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Description
The use of saliva sampling as a noninvasive way for drug analysis as well as the monitoring systems within the body has become increasingly important in recent research. Because of the growing interest in saliva, this project proposes a way to analyze sodium ion concentration in a saliva solution based

The use of saliva sampling as a noninvasive way for drug analysis as well as the monitoring systems within the body has become increasingly important in recent research. Because of the growing interest in saliva, this project proposes a way to analyze sodium ion concentration in a saliva solution based on its fluorescence level when in the presence of a sodium indicator dye and recorded with a smartphone camera. The dyed sample was placed in a specially designed housing to exclude all ambient light from the images. A source light of known wavelength was used to excite the fluorescent dye and the smartphone camera images recorded the emission light wavelengths. After analysis of the images using ImageJ, it was possible to create a model to determine the level of fluorescence based on sodium ion concentration. The smartphone camera image model was compared to readings from a standard fluorescence plate recorder to test the accuracy of the model. The study found that the model was accurate within 5 % as compared to the fluorescence plate recorder. Based on the results, it was concluded that the method and resulting model proposed in this study is a valid was to analyze saliva or other solutions for their sodium ion concentration via images recorded by a smartphone camera.
ContributorsSmith, Catherine Julia (Author) / Antonio, Garcia (Thesis director) / Caplan, Michael (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
Description
The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through,

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in the project, we concluded that the gameplay was engaging enough to keep most users' interest through the educational puzzles, and the potential for expanding this project to reach an even greater audience is vast.
ContributorsNitescu, George (Co-author) / Medawar, Alexandre (Co-author) / Spano, Mark (Thesis director) / LaBelle, Jeffrey (Committee member) / Guiang, Kristoffer (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
Description
Spending time outdoors can have a positive impact on the physical and mental health of individuals. These physiological and psychological benefits were comprehensively reviewed, accompanied by a brief history of these views in American society and how modern programs are promoting outdoor activity. Some of the populations targeted in this

Spending time outdoors can have a positive impact on the physical and mental health of individuals. These physiological and psychological benefits were comprehensively reviewed, accompanied by a brief history of these views in American society and how modern programs are promoting outdoor activity. Some of the populations targeted in this research include children, veterans, the elderly, and the clinically ill. A guidebook for Arizona outdoor adventures \u2014 containing original landscape photography \u2014 was created to encourage ASU students to explore local hikes, campsites, and other outdoor opportunities near the city of Phoenix. Each entry contained a brief description of the area or trail, along with the distance from the ASU Tempe campus and information on the length and difficulty of the hike, if applicable. A section at the end of the book was aimed at education readers on basic outdoor survival protocol, as many people venture into the wild with very little understanding of the dangers associated with their activities. A website was made that mirrors the guidebook, but was intended to be a more accessible method of sharing our information. The final component of the project involved maintaining a social media account over the course of the year, allowing us to expand our reach to people beyond ASU and this community. Over the course of the project, the account gained a large following, and several posted photos went on to be featured on prominent regional accounts. By combining the four components described previously, several resources were created for people, particularly students attending ASU, to gain a better understanding of the outdoor adventures available to them, and the benefits that spending time surrounded by nature can have.
ContributorsSwitzer, Hannah (Co-author) / Weinstein, Casey (Co-author) / Smith, Andrew (Thesis director) / Lefler, Scott (Committee member) / Kozakiewicz, Scott (Committee member) / Harrington Bioengineering Program (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
According to a survey conducted by the National Endowment for the Arts, 32% of adults in the United States participated in social dancing in 2012, more than any other form of art-making and art-sharing. Partnership dance styles including Ballroom, Latin, and Swing are the most commonly practiced forms of social

According to a survey conducted by the National Endowment for the Arts, 32% of adults in the United States participated in social dancing in 2012, more than any other form of art-making and art-sharing. Partnership dance styles including Ballroom, Latin, and Swing are the most commonly practiced forms of social dancing. T.V. shows like "Dancing with the Stars" and "So You Think You Can Dance" have piqued the interest of local high schools in partnership dance. Arizona State University's (ASU) School of Film, Dance and Theatre (SoFDT) is uniquely positioned to leverage the large partnership dance program and the vibrant Phoenix Metro partnership dance community to address this interest. The School of Film Dance and Theatre should implement a course teaching partnership dance in local high schools. The class will be modeled after existing student teaching programs with changes made to reflect the requirements of teaching partnership dance. Specifically, ASU students will spend one day a week teaching a partnership module in a local high school and one day a week developing pedagogical skills in a lecture and discussion group format. High school students will learn the basic steps of 3 dances and perform a partnership dance showcase. ASU students will get hands-on experience teaching as part of a team in high school settings. This program fulfils ASU and SoFDT goals by making dance accessible to new audiences and engaging students in the local community. This proposed program benefits current undergraduate students by developing a functional understanding of teaching partnership dance in a group setting. Beyond ASU, it stands to give high school students a chance to learn a cost-prohibitive art and teach them a lifelong skill.
ContributorsLangenbach, William Paul (Author) / Caves, Larry (Thesis director) / Jackson, Naomi (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05