Matching Items (23)
Filtering by

Clear all filters

149969-Thumbnail Image.png
Description
In the search for chemical biosensors designed for patient-based physiological applications, non-invasive diagnostic approaches continue to have value. The work described in this thesis builds upon previous breath analysis studies. In particular, it seeks to assess the adsorptive mechanisms active in both acetone and ethanol biosensors designed for

In the search for chemical biosensors designed for patient-based physiological applications, non-invasive diagnostic approaches continue to have value. The work described in this thesis builds upon previous breath analysis studies. In particular, it seeks to assess the adsorptive mechanisms active in both acetone and ethanol biosensors designed for breath analysis. The thermoelectric biosensors under investigation were constructed using a thermopile for transduction and four different materials for biorecognition. The analytes, acetone and ethanol, were evaluated under dry-air and humidified-air conditions. The biosensor response to acetone concentration was found to be both repeatable and linear, while the sensor response to ethanol presence was also found to be repeatable. The different biorecognition materials produced discernible thermoelectric responses that were characteristic for each analyte. The sensor output data is presented in this report. Additionally, the results were evaluated against a mathematical model for further analysis. Ultimately, a thermoelectric biosensor based upon adsorption chemistry was developed and characterized. Additional work is needed to characterize the physicochemical action mechanism.
ContributorsWilson, Kimberly (Author) / Guilbeau, Eric (Thesis advisor) / Pizziconi, Vincent (Thesis advisor) / LaBelle, Jeffrey (Committee member) / Arizona State University (Publisher)
Created2011
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
Volume depletion can lead to migraines, dizziness, and significant decreases in a subject's ability to physically perform. A major cause of volume depletion is dehydration, or loss in fluids due to an imbalance in fluid intake to fluid excretion. Because proper levels of hydration are necessary in order to maintain

Volume depletion can lead to migraines, dizziness, and significant decreases in a subject's ability to physically perform. A major cause of volume depletion is dehydration, or loss in fluids due to an imbalance in fluid intake to fluid excretion. Because proper levels of hydration are necessary in order to maintain both short and long term health, the ability to monitor hydration levels is growing in clinical demand. Although devices capable of monitoring hydration level exist, these devices are expensive, invasive, or inaccurate and do not offer a continuous mode of measurement. The ideal hydration monitor for consumer use needs to be characterized by its portability, affordability, and accuracy. Also, this device would need to be noninvasive and offer continuous hydration monitoring in order to accurately assess fluctuations in hydration data throughout a specified time period. One particular method for hydration monitoring that fits the majority of these criteria is known as bioelectric impedance analysis (BIA). Although current devices using BIA do not provide acceptable levels of accuracy, portability, or continuity in data collection, BIA could potentially be modified to fit many, if not all, desired customer specifications. The analysis presented here assesses the viability of using BIA as a new standard in hydration level measurement. The analysis uses data collected from 22 subjects using an existing device that employs BIA. A regression derived for estimating TBW based on the parameters of age, weight, height, sex, and impedance is presented. Using impedance data collected for each subject, a regression was also derived for estimating impedance based on the factors of age, weight, height, and sex. The derived regression was then used to calculate a new impedance value for each subject, and these new impedance values were used to estimate TBW. Through a paired-t test between the TBW values derived by using the direct measurements versus the calculated measurements of impedance, the two samples were found to be comparable. Considerations for BIA as a noninvasive measurement of hydration are discussed.
ContributorsTenorio, Jorge Antonio (Author) / LaBelle, Jeffrey (Thesis director) / Pizziconi, Vincent (Committee member) / Spano, Mark (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / Harrington Bioengineering Program (Contributor)
Created2013-05
131479-Thumbnail Image.png
Description
This thesis presents a kit of materials intended to present students with a glimpse of what engineering entails by guiding them through building engineering projects similar to what is in the real world. The objective of this project is to pique the interest of children by introducing them to lesser

This thesis presents a kit of materials intended to present students with a glimpse of what engineering entails by guiding them through building engineering projects similar to what is in the real world. The objective of this project is to pique the interest of children by introducing them to lesser known engineering related topics, and increasing their literacy of terms and methods engineers use to solve problems. The effectiveness of the kit’s content and teaching methods was tested in a classroom of 6th graders and was measured using the responses from surveys handed out. I found that kit did in fact positively lead to a change in the way the students perceived engineering, and it taught students about new engineering related topics. Students were capable of completing difficult tasks of wiring and coding successfully through the use of detailed instruction. However, the instructions were seen in two opposing views of either being too overwhelming or more guidance was necessary.
ContributorsQuezada, Hebellyn Arleth (Author) / Aukes, Daniel (Thesis director) / Kellam, Nadia (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131373-Thumbnail Image.png
Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
ContributorsKanechika, Amber (Author) / Craig, Scotty (Thesis director) / Roscoe, Rod (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131202-Thumbnail Image.png
Description
The purpose of this study is to spark a discussion for engineers and their firms to consider the impact of border barriers on wildlife. The focus of this study is to consider if or how engineers make those considerations, such as through design modifications. Barriers block wildlife migration patterns, disabling

The purpose of this study is to spark a discussion for engineers and their firms to consider the impact of border barriers on wildlife. The focus of this study is to consider if or how engineers make those considerations, such as through design modifications. Barriers block wildlife migration patterns, disabling them from life-sustaining resources. This is particularly important due to an increasing trend in habitat loss, urban development, and climate change. During literature analysis of border barrier impacts, and outreaching to relevant organizations and individuals, there was little to no public documentation or discussion from the engineering community found. Discussion that was found is included in this study, but the lack of connection between conservation and engineering professionals is eminently profound. Therefore, the analysis of studying engineering design considerations additionally studied the relationship between environmental and engineering professionals. Types of research included involves literature analysis of journal articles, reports, project plans for construction, and environmental laws pertinent to wildlife impact.
ContributorsMcMillin, Kaci (Author) / Karwat, Darshan (Thesis director) / Senko, Jesse (Committee member) / Engineering Programs (Contributor) / Environmental and Resource Management (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
132203-Thumbnail Image.png
Description
This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in a lighthearted and entertaining form, narrating notions such as the

This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in a lighthearted and entertaining form, narrating notions such as the design process, prototyping, specialty fields, and repurposing. Other principles such as learning patience, compromise and teamwork are also conveyed throughout the plot details. Small life lessons that transcend the realm of engineering are also embodied throughout. The plot of the story is a young girl who goes to visit her grandfather who is a garage tinkerer with a love of spare parts. He tells her about his job as a robotics engineer, and she loves it. She goes and tells her friends who decide they want to make a robot for show-and-tell at school. The grandfather agrees to help them build a robot and thus the group of kids are walked through the engineering design process, learning new things (and specialization) along the way. The story ends by revealing that the whole story was a flashback the main character was having as she is about to start her first day at an engineering firm.
ContributorsReed, Shelby Marie (Author) / Oberle, Eric (Thesis director) / Williams, Wendy (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
131398-Thumbnail Image.png
Description
With the ongoing development of simulation technology, classic barriers to social interactions are beginning to be dismantled. One such exchange is encapsulated within education—instructors can use simulations to make difficult topics more manageable and accessible to students. Within simulations that include virtual humans, however, there are important factors to consider.

With the ongoing development of simulation technology, classic barriers to social interactions are beginning to be dismantled. One such exchange is encapsulated within education—instructors can use simulations to make difficult topics more manageable and accessible to students. Within simulations that include virtual humans, however, there are important factors to consider. Participants playing in virtual environments will act in a way that is consistent with their real-world behaviors—including their implicit biases. The current study seeks to determine the impact of virtual humans’ skin tone on participants’ behaviors when applying engineering concepts to simulated projects. Within a comparable study focused on a medical training simulation, significantly more errors and delays were made when working for the benefit of dark-skinned patients in a virtual context. In the current study, participants were given a choose-your-own-adventure style game in which they constructed simulated bridges for either a light- ordark-skinned community, and the number of errors and time taken for each decision was tracked. Results are expected to be consistent with previous study, indicating a higher number of errors and less time taken for each decision, although these results may be attenuated by a
lack of time pressure and urgency to the given situations. If these expected results hold, there may be implications for both undergraduate engineering curriculum and real-world engineering endeavors.
ContributorsEldemire, Kate (Author) / Craig, Scotty D. (Thesis director) / Roscoe, Rod D. (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131588-Thumbnail Image.png
Description
All around the automotive industry, the chassis dynamometer exists in a variety of configurations but all function to provide one common goal. The underlying goal is to measure a vehicle’s performance by measuring torque output and taking that measurement to calculate horsepower. This data is crucial in situations of testing

All around the automotive industry, the chassis dynamometer exists in a variety of configurations but all function to provide one common goal. The underlying goal is to measure a vehicle’s performance by measuring torque output and taking that measurement to calculate horsepower. This data is crucial in situations of testing development vehicles or for tuning heavily modified vehicles. While the current models in the industry serve their purposes for what they were intended to do, in theory, an additional system can be introduced to the dyno to render the system into an electric generator.
The hardware will consist of electric motors functioning as a generator by reversing the rotation of the motor (regenerative braking). Using the dynamometer with the additional motor system paired with a local battery, the entire system can be run off by their tuning service. When considering the Dynojet and Dynapack dynamometer, it was calculated that an estimated return of 81.5% of electricity used can be generated. Different factors such as how frequent the dyno is used and for how long affect the savings. With a generous estimate of 6 hours dyno run time a day for 250 business days and the cost of electricity being 13.19 cents/kwh the Dynapack came out to $326.45 a year and $1424.52 for the Dynojet. With the return of electricity, the amount saved comes out to $266.18 for the Dynapack and $1161.50 for the Dynojet. This will alleviate electrical costs dramatically in the long term allowing for performance shops to invest their saved money into more tools and equipment.
ContributorsCrisostomo, Ryan-Xavier Eddie (Author) / Contes, James (Thesis director) / Wishart, Jeffrey (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
132734-Thumbnail Image.png
Description
The initial women pioneers in engineering faced many of the same barriers as women engineers today, including stereotypes, unfair treatment in the workplace, restrictions and lack of opportunities, and lack of recognition. Research shows that these barriers are the primary reason why women’s representation within engineering has been low and

The initial women pioneers in engineering faced many of the same barriers as women engineers today, including stereotypes, unfair treatment in the workplace, restrictions and lack of opportunities, and lack of recognition. Research shows that these barriers are the primary reason why women’s representation within engineering has been low and slow to increase compared to their representation in other fields such as nursing and science. As of 2013, women still only account for 12 percent of all engineers. Yet, despite the barriers and low numbers, women engineers have demonstrated themselves as capable of succeeding just as much, if not more, than their male peers. Some of the ways they have broken the barriers in engineering have been through focusing on proving their merit, finding alternative paths, leveraging government jobs and programs, finding support among other women engineers, fighting for their right to be engineers, and through being satisfied and interested in their work. This thesis analyzes reasons why women have been underrepresented in the field, major achievements from women engineers, and strategies women engineers have adopted to mitigate barriers. The individual profiles of the women discussed in this thesis come from historical research on pioneer women engineers and interviews from modern day women engineers. Their stories help tell the history of how the experiences of women in engineering have changed and remained the same over the past 140 years. The goal of this thesis is to serve as a resource for young women who want to learn more about women in engineering. The history of women engineers is a story worth sharing to everyone because it could inspire young girls to consider engineering as a path for the future and help shift the mindset of members of society to accept and encourage women engineers.
ContributorsDye, Michaela Lynn (Author) / Nystrom, Eric (Thesis director) / Brunhaver, Samantha (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05