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This thesis proposes hardware and software security enhancements to the robotic explorer of a capstone team, in collaboration with the NASA Psyche Mission Student Collaborations program. The NASA Psyche Mission, launching in 2022 and reaching the metallic asteroid of the same name in 2026, will explore from orbit what is

This thesis proposes hardware and software security enhancements to the robotic explorer of a capstone team, in collaboration with the NASA Psyche Mission Student Collaborations program. The NASA Psyche Mission, launching in 2022 and reaching the metallic asteroid of the same name in 2026, will explore from orbit what is hypothesized to be remnant core material of an early planet, potentially providing key insights to planet formation. Following this initial mission, it is possible there would be scientists and engineers interested in proposing a mission to land an explorer on the surface of Psyche to further document various properties of the asteroid. As a proposal for a second mission, an interdisciplinary engineering and science capstone team at Arizona State University designed and constructed a robotic explorer for the hypothesized surfaces of Psyche, capable of semi-autonomously navigating simulated surfaces to collect scientific data from onboard sensors. A critical component of this explorer is the command and data handling subsystem, and as such, the security of this system, though outside the scope of the capstone project, remains a crucial consideration. This thesis proposes the pairing of Trusted Platform Module (TPM) technology for increased hardware security and the implementation of SELinux (Security Enhanced Linux) for increased software security for Earth-based testing as well as space-ready missions.

ContributorsAnderson, Kelly Joanne (Author) / Bowman, Catherine (Thesis director) / Kozicki, Michael (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Though about 75 percent of American waste is recyclable, only 30 percent of it is actually recycled and less than ten percent of plastics disposed of in the United States in 2015 were recycled. A statistic like this demonstrates the immense need to increase recycling rates in order to move

Though about 75 percent of American waste is recyclable, only 30 percent of it is actually recycled and less than ten percent of plastics disposed of in the United States in 2015 were recycled. A statistic like this demonstrates the immense need to increase recycling rates in order to move towards cultivating a circular economy and benefiting the environment. With Arizona State University’s (ASU) extensive population of on-campus students and faculty, our team was determined to create a solution that would increase recycling rates. After conducting initial market research, our team incentives or education. We conducted market research through student surveys to determine the level of knowledge of our target audience and barriers to entry for local recycling and composting resources. Further, we gained insight into the medium of recycling and sustainability programs they would be interested in participating in. Overall, the results of our surveys demonstrated that a majority of students were interested in participating in these programs, if they were not already involved, and most students on-campus already had access to these resources. Despite having access to these sustainable practices, we identified a knowledge gap between students and their information on how to properly execute sustainable practices such as composting and recycling. In order to address this audience, our team created Circulearning, an educational program that aims to bridge the gap of knowledge and address immediate concerns regarding circular economy topics. By engaging audiences through our quick, accessible educational modules and teaching them about circular practices, we aim to inspire everyone to implement these practices into their own lives. Though our team began the initiative with a focus on implementing these practices solely to ASU campus, we decided to expand our target audience to implement educational programs at all levels after discovering the interest and need for this resource in our community. Our team is extremely excited that our Circulearning educational modules have been shared with a broad audience including students at Mesa Skyline High School, ASU students, and additional connections outside of ASU. With Circulearning, we will educate and inspire people of all ages to live more sustainably and better the environment in which we live.

ContributorsTam, Monet (Co-author) / Chakravarti, Renuka (Co-author) / Carr-Taylor, Kathleen (Co-author) / Byrne, Jared (Thesis director) / Marseille, Alicia (Committee member) / Jordan, Amanda (Committee member) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBarrong, Tanner Allen (Co-author) / Bartels, Parker (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Industrial, Systems & Operations Engineering Prgm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Though about 75 percent of American waste is recyclable, only 30 percent of it is actually recycled and less than ten percent of plastics disposed of in the United States in 2015 were recycled. A statistic like this demonstrates the immense need to increase recycling rates in order to move

Though about 75 percent of American waste is recyclable, only 30 percent of it is actually recycled and less than ten percent of plastics disposed of in the United States in 2015 were recycled. A statistic like this demonstrates the immense need to increase recycling rates in order to move towards cultivating a circular economy and benefiting the environment. With Arizona State University’s (ASU) extensive population of on-campus students and faculty, our team was determined to create a solution that would increase recycling rates. After conducting initial market research, our team incentives or education. We conducted market research through student surveys to determine the level of knowledge of our target audience and barriers to entry for local recycling and composting resources. Further, we gained insight into the medium of recycling and sustainability programs they would be interested in participating in. Overall, the results of our surveys demonstrated that a majority of students were interested in participating in these programs, if they were not already involved, and most students on-campus already had access to these resources. Despite having access to these sustainable practices, we identified a knowledge gap between students and their information on how to properly execute sustainable practices such as composting and recycling. In order to address this audience, our team created Circulearning, an educational program that aims to bridge the gap of knowledge and address immediate concerns regarding circular economy topics. By engaging audiences through our quick, accessible educational modules and teaching them about circular practices, we aim to inspire everyone to implement these practices into their own lives. Though our team began the initiative with a focus on implementing these practices solely to ASU campus, we decided to expand our target audience to implement educational programs at all levels after discovering the interest and need for this resource in our community. Our team is extremely excited that our Circulearning educational modules have been shared with a broad audience including students at Mesa Skyline High School, ASU students, and additional connections outside of ASU. With Circulearning, we will educate and inspire people of all ages to live more sustainably and better the environment in which we live.

ContributorsChakravarti, Renuka (Co-author) / Tam, Monet (Co-author) / Carr-Taylor, Kathleen (Co-author) / Byrne, Jared (Thesis director) / Marseille, Alicia (Committee member) / Jordan, Amanda (Committee member) / School of Art (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Self-efficacy in engineering, engineering identity, and coping in engineering have been shown in previous studies to be highly important in the advancement of one’s development in the field of engineering. Through the creation and deployment of a 17 question survey, undergraduate and first year masters students were asked to provide

Self-efficacy in engineering, engineering identity, and coping in engineering have been shown in previous studies to be highly important in the advancement of one’s development in the field of engineering. Through the creation and deployment of a 17 question survey, undergraduate and first year masters students were asked to provide information on their engagement at their university, their demographic information, and to rank their level of agreement with 22 statements relating to the aforementioned ideas. Using the results from the collected data, exploratory factor analysis was completed to identify the factors that existed and any correlations. No statistically significant correlations between the identified three factors and demographic or engagement information were found. There needs to be a significant increase in the data sample size for statistically significant results to be found. Additionally, there is future work needed in the creation of an engagement measure that successfully reflects the level and impact of participation in engineering activities beyond traditional coursework.

ContributorsJones, Elizabeth Michelle (Author) / Ganesh, Tirupalavanam (Thesis director) / Graham, Kaely (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Student academic performance has far-reaching implications, such as lifetime earnings potential, that are beyond the immediate impact it may have on any individual student (Bureau of Labor Statistics [BLS], 2019). Colleges and universities also have a shared interest in the retention of their students as a poor reputation can depress

Student academic performance has far-reaching implications, such as lifetime earnings potential, that are beyond the immediate impact it may have on any individual student (Bureau of Labor Statistics [BLS], 2019). Colleges and universities also have a shared interest in the retention of their students as a poor reputation can depress enrollment and tarnish their brand. Public institutions have an especially large incentive for student success as many state and federal funding opportunities consider student retention and performance when allocating taxpayer dollars (Li, 2018). To assist in the mutual desire for students to succeed, the Calm Connection start-up venture formed with the goal of seamlessly integrating biofeedback therapy with a student’s unique education needs. Forming the foundation of the resulting Calm Connection app is software patented by NASA which allows for the collection and manipulation of biofeedback monitoring data on mobile devices with distinguishing features such as geolocation. For students, one of the largest barriers to effective learning is issues of focus and information retention, whether due to problems at home, conditions such as ADHD, or the high prevalence of test anxiety among students (Committee on Psychosocial Aspects of Child and Family Health et al., 2012). The repeated use of biofeedback therapy trains students to overcome these focus issues and works in conjunction with our app’s study aid and scheduling ability (Henriques et al., 2011). Among those surveyed and participants in follow-up focus groups, the Calm Connection app and its use of biofeedback monitoring has generated much interest and documented traction.

ContributorsSilverman, Marcus Samuel (Co-author) / Snow, Kylie (Co-author) / Schacht, Gregory (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsVanlue, Aleczander Bryce (Co-author) / Bartels, Parker (Co-author) / Barrong, Tanner (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning

The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business.

ContributorsBartels, Parker Stephen (Co-author) / Barrong, Tanner (Co-author) / VanLue, Aleczander (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Department of Management and Entrepreneurship (Contributor, Contributor) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

As social media and technology continue to impact the way students communicate and receive information, it is encouraged that university student-run organizations utilize social media platforms as a tool to further the development of their organizations. Social media platforms allow student organizations to network, promote awareness of their organizations, current

As social media and technology continue to impact the way students communicate and receive information, it is encouraged that university student-run organizations utilize social media platforms as a tool to further the development of their organizations. Social media platforms allow student organizations to network, promote awareness of their organizations, current campus events, and provide the opportunity to develop strong associations and interactions among students. Overall, student-run organizations currently utilize a wide variety of social media; however, frequently it is used without a clear understanding of its role and best practices, which could lead to a loss of effectiveness in their communication with students. Therefore, these factors suggest the need for university student-run organizations to recognize and understand the opportunities that effective social media strategies can bring as a communication tool to enhance student engagement.

ContributorsBastien, Kimberly L (Author) / Byrne, Jared (Thesis director) / LaRoche, Catherine-Ann (Committee member) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
This project examines the science of electric field sensing and completes experiments, gathering data to support its utility for various applications. The basic system consists of a transmitter, receiver, and lock-in amplifier. The primary goal of the study was to determine if such a system could detect a human disturbance,

This project examines the science of electric field sensing and completes experiments, gathering data to support its utility for various applications. The basic system consists of a transmitter, receiver, and lock-in amplifier. The primary goal of the study was to determine if such a system could detect a human disturbance, due to the capacitance of a human body, and such a thesis was supported. Much different results were obtained when a person disturbed the electric field transmitted by the system than when other types of objects, such as chairs and electronic devices, were placed in the field. In fact, there was a distinct difference between persons of varied sizes as well. This thesis goes through the basic design of the system and the process of experimental design for determining the capabilities of such an electric field sensing system.
ContributorsBranham, Breana Michelle (Author) / Allee, David (Thesis director) / Papandreou-Suppappola, Antonia (Committee member) / Phillips, Stephen (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2013-05