Matching Items (189)
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In this creative thesis project I use digital “scrolleytelling” (an interactive scroll-based storytelling) to investigate diversity & inclusion at big tech companies. I wanted to know why diversity numbers were flatlining at Facebook, Apple, Amazon, Microsoft and Google, and took a data journalism approach to explore the relationship between what

In this creative thesis project I use digital “scrolleytelling” (an interactive scroll-based storytelling) to investigate diversity & inclusion at big tech companies. I wanted to know why diversity numbers were flatlining at Facebook, Apple, Amazon, Microsoft and Google, and took a data journalism approach to explore the relationship between what corporations were saying versus what they were doing. Finally, I critiqued diversity and inclusion by giving examples of how the current way we are addressing D&I is not fixing the problem.

ContributorsBrust, Jiaying Eliza (Author) / Coleman, Grisha (Thesis director) / Tinapple, David (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix

Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix Children’s Hospital, and uses a qualitative analysis of three semi-structured interviews with currently employed Child Life Specialists to understand and analyze the use of medical play, a form of play intervention with a medical theme or medical equipment. We explore the goals and benefits of medical play for hospitalized pediatric patients, the process of using medical play as an intervention, including the activity design process, the assessments and adjustments made throughout the child’s hospitalization, and the considerations and limitations to implementing medical play activities. Ultimately, we found that the element of fun that defines play can be channeled into medical play activities implemented by skilled Child Life Specialists, who are experts in their field, in clinical settings to promote several different and beneficial goals, including pediatric patient coping.

ContributorsGarciapena, Danae (Co-author) / Aguiar, Lara (Co-author) / Loebenberg, Abby (Thesis director) / Swanson, Jodi (Committee member) / College of Health Solutions (Contributor) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix

Within the pediatric hospitalization experience, fear and anxiety are two emotions commonly felt by children of all ages. Hospitalized children can greatly benefit from interventions designed to help them cope with these emotions throughout their medical experiences. This study draws on each of our clinical experiences as volunteers at Phoenix Children’s Hospital, and uses a qualitative analysis of three semi-structured interviews with currently employed Child Life Specialists to understand and analyze the use of medical play, a form of play intervention with a medical theme or medical equipment. We explore the goals and benefits of medical play for hospitalized pediatric patients, the process of using medical play as an intervention, including the activity design process, the assessments and adjustments made throughout the child’s hospitalization, and the considerations and limitations to implementing medical play activities. Ultimately, we found that the element of fun that defines play can be channeled into medical play activities implemented by skilled Child Life Specialists, who are experts in their field, in clinical settings to promote several different and beneficial goals, including pediatric patient coping.

ContributorsAguiar, Lara (Co-author) / Garciapeña, Danae (Co-author) / Loebenberg, Abby (Thesis director) / Swanson, Jodi (Committee member) / School of Life Sciences (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In my creative project I created a video essay examining the mechanical differences found in the games, Dark Souls and Sekiro: Shadow's Die Twice from developer, FromSoftware. I analyze these mechanical changes and their potential impact on players mindsets and playstyles. I pull from my own experience as well as

In my creative project I created a video essay examining the mechanical differences found in the games, Dark Souls and Sekiro: Shadow's Die Twice from developer, FromSoftware. I analyze these mechanical changes and their potential impact on players mindsets and playstyles. I pull from my own experience as well as Katherine Isbister, and the wider internet discourse on game design.

ContributorsStaples, Joshua H. (Author) / Greene, Jacob (Thesis director) / Moran, Stacey (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.

ContributorsFotias, Demos James (Author) / Selgrad, Justin (Thesis director) / Lahey, Byron (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Through this creative project, I analyzed how COVID-19 has affected the theatre industry. I created a mini-documentary following ASU’s production of Runaways, which was performed without an audience. The final product was a combination of pre-filmed and self-taped scenes. I documented how students were still able to learn and cultivate

Through this creative project, I analyzed how COVID-19 has affected the theatre industry. I created a mini-documentary following ASU’s production of Runaways, which was performed without an audience. The final product was a combination of pre-filmed and self-taped scenes. I documented how students were still able to learn and cultivate their skills during a time where most things are virtual. In addition, I analyzed how the shift to filmed theatre has changed the definition of live theatre, including increased accessibility. I also explored the importance of theatre through analyzing the themes of musical theatre performances such as Rent and Runaways. During a time where people cannot gather, artists are still finding a way to create and tell stories.

ContributorsDavis, Elizabeth Nelson (Author) / Moran, Stacey (Thesis director) / Yatso, Toby (Committee member) / Arts, Media and Engineering Sch T (Contributor) / School of Community Resources and Development (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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This thesis paper examines the challenges and opportunities that are present for nonprofit organizations seeking to engage in social media marketing. By analyzing the rise of social media as a prevalent tool for business-consumer outreach the paper proposes a dialogic approach to social media for nonprofits to effectively engage with

This thesis paper examines the challenges and opportunities that are present for nonprofit organizations seeking to engage in social media marketing. By analyzing the rise of social media as a prevalent tool for business-consumer outreach the paper proposes a dialogic approach to social media for nonprofits to effectively engage with their audiences, develop relationships with them, and mobilize them towards a common mission.

ContributorsPando, Isabella G (Author) / Moran, Stacey (Thesis director) / deLusé, Stephanie (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Since Dylan Roof, a white supremacist, shot and killed nine members of a black church in Charleston on June 17, 2015, Confederate symbols have stood at the center of much controversy across the United States. Although the Confederate battle flag remains the most obvious example, the debate took a particular

Since Dylan Roof, a white supremacist, shot and killed nine members of a black church in Charleston on June 17, 2015, Confederate symbols have stood at the center of much controversy across the United States. Although the Confederate battle flag remains the most obvious example, the debate took a particular form in Tennessee, centering on the image of General Nathan Bedford Forrest. Born in 1822 to a poor family, he left school early to work. Although his work in the slave trade made him a millionaire, his later participation in the massacre of over 300 black soldiers at Fort Pillow in 1864 during the Civil War and association with the Ku Klux Klan cemented his reputation as a violent racist. Yet, many white Tennesseans praised him as a hero and memorialized him. This thesis examines Nathan Bedford Forrest State Park in Benton County and Forrest Park, now Health Sciences Park, in Memphis to examine what characteristics denote a controversial memorial. Specifically, I focus on the physical form, the location, and the demographics of the area, investigating how these components work together to give rise to controversy or acceptance of the memorial's image. Physical representations greatly impact the ideas associated with the memorial while racial demographics affect whether or not Forrest's representation as a hero speaks true to modern interpretations and opinions.
Created2016-05
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The thesis titled "Exploring Undergraduate Admissions through the Development of Shadowing Programs" is an organizational study and analysis of a shadowing program developed by Krista Moller, Ryan Johnson, and Kean Thomas. It resulted in the creation of a 25+ person student organization in the W.P. Carey School of Business called

The thesis titled "Exploring Undergraduate Admissions through the Development of Shadowing Programs" is an organizational study and analysis of a shadowing program developed by Krista Moller, Ryan Johnson, and Kean Thomas. It resulted in the creation of a 25+ person student organization in the W.P. Carey School of Business called "Explore". The organization received backing and support from the admissions department in W.P. Carey, notably Dean of Admissions, Timothy Desch. The organization's members (titled "ambassadors") host a high school student interested in the business school for a day of class. High school students are matched with an ambassador based on majors they might be interested in, and ideally the result of the day of shadowing is the high school student having a better understanding of the opportunities available at W.P. Carey. The organization began in the fall of 2013, and was intended to be used as a thesis project from its inception. As a result, the founder's experiences were carefully documented and this allowed for a detailed analysis to take place. The analysis delves into the difficulties faced by the organization's members and executive board as a result of internal and external influences. The successes and experiences they were fortunate enough to have are also detailed, and plans for the organization's future are included as well. In addition, the Explore program is analyzed in comparison to other programs around the country and even in Canada, with the goal being to see where we could potentially strengthen our program. The founders of the Explore program (and authors of this thesis) hope other students might learn from it so that more programs such as Explore can be created, benefiting the local community and ASU itself.
ContributorsMoller, Krista (Co-author) / Johnson, Ryan (Co-author) / Thomas, Kean (Co-author) / Suk, Mina (Thesis director) / Desch, Timothy (Committee member) / School of Accountancy (Contributor) / W. P. Carey School of Business (Contributor) / WPC Graduate Programs (Contributor) / Department of Supply Chain Management (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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One of Ancient Rome's most intriguing pagan religions is that of the mysterious cult of Mithras: the celebration of an ancient Indo-Iranian god, who gained an enormous amount of popularity during the first several centuries of the Common Era. Mithraism, as the cult has been commonly termed, was a mystery

One of Ancient Rome's most intriguing pagan religions is that of the mysterious cult of Mithras: the celebration of an ancient Indo-Iranian god, who gained an enormous amount of popularity during the first several centuries of the Common Era. Mithraism, as the cult has been commonly termed, was a mystery religion, one whose nature and teachings remain somewhat secretive today, since the cult left no written works. Mithraism provides a particularly interesting point of view regarding the Roman Empire, since the cult began around the same time that Christianity did, but was entirely forgotten just over 400 years later. In analyzing why one religion succeeded while the other failed, this paper examines beliefs such as astrology, Zoroastrianism, monotheism, and fatalism within the context of life in the Roman Empire.
ContributorsCruz, Ashley Alexandra (Author) / Bruhn, Karen (Thesis director) / Montesano, Mark (Committee member) / Suk, Mina (Committee member) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / School of Sustainability (Contributor)
Created2013-05