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"The Legal Adventures of Frankie and Rosie" is a creative project that explores the nontraditional format of comics to express creative nonfiction. The project is a set of 30 independent comics that focuses on two primary college-going students who are based off of the authors. The characters, Frankie and Rosie

"The Legal Adventures of Frankie and Rosie" is a creative project that explores the nontraditional format of comics to express creative nonfiction. The project is a set of 30 independent comics that focuses on two primary college-going students who are based off of the authors. The characters, Frankie and Rosie narrate their stories through dialogue. The authors use this narrative model to archive their college experience at ASU. Representing creative nonfiction through comics yields an amalgamated format that can be challenging for both the writers to produce as well as for the readers to consume. Ultimately, the project serves as an attempt to test whether or not the comic medium can stand by itself as an appropriate format to express creative nonfictional narratives without becoming a diluted combination of its purer predecessors.
Created2015-05
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This documentary shows how what we eat affects our planet. Meat and dairy consumption is the number one pollutant to the environment and yet it is often not discussed among environmentalists. There is so much devastation taking place on our planet due the animal agriculture industry: air pollution, and water

This documentary shows how what we eat affects our planet. Meat and dairy consumption is the number one pollutant to the environment and yet it is often not discussed among environmentalists. There is so much devastation taking place on our planet due the animal agriculture industry: air pollution, and water contamination, destruction of the the Amazon rainforests. Natural resources, such as water - it takes one thousand gallons of water to produce one gallon of milk - are being over consumed. Land is being cleared of trees at a massive scale in the Amazon to make more room for land to raise livestock and grow its feed. Following the stories and experiences of several ASU students and other community members, the documentary highlights this connection between food and its effects on the environment and what people can do to make a difference.
ContributorsKoka, Vaishnavi (Author) / Barca, Lisa (Thesis director) / Meloy, Elizabeth (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
This is a lectures series on photovoltaics. As the need for electrical energy rises, mankind has struggled to meet its need in a reliable lasting way. Throughout this struggle, solar energy has come to the foreground as a complete solution. However, it has many drawbacks and needs a lot of

This is a lectures series on photovoltaics. As the need for electrical energy rises, mankind has struggled to meet its need in a reliable lasting way. Throughout this struggle, solar energy has come to the foreground as a complete solution. However, it has many drawbacks and needs a lot of development. In addition, the general public is unaware of how solar energy works, how it is made, and how it stands economically. This series of lectures answering those three questions.
ContributorsLeBeau, Edward Sanroma (Author) / Goryll, Michael (Thesis director) / Bowden, Stuart (Committee member) / Dauksher, Bill (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description

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
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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