Matching Items (316)
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The rising national maternal mortality rate has brought international attention to the United State's maternal healthcare crisis. This literature review consolidates and compares academic research on the best practices for lowering maternal mortality rates and reducing racial disparities in healthcare.

ContributorsDavey, Skylar Lauren (Author) / O'Flaherty, Katherine (Thesis director) / Lynch, Jacquie (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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With the passage of the Affordable Care Act, the health system in the United States is now being further challenged. There is bipartisan debate on how it can be reconstructed: one party states that the government plays too big of a role, while the other believes it plays too little.

With the passage of the Affordable Care Act, the health system in the United States is now being further challenged. There is bipartisan debate on how it can be reconstructed: one party states that the government plays too big of a role, while the other believes it plays too little. Regardless, Americans want change. Reconstruction is not a new topic by any means, and other countries have been forced to do so due to political violence. This paper explores the history and current healthcare organizations of Japan, Iraq, and Afghanistan. These countries have all encountered major political turmoil, which has led to the rebuilding of their respective healthcare systems. Though the United States is not facing political violence that will necessitate reorganization, the examination of nations that have been forced to do so offers lessons applicable to the healthcare system in the US.

ContributorsSipes, Rachel Elizabeth (Author) / Sturgess, Jessica (Thesis director) / O'Flaherty, Katherine (Committee member) / School of Politics and Global Studies (Contributor) / School of Human Evolution & Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how the nature of defining free-space gestures influence user's preference and

Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how the nature of defining free-space gestures influence user's preference and the length of usability of gesture-driven devices, defined low-stress and intuitive gestures for users to interact with gesture recognition systems are necessary to consider. To measure stress, a Galvanic Skin Response instrument was used as a primary indicator, which provided evidence of the relationship between stress and intuitive gestures, as well as user preferences towards certain tasks and gestures during performance. Fifteen participants engaged in creating and performing their own gestures for specified tasks that would be required during the use of free-space gesture-driven devices. The tasks include "activation of the display," scroll, page, selection, undo, and "return to main menu." They were also asked to repeat their gestures for around ten seconds each, which would give them time and further insight of how their gestures would be appropriate or not for them and any given task. Surveys were given at different time to the users: one after they had defined their gestures and another after they had repeated their gestures. In the surveys, they ranked their gestures based on comfort, intuition, and the ease of communication. Out of those user-ranked gestures, health-efficient gestures, given that the participants' rankings were based on comfort and intuition, were chosen in regards to the highest ranked gestures.
ContributorsLam, Christine (Author) / Walker, Erin (Thesis director) / Danielescu, Andreea (Committee member) / Barrett, The Honors College (Contributor) / Ira A. Fulton School of Engineering (Contributor) / School of Arts, Media and Engineering (Contributor) / Department of English (Contributor) / Computing and Informatics Program (Contributor)
Created2015-05
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The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot

Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot detection, we are interested in bots on Twitter that tweet Arabic extremist-like phrases. A testing dataset is collected using the honeypot method, and five different heuristics are measured for their effectiveness in detecting bots. The model underperformed, but we have laid the ground-work for a vastly untapped focus on bot detection: extremist ideal diffusion through bots.
ContributorsKarlsrud, Mark C. (Author) / Liu, Huan (Thesis director) / Morstatter, Fred (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
Description
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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I conducted a qualitative, comparative study on the nursing education systems in the United Kingdom and the United States, focusing on two universities—Arizona State University in Phoenix, Arizona and Leeds Beckett University in Leeds, England. The goals of my thesis included comparing the educational, economic, and cultural aspects of the

I conducted a qualitative, comparative study on the nursing education systems in the United Kingdom and the United States, focusing on two universities—Arizona State University in Phoenix, Arizona and Leeds Beckett University in Leeds, England. The goals of my thesis included comparing the educational, economic, and cultural aspects of the countries and how those aspects impact nursing students on both sides of the pond. The educational and economic aspects were compared by utilizing existing literature and open data sources such as the university websites and publications from comparative education journals, while the cultural differences were evaluated by conducting short, one-on-one interviews with students enrolled in the Adult Health courses at both universities. The findings from the interviews were transcribed and coded, and findings from the sites were compared. While there is an extensive amount of research published regarding comparative education, there has not been much published comparing these developed countries. While there is a significant difference in the structure and cost of the nursing programs, there are more similarities than differences in culture between nursing students interviewed in the US and those interviewed in the UK.
ContributorsTahiliani, Shreja (Author) / Hagler, Debra (Thesis director) / Allen, Angela (Committee member) / Arizona State University. College of Nursing & Healthcare Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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The goal of this creative project is to explain the different roles of advanced practice nursing as well as the role of a registered nurse. Advanced practice nursing roles include Certified Nurse Practitioner, Certified Registered Nurse Anesthetist, Certified Clinical Nurse Specialist, and Certified Nurse Midwife. The role of the registered

The goal of this creative project is to explain the different roles of advanced practice nursing as well as the role of a registered nurse. Advanced practice nursing roles include Certified Nurse Practitioner, Certified Registered Nurse Anesthetist, Certified Clinical Nurse Specialist, and Certified Nurse Midwife. The role of the registered nurse is included in this website because this role is the foundation for becoming an advanced practice nurse and is an equally important role. The target audience for the website is potential nursing students, current nursing students, and licensed nurses who desire to advance their career and are looking for more information about each role. This comprehensive website includes the scope of practice, salary, educational programs, and an interview with a nurse in each role. The description of each advanced practice role includes audio and visual aids to appeal to different types of learners. In depth education regarding advanced practice nursing roles will make current and future nurses more aware of the endless possibilities of a career in nursing. Nurses provide education to patients every day, but there is rarely adequate education provided to nurses regarding their profession or professional advancement opportunities. Nursing is a patient-focused career and sometimes nurses forget to focus on their own personal growth while caring for others. This one-stop website promotes nurse to nurse education by thoroughly explaining each advanced practice role. All of the information in this website is publically available through the internet and this website is meant solely for educational purposes.
Created2015-12
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Colorectal cancer (CRC) is the third most prevalent form of cancer in both genders and second highest cause of cancer-related death in the United States. Despite the availability of preventative CRC screening, Latinos as a group are of particular concern for CRC as they tend to have a lower screening

Colorectal cancer (CRC) is the third most prevalent form of cancer in both genders and second highest cause of cancer-related death in the United States. Despite the availability of preventative CRC screening, Latinos as a group are of particular concern for CRC as they tend to have a lower screening rate, contributing to the possibility of late-stage diagnosis or even death. However, little is known about the perceptions of CRC screening and factors which contribute to beliefs about CRC in Latinos. Most studies are quantitative and rarely include a qualitative approach focusing on cultural aspects and communication with physicians. The purpose of this study was to explore participants' perceived facilitators and barriers to CRC screening, as well as perspectives on physician recommendation and fatalism, using a qualitative approach. A convenience and snowball sampling were used to collect the data. Eight English-speaking Latino individuals (M age=56 years; 75% female) in the Phoenix, Arizona area were invited to 60-90 minute in-depth interviews on perceptions of the colorectal cancer screening process. Ten major themes emerged from the interviews: (1) lacking awareness and knowledge of CRC screening, (2) attitude toward CRC and screening, (3) availability of preventive care, (4) physician trust, (5) fear, (6) desire for increased information, (7) personal learning, (8) lifestyle factors, (9) cultural impact, and (10) willingness to change lifestyle. Results indicated varying levels of perceived knowledge of colorectal cancer, little perceived risk of diagnosis, desire for more information, and a high level of physician trust. Implications for nursing included increased need for CRC screening educational resources, as well as further investigation of the influence of fatalistic belief in CRC screening compliance for the Latino population.
ContributorsMagdaleno, Claire Rose (Author) / Kim, Sunny (Thesis director) / McNulty, Julie (Committee member) / Arizona State University. College of Nursing & Healthcare Innovation (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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Popular culture has a longstanding tendency for being affected by, and reversely affecting, politics. Films, in particular, can exist as either purse “escapism” or heady pathways for political commentary. During the Second World War, governments in both the United States and Great Britain used film as a vessel for their

Popular culture has a longstanding tendency for being affected by, and reversely affecting, politics. Films, in particular, can exist as either purse “escapism” or heady pathways for political commentary. During the Second World War, governments in both the United States and Great Britain used film as a vessel for their own messages, but after the war ended, the two nations allowed their respective film industries more free expression in commenting on wartime and post-war politics. Film also provided particularly vivid political commentary during, and in the years immediately following, the Cold War. Though film has a longstanding history of being a force for political commentary, the medium’s specific engagement with the Cold War holds particular significance because works produced by the two nations’ film industries paralleled the social trend toward political activism at the time. While films produced in the UK and the United States in the 1960s addressed a wide range of contentious political issues, a huge body of work was spurred on by one of the most pressing political tensions of the time: namely, the Cold War.

The United States and Great Britain were major, allied forces during the Cold War. Despite their allied positions, they had unique politico-social perspectives that greatly reflected their immediate involvement in the conflict, in addition to their respective political histories and engagement in previous wars. As the Cold War threat was a large and, in many ways, incomprehensible one, each country took certain elements of the Cold War situation and used those elements to reflect their varied political social positions to a more popular audience and the culture it consumed.

In turn, filmmakers in both countries used their mediums to make overarching political commentaries on the Cold War situation. This analysis looks at five films from those countries during the 1960s, and explores how each representation offered different, often conflicting, perspectives on how to “manage” Cold War tensions, while simultaneously reflecting their conflicted culture and political decisions. The films analyzed reveal that each country focused on contrasting perceptions about the source of the threat posed by Soviet forces, thus becoming tools to further promote their distinct political stances. While the specifics of that commentary changed with each filmmaker, they generally paralleled each country’s perspective on the overall Cold War atmosphere. The British message represented the Cold War as a very internal battle—one that involved the threat within UK borders via the infiltration of spies the tools of espionage. In contrast, the American films suggest that the Cold War threat was largely an internal one, a struggle best combatted by increasing weaponry that would help control the threat before it reached American borders.
Created2016-05