplish a specific task, in this case studying. The project idea came from the creator wanting to meet up with a friend in order to converse about an upcoming exam. The creator knew where the person lived, but could not easily come up with a location for the two to meet that would be a reasonable distance from both of them. Hence came the idea for a mobile application to complete those actions for the user. The project focuses upon implementation in a school setting in which the meetings would actually take place. For means of this project, the locations were fixed to on campus at Arizona State University. The committee felt that this would scope the project correctly for its two-semester creation while still demonstrating how to fulfill the task at hand. Android is the operating system of choice for the mobile application due to it being Java, which was the most familiar language to the student. MeetPoint provides users with an easy to navigate and familiar front-end while harnessing the power of a database in the back-end. The application hides the intricacies of the back-end from the user in order to better provide a comfortable user experience. A lot of the project was designed around providing a comfortable user experience by keeping the application familiar to the user in that it maintains similarities with other popular mobile applications.
ContributorsWallace, Tyler L (Author) / Balasooriya, Janaka (Thesis director) / Faucon, Christophe (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Cyber threats are growing in number and sophistication making it important to continually study and improve all dimensions of digital forensics. Teamwork in forensic analysis has been overlooked in systems even though forensics relies on collaboration. Forensic analysis lacks a system that is flexible and available on different electronic devices

Cyber threats are growing in number and sophistication making it important to continually study and improve all dimensions of digital forensics. Teamwork in forensic analysis has been overlooked in systems even though forensics relies on collaboration. Forensic analysis lacks a system that is flexible and available on different electronic devices which are being used and incorporated into everyday life. For instance, cellphones or tablets that are easy to bring on-the-go to sites where the first steps of forensic analysis is done. Due to the present day conversion to online accessibility, most electronic devices connect to the internet. Squeegee is a proof of concept that forensic analysis can be done on the web. The forensic analysis expansion to the web opens many doors to collaboration and accessibility.
ContributorsJuntiff, Samantha Maria (Author) / Ahn, Gail-Joon (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
Description
Bhairavi is a solo performance that investigates belonging and dis-belonging in diaspora communities, especially as it relates to the female body. Specifically, through my experience as a second-generation Indian-American woman - I expose and challenge the notion of ‘tradition,’ as it is forced into women’s bodies, and displaces them in

Bhairavi is a solo performance that investigates belonging and dis-belonging in diaspora communities, especially as it relates to the female body. Specifically, through my experience as a second-generation Indian-American woman - I expose and challenge the notion of ‘tradition,’ as it is forced into women’s bodies, and displaces them in their own homes. Bhairavi is a story told through movement and theatrical narrative composition with research and material collected through structured and unstructured observation of my family, cultural community, and myself.

Note: This work of creative scholarship is rooted in collaboration between three female artist-scholars: Carly Bates, Raji Ganesan, and Allyson Yoder. Working from a common intersectional, feminist framework, we served as artistic co-directors of each other’s solo pieces and co-producers of Negotiations, in which we share these pieces in relationship to each other. Thus, Negotiations is not a showcase of three individual works, but rather a conversation among three voices. As collaborators, we have been uncompromising in the pursuit of our own unique inquiries and voices, and each of our works of creative scholarship stand alone. However, we believe that all of the parts are best understood in relationship to each other, and to the whole. For this reason, we have chosen to cross-reference our thesis documents.

French Vanilla: An Exploration of Biracial Identity Through Narrative Performance by Carly Bates

Deep roots, shared fruits: Emergent creative process and the ecology of solo performance through “Dress in Something Plain and Dark” by Allyson Yoder

Bhairavi: A Performance-Investigation of Belonging and Dis-Belonging in Diaspora
Communities by Raji Ganesan
ContributorsGanesan, Raji J (Author) / Underiner, Tamara (Thesis director) / Stephens, Mary (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Dysmorphia is a series of large-scale paintings that address the relationship between a body image disorder called Body Dysmorphia (BDD) and plastic surgery. The audience sees women of all colors, shapes and sizes in their most vulnerable state. However, the shapes of their bodies and the abnormal background are not

Dysmorphia is a series of large-scale paintings that address the relationship between a body image disorder called Body Dysmorphia (BDD) and plastic surgery. The audience sees women of all colors, shapes and sizes in their most vulnerable state. However, the shapes of their bodies and the abnormal background are not what we are used to seeing. Presented in the IAP Studios, Dysmorphia aims to start a conversation around the rising global occurrences of cosmetic procedures, the patients who suffer from Body Dysmorphia, and how the two subjects relate. Plastic surgery is a highly controversial conversation that the world is currently having. However, BDD is not a common topic that comes up within those discussions. Many surgeons may not realize or choose to ignore the fact that a vast majority of their patients have a body image disorder. Sometimes the patients themselves may not even realize it. Whether we believe plastic surgery is a positive life-changing choice or that it takes advantage of those who have disorders such as BDD, the end result will be up to the audience to determine. By establishing a connection between the two contrasting ideals, society can then begin to identify where they might fit in the conversation. Dysmorphia aims to spark informative discussions about these kinds of social issues by exploring the female body and bringing to light plastic surgery's attempt to alter it.
ContributorsArnold, Brittany Marie (Author) / Kim, Marianne (Thesis director) / Clark, Patricia (Committee member) / School of Art (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was

Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was researched and fully developed into a complete drawing; third, the sketch was completely traced with ink and texture was added; finally, the drawing tones were added with ink and screen tones. The plot of Retrograde revolves around the protagonist, Vera, as she attempts to find a place for her art in an artistic community that rejects her for her lack of commercial success and for the advantages she got through connections. When Vera appears to have succeeded, a sudden plot twist reveals a conspiracy which undermines her success. By following Vera, the novel illustrates a corrupt artistic society in which the value of art is established by a small amount of artistic elites. The written portion of the project expounds on the various ideas that drove the novel, including how art forms like graphic novels come to be situated low in artistic hierarchies and how interpretations can be negatively guided by already established institutions. Among some of the theorists referenced within the paper are Walter Benjamin, Clement Greenberg, and Susan Sontag. In conclusion, the project illustrates an inclination to judge art by potential commercial value and by already established hierarchies, limiting the possibilities of new interpretations and shifts in those same hierarchies. Keywords: art, art theory, graphic novels
ContributorsCervantes, Liliana (Author) / Dove-Viebahn, Aviva (Thesis director) / Solis, Forrest (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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An application called "Productivity Heatmap" was created with this project with the goal of allowing users to track how productive they are over the course of a day and week, input through scheduled prompts separated by 30 minutes to 4 hours, depending on preference. The result is a heat ma

An application called "Productivity Heatmap" was created with this project with the goal of allowing users to track how productive they are over the course of a day and week, input through scheduled prompts separated by 30 minutes to 4 hours, depending on preference. The result is a heat map colored according to a user's productivity at particular times of each day during the week. The aim is to allow a user to have a visualization on when he or she is best able to be productive, given that every individual has different habits and life patterns. This application was made completely in Google's Android Studio environment using Java and XML, with SQLite being used for database management. The application runs on any Android device, and was designed to be a balance of providing useful information to a user while maintaining an attractive and intuitive interface. This thesis explores the creation of a functional mobile application for mass distribution, with a particular set of end users in mind, namely college students. Many challenges in the form of learning a new development environment were encountered and overcome, as explained in the report. The application created is a core functionality proof-of-concept of a much larger personal project in creating a versatile and useful mobile application for student use. The principles covered are the creation of a mobile application, meeting requirements specified by others, and investigating the interest generated by such a concept. Beyond this thesis, testing will be done, and future enhancements will be made for mass-market consumption.
ContributorsWeser, Matthew Paul (Author) / Nelson, Brian (Thesis director) / Balasooriya, Janaka (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05