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The development of the Diabetic Physiological state is influenced by the Receptor for Advanced Glycation End Products (RAGE). This receptor was discovered in 1992, and the accumulation of research on this subject has been extensive. Structural characterization studies of the RAGE protein have shown that it is a transmembrane protein

The development of the Diabetic Physiological state is influenced by the Receptor for Advanced Glycation End Products (RAGE). This receptor was discovered in 1992, and the accumulation of research on this subject has been extensive. Structural characterization studies of the RAGE protein have shown that it is a transmembrane protein that binds a number of different motile ligands. The diversity of ligands that can attach to the binding domain is the primary factor that allows for RAGE to exhibit its wide-range effects on host cells. Two different studies were completed: one study dealt with the role of IAPP in beta cell death, and the second study was related to RAGE influence on cardiomyocytes and, more specifically, it was related to cardiac cell death. After the completion of the two studies, a comprehensive report was written for each topic. The two papers were merged into a single document. Molecular studies are important for understanding the underlying mechanisms that motivate pathophysiological presentation. In addition to a molecular understanding of the development of diabetes, a clinical research study was completed through the examination of appropriate literature sources. This clinical aspect allowed for the progression of different phases in the research process. A relationship between vinegar and lower plasma glucose was found. The exact mechanism behind this relationship will be studied in the future.
ContributorsGonzalez, Matthew Joseph (Author) / Johnston, Carol (Thesis director) / Collins, Michael (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05
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Description
Health and wellness coaching has shown promising results in numerous studies. However, there is lack of published research evaluating the impact of using wellness-coaching interventions implemented by coaching trainees in a worksite setting. The main objective was to examine the changes in self-reported scores of the 12-wellness dimensions of health

Health and wellness coaching has shown promising results in numerous studies. However, there is lack of published research evaluating the impact of using wellness-coaching interventions implemented by coaching trainees in a worksite setting. The main objective was to examine the changes in self-reported scores of the 12-wellness dimensions of health in ASU students, faculty, and staff after participating in an eight-week health and wellness program. The secondary outcome was to evaluate if additional health and wellness recommendations had a significant impact. The participants were aged 18 to 58 years and were divided into two groups: the first group received health and wellness coaching, while the second group received the health and wellness coaching in addition to recommendations on specific worksite social/embedded programs and supporting activities. Both groups had significantly increased scores in Eating/Nutrition and Thinking (p<0.001 and P<0.014 respectively). Health and wellness coaching trainees were effective in assisting clients on reaching realistic progress. Our program shows potential benefits in worksite wellness.
ContributorsBlackwell, Jared (Author) / Gregory-Mercado, Karen (Thesis director) / Collins, Michael (Committee member) / Scribner, Christina (Committee member) / School of Nutrition and Health Promotion (Contributor) / School for the Science of Health Care Delivery (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete's form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete's form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for feedback on how to improve. In this work, we present Augmented Coach, an augmented reality tool for coaches to give spatiotemporal feedback through a 3-dimensional point cloud of the athlete. The system allows coaches to view a pre-recorded video of their athlete in point cloud form, and provides them with the proper tools in order to go frame by frame to both analyze the athlete's form and correct it. The result is a fundamentally new concept of an interactive video player, where the coach can remotely view the athlete in a 3-dimensional form and create annotations to help improve their form. We then conduct a user study with subject matter experts to evaluate the usability and capabilities of our system. As indicated by the results, Augmented Coach successfully acts as a supplement to in-person coaching, since it allows coaches to break down the video recording in a 3-dimensional space and provide feedback spatiotemporally. The results also indicate that Augmented Coach can be a complete coaching solution in a remote setting. This technology will be extremely relevant in the future as coaches look for new ways to improve their feedback methods, especially in a remote setting.

ContributorsDbeis, Yasser (Author) / Channar, Sameer (Co-author) / Richards, Connor (Co-author) / LiKamWa, Robert (Thesis director) / Jayasuriya, Suren (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
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Description

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete’s form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for

Video playback is currently the primary method coaches and athletes use in sports training to give feedback on the athlete’s form and timing. Athletes will commonly record themselves using a phone or camera when practicing a sports movement, such as shooting a basketball, to then send to their coach for feedback on how to improve. In this work, we present Augmented Coach, an augmented reality tool for coaches to give spatiotemporal feedback through a 3-dimensional point cloud of the athlete. The system allows coaches to view a pre-recorded video of their athlete in point cloud form, and provides them with the proper tools in order to go frame by frame to both analyze the athlete’s form and correct it. The result is a fundamentally new concept of an interactive video player, where the coach can remotely view the athlete in a 3-dimensional form and create annotations to help improve their form. We then conduct a user study with subject matter experts to evaluate the usability and capabilities of our system. As indicated by the results, Augmented Coach successfully acts as a supplement to in-person coaching, since it allows coaches to break down the video recording in a 3-dimensional space and provide feedback spatiotemporally. The results also indicate that Augmented Coach can be a complete coaching solution in a remote setting. This technology will be extremely relevant in the future as coaches look for new ways to improve their feedback methods, especially in a remote setting.

ContributorsRichards, Connor (Author) / Dbeis, Yasser (Co-author) / Channar, Sameer (Co-author) / LiKamWa, Robert (Thesis director) / Jayasuriya, Suren (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor)
Created2022-05