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Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure

Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure floating in the atmosphere of Saturn. Players take on the role of HUE, an artificial intelligence trapped in the body of a maintenance robot, as he explores this strange world and uncovers its secrets. Using acrobatic movement abilities, players will solve puzzles, evade enemies, and explore the world from top to bottom. The world, known as the Strobilus Megastructure, is conical in shape, with living quarters and environmental system in the upper sections and factories and resource mining in the lower sections. The game world is split up into 10 major areas and countless minor and connecting areas. Special movement abilities like wall running and anti-gravity allow players to progress further down in the world. These abilities also allow players to solve more complicated puzzles, and to find more difficult to reach items. The story revolves around six artificial intelligences that were created to maintain the station. Many centuries ago, these AI helped humankind maintain their day-to-day lives and helped researchers working on new scientific breakthroughs. This led to the discovery of faster-than-light travel, and humanity left the station and our solar system to explore the cosmos. HUE, the AI in charge of human relations, fell into depression and shut down. Awakening several hundred years in the future, HUE sets out to find the other AI. Along the way he helps them reconnect and discovers the history and secrets of the station. Distant is intended for players looking for three things: A fantastic world full of discovery, a rich, character driven narrative, and challenging acrobatic gameplay. Players of any age or background are recommended to give it a try, but it will require investment and a willingness to improve. Distant is intended to change players, to force them to confront difficulty and different perspectives. Most games involve upgrading a character; Distant is a game that upgrades the player.
ContributorsGarttmeier, Colin Reiser (Author) / Collins, Daniel (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new

Purpose: This qualitative research aimed to create a developmentally and gender-appropriate game-based intervention to promote Human Papillomavirus (HPV) vaccination in adolescents. <br/>Background: Ranking as the most common sexually transmitted infection, about 80 million Americans are currently infected by HPV, and it continues to increase with an estimated 14 million new cases yearly. Certain types of HPV have been significantly associated with cervical, vaginal, and vulvar cancers in women; penile cancers in men; and oropharyngeal and anal cancers in both men and women. Despite HPV vaccination being one of the most effective methods in preventing HPV-associated cancers, vaccination rates remain suboptimal in adolescents. Game-based intervention, a novel medium that is popular with adolescents, has been shown to be effective in promoting health behaviors. <br/>Methods: Sample/Sampling. We used purposeful sampling to recruit eight adolescent-parent dyads (N = 16) which represented both sexes (4 boys, 4 girls) and different racial/ethnic groups (White, Black, Latino, Asian American) in the United States. The inclusion criteria for the dyads were: (1) a child aged 11-14 years and his/her parent, and (2) ability to speak, read, write, and understand English. Procedure. After eligible families consented to their participation, semi-structured interviews (each 60-90 minutes long) were conducted with each adolescent-parent dyad in a quiet and private room. Each dyad received $50 to acknowledge their time and effort. Measure. The interview questions consisted of two parts: (a) those related to game design, functioning, and feasibility of implementation; (b) those related to theoretical constructs of the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB). Data analysis. The interviews were audio-recorded with permission and manually transcribed into textual data. Two researchers confirmed the verbatim transcription. We use pre-developed codes to identify each participant’s responses and organize data and develop themes based on the HBM and TPB constructs. After the analysis was completed, three researchers in the team reviewed the results and discussed the discrepancies until a consensus is reached.<br/>Results: The findings suggested that the most common motivating factors for adolescents’ HPV vaccination were its effectiveness, benefits, convenience, affordable cost, reminders via text, and recommendation by a health care provider. Regarding the content included in the HPV game, participants suggested including information about who and when should receive the vaccine, what is HPV and the vaccination, what are the consequences if infected, the side effects of the vaccine, and where to receive the vaccine. The preferred game design elements were: 15 minutes long, stories about fighting or action, option to choose characters/avatars, motivating factors (i.e., rewards such as allowing users to advance levels and receive coins when correctly answering questions), use of a portable electronic device (e.g., tablet) to deliver the education. Participants were open to multiplayer function which assists in a facilitated conversation about HPV and the HPV vaccine. Overall, the participants concluded enthusiasm for an interactive yet engaging game-based intervention to learn about the HPV vaccine with the goal to increase HPV vaccination in adolescents. <br/>Implications: Tailored educational games have the potential to decrease the stigma of HPV and HPV vaccination, increasing communication between the adolescent, parent, and healthcare provider, as well as increase the overall HPV vaccination rate.

ContributorsBeaman, Abigail Marie (Author) / Chen, Angela Chia-Chen (Thesis director) / Amresh, Ashish (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In this creative project, I created arrangements for string quartet of two very common pop songs that are frequently requested at wedding gigs, "Perfect" by Ed Sheeran and "Purpose" by Justin Bieber. However, to meet the demands of the dynamic gigging environment and context for string musicians, I created string

In this creative project, I created arrangements for string quartet of two very common pop songs that are frequently requested at wedding gigs, "Perfect" by Ed Sheeran and "Purpose" by Justin Bieber. However, to meet the demands of the dynamic gigging environment and context for string musicians, I created string quartet arrangements that could be adapted and condensed into string trio or duo by eliminating one or two parts from the full quartet arrangement. As such, this project not only shares the adaptable arrangements I created, but also shares the tips and tricks I gathered throughout the course of the project, both from engaging in the creative aspect of the arranging process and also through my own personal experience.

ContributorsWills, Grace (Author) / McLin, Katherine (Thesis director) / Meyer, Jeffery (Committee member) / Barrett, The Honors College (Contributor) / Edson College of Nursing and Health Innovation (Contributor) / Economics Program in CLAS (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2021-12
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Description
Nowadays, the word mindfulness has become popular in a different part of the world especially in school and work environment to practice self-care through meditations and other mindfulness-based interventions. Mindfulness means simply being aware of the present and anchoring our self at the moment without any judgments. Additionally, there are

Nowadays, the word mindfulness has become popular in a different part of the world especially in school and work environment to practice self-care through meditations and other mindfulness-based interventions. Mindfulness means simply being aware of the present and anchoring our self at the moment without any judgments. Additionally, there are plenty of ways to practice mindfulness whether through focusing our attention on our breathing, mindful walking, yoga, tai-chi, and many more. Students are often bombarded with much information from their academics but at the same time with their tasks and responsibilities outside of their academics. The school environment encourages students to thrive in the community to learn and be the best version of themselves, however, this could lead to some depressive disorders such as anxiety, stress, and the feeling of overwhelm. I, myself experienced having anxiety and a high level of stress throughout my college journey. My thesis focuses on the importance of equitable mindfulness including different interventions to practice self-care and the importance of being a resilient student in a thriving community. Moreover, along with my thesis, I created the Be Present (BPRSNT) website blog, which is an interactive tool and resource to students and the community to highlights the benefits of mindfulness and ways to overcome some challenges. Since almost everyone has access to online technology and information the main goal of the Be Present is to disseminate information about the importance of practicing self-care specifically in a robust and fast phase community by having a positive mindset and a mindful living. Aside from the website blog, I also created a personalized journal which is a tool that can help students and the community to practice mindfulness through writing whether coming up with to-do lists or journaling the events that happen in their life. It is also a good and fun way to document innovative ideas and passions.
ContributorsGalang, Aldwin (Author) / Pipe, Teri (Thesis director) / Augusta, Dawn (Committee member) / Cash, Tiara (Committee member) / Edson College of Nursing and Health Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.

ContributorsGin, Taylor (Author) / McCarthy, Alexandra (Co-author) / Berisha, Visar (Thesis director) / Baumann, Alicia (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2022-05
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Description

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict

This paper serves to report the research performed towards detecting PD and the effects of medication through the use of machine learning and finger tapping data collected through mobile devices. The primary objective for this research is to prototype a PD classification model and a medication classification model that predict the following: the individual’s disease status and the medication intake time relative to performing the finger-tapping activity, respectively.

ContributorsMcCarthy, Alexandra (Author) / Gin, Taylor (Co-author) / Berisha, Visar (Thesis director) / Baumann, Alicia (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2022-05
Description

Nursing burnout is a predominant issue for the modern nurse and must be more fully addressed for the health and success of the field and the individuals who make it up. Mindfulness exhibits efficacy in multiple studies as an intervention for burnout and should thus be considered as an option

Nursing burnout is a predominant issue for the modern nurse and must be more fully addressed for the health and success of the field and the individuals who make it up. Mindfulness exhibits efficacy in multiple studies as an intervention for burnout and should thus be considered as an option for treatment and prevention of this issue. The creation of the included mindfulness workbook allows nurses to assess and address their specific level of burnout in a cost-effective manner.

ContributorsAlexander, Taylor (Author) / Sebbens, Danielle (Thesis director) / Towers, Laura (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor) / Edson College of Nursing and Health Innovation (Contributor)
Created2022-05