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Many nanotechnology-related principles can be demonstrated in a way that is understandable for elementary school-aged children through at-home activity videos. As a part of a National Science Foundation funded grant, Dr. Qing Hua Wang’s research group at Arizona State University developed a nanotechnology-related activity website, Nano@Home, for students. In conjunction

Many nanotechnology-related principles can be demonstrated in a way that is understandable for elementary school-aged children through at-home activity videos. As a part of a National Science Foundation funded grant, Dr. Qing Hua Wang’s research group at Arizona State University developed a nanotechnology-related activity website, Nano@Home, for students. In conjunction with ASU’s virtual Open Door 2021, this creative project aimed to create activity videos based on the Nano@Home website to make the activities more interactive for students.

ContributorsOliver, Ruth Kaylyn (Author) / Wang, Qing Hua (Thesis director) / Krause, Stephen (Committee member) / Materials Science and Engineering Program (Contributor, Contributor) / Watts College of Public Service & Community Solut (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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This thesis proposes hardware and software security enhancements to the robotic explorer of a capstone team, in collaboration with the NASA Psyche Mission Student Collaborations program. The NASA Psyche Mission, launching in 2022 and reaching the metallic asteroid of the same name in 2026, will explore from orbit what is

This thesis proposes hardware and software security enhancements to the robotic explorer of a capstone team, in collaboration with the NASA Psyche Mission Student Collaborations program. The NASA Psyche Mission, launching in 2022 and reaching the metallic asteroid of the same name in 2026, will explore from orbit what is hypothesized to be remnant core material of an early planet, potentially providing key insights to planet formation. Following this initial mission, it is possible there would be scientists and engineers interested in proposing a mission to land an explorer on the surface of Psyche to further document various properties of the asteroid. As a proposal for a second mission, an interdisciplinary engineering and science capstone team at Arizona State University designed and constructed a robotic explorer for the hypothesized surfaces of Psyche, capable of semi-autonomously navigating simulated surfaces to collect scientific data from onboard sensors. A critical component of this explorer is the command and data handling subsystem, and as such, the security of this system, though outside the scope of the capstone project, remains a crucial consideration. This thesis proposes the pairing of Trusted Platform Module (TPM) technology for increased hardware security and the implementation of SELinux (Security Enhanced Linux) for increased software security for Earth-based testing as well as space-ready missions.

ContributorsAnderson, Kelly Joanne (Author) / Bowman, Catherine (Thesis director) / Kozicki, Michael (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Coverage of Black soccer players by Italian media outlets perpetuate narratives rooted in anti-Black racism. These narratives reflect the country’s changing attitude toward immigration. Historically a country from which citizens emigrated, it is now a recipient of immigrants from Africa. These changing demographics have also caused a shift in the

Coverage of Black soccer players by Italian media outlets perpetuate narratives rooted in anti-Black racism. These narratives reflect the country’s changing attitude toward immigration. Historically a country from which citizens emigrated, it is now a recipient of immigrants from Africa. These changing demographics have also caused a shift in the focus of racism in Italy, from discrimination against southern Italians to anti-Black racism. As the country has explored what defines a unified Italian identity, Afro-Italians have been excluded. This study evaluates how these perceptions of Afro-Italian soccer players manifest according to various racial frames, and the frequency with which they do so in three Italian sports dailies: La Gazzetta dello Sport, Corriere dello Sport – Stadio, and Tuttosport. In this context, Afro-Italian refers to an Italian citizen of African descent, and anti-Black racism denotes any form of discrimination, stereotyping, or racism that specifically impacts those of African descent. For this study, a representative sample was collected consisting of website coverage published by the three sports dailies: articles devoted to Mario Balotelli that appeared between 2007 and 2014, and articles devoted to Moise Kean between 2016 and 2019. Three coders recorded the content of the sample articles on a spreadsheet organized by the type of racial frame applied to Black athletes. The analysis reveals that the players were frequently portrayed as being incapable of self-determination and of having an innate, natural athletic capability, rather than one honed through practice. The coders noted that in addition to explicit racial framing, there were also instances of implicit and subtle ways these racial frames manifest. In future research, the coding procedure will need to be adapted to account for these more layered and nuanced manifestations of anti-Black racism.

Created2021-05
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When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show

When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability” (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning” (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world” (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them.

ContributorsKlein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / School of International Letters and Cultures (Contributor) / Department of Management and Entrepreneurship (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Before the COVID-19 pandemic, there was a great need for United States’ restaurants to “go green” due to consumers’ habits of frequently eating out. Unfortunately, COVID-19 has caused this initiative to lose traction. While the amount of customers ordering takeout has increased, there is less emphasis on sustainability.<br/>Plastic is known

Before the COVID-19 pandemic, there was a great need for United States’ restaurants to “go green” due to consumers’ habits of frequently eating out. Unfortunately, COVID-19 has caused this initiative to lose traction. While the amount of customers ordering takeout has increased, there is less emphasis on sustainability.<br/>Plastic is known for its harmful effects on the environment and the extreme length of time it takes to decompose. According to the International Union for Conservation of Nature (IUCN), almost 8 million tons of plastic end up in the oceans at an annual rate, threatening not only the safety of marine species but also human health. Modern food packaging materials have included a blend of synthetic ingredients, trickling into our daily lives and polluting the air, water, and land. Single-use plastic items slowly degrade into microplastics and can take up to hundreds of years to biodegrade.<br/>Due to COVID-19, restaurants have switched to takeout and delivery options to adapt to the new business environment and guidelines enforced by the Center of Disease Control (CDC) mandated guidelines. Some of these guidelines include: notices encouraging social distancing and mask-wearing, mandated masks for employees, and easy access to sanitary supplies. This cultural shift is motivating restaurants to search for a quick, cheap, and easy fix to adapt to the increased demand of take-out and delivery methods. This increases their plastic consumption of items such as plastic bags/paper bags, styrofoam containers, and beverage cups. Plastic is the most popular takeout material because of its price and durability as well as allowing for limited contamination and easy disposability.<br/>Almost all food products come in packaging and this, more often than not, is single-use. Food is the largest market out of all the packaging industry, maintaining roughly two-thirds of material going to food. The US Environmental Protection Agency reports that almost half of all municipal solid waste is made up of food and food packaging materials. In 2014, over 162 million tons of packaging material waste was generated in the states. This typically contains toxic inks and dyes that leach into groundwater and soil. When degrading, pieces of plastic absorb toxins like PCBs and pesticides, and then each piece will, in turn, release toxic chemicals like Bisphenol-A. Even before being thrown away, it causes negative effects for the environment. The creation of packaging materials uses many resources such as petroleum and chemicals and then releases toxic byproducts. Such byproducts include sludge containing contaminants, greenhouse gases, and heavy metal and particulate matter emissions. Unlike many other industries, plastic manufacturing has actually increased production. Demand has increased and especially in the food industry to keep things sanitary. This increase in production is reflective of the increase in waste. <br/>Although restaurants have implemented their own sustainable initiatives to combat their carbon footprint, the pandemic has unfortunately forced restaurants to digress. For example, Just Salad, a fast-food restaurant chain, incentivized customers with discounted meals to use reusable bowls which saved over 75,000 pounds of plastic per year. However, when the pandemic hit, the company halted the program to pivot towards takeout and delivery. This effect is apparent on an international scale. Singapore was in lock-down for eight weeks and during that time, 1,470 tons of takeout and food delivery plastic waste was thrown out. In addition, the Hong Kong environmental group Greeners Action surveyed 2,000 people in April and the results showed that people are ordering out twice as much as last year, doubling the use of plastic.<br/>However, is this surge of plastic usage necessary in the food industry or are there methods that can be used to reduce the amount of waste production? The COVID-19 pandemic caused a fracture in the food system’s supply chain, involving food, factory, and farm. This thesis will strive to tackle such topics by analyzing the supply chains of the food industry and identify areas for sustainable opportunities. These recommendations will help to identify areas for green improvement.

ContributorsDeng, Aretha (Co-author) / Tao, Adlar (Co-author) / Vargas, Cassandra (Co-author) / Printezis, Antonios (Thesis director) / Konopka, John (Committee member) / Department of Supply Chain Management (Contributor) / School of International Letters and Cultures (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

In recent years, advanced metrics have dominated the game of Major League Baseball. One such metric, the Pythagorean Win-Loss Formula, is commonly used by fans, reporters, analysts and teams alike to use a team’s runs scored and runs allowed to estimate their expected winning percentage. However, this method is not

In recent years, advanced metrics have dominated the game of Major League Baseball. One such metric, the Pythagorean Win-Loss Formula, is commonly used by fans, reporters, analysts and teams alike to use a team’s runs scored and runs allowed to estimate their expected winning percentage. However, this method is not perfect, and shows notable room for improvement. One such area that could be improved is its ability to be affected drastically by a single blowout game, a game in which one team significantly outscores their opponent.<br/>We hypothesize that meaningless runs scored in blowouts are harming the predictive power of Pythagorean Win-Loss and similar win expectancy statistics such as the Linear Formula for Baseball and BaseRuns. We developed a win probability-based cutoff approach that tallied the score of each game once a certain win probability threshold was passed, effectively removing those meaningless runs from a team’s season-long runs scored and runs allowed totals. These truncated totals were then inserted into the Pythagorean Win-Loss and Linear Formulas and tested against the base models.<br/>The preliminary results show that, while certain runs are more meaningful than others depending on the situation in which they are scored, the base models more accurately predicted future record than our truncated versions. For now, there is not enough evidence to either confirm or reject our hypothesis. In this paper, we suggest several potential improvement strategies for the results.<br/>At the end, we address how these results speak to the importance of responsibility and restraint when using advanced statistics within reporting.

ContributorsIversen, Joshua Allen (Author) / Satpathy, Asish (Thesis director) / Kurland, Brett (Committee member) / Department of Information Systems (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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The digital education market has been expanding rapidly during the last few years, providing ample opportunity in the future. There are many technologies involved in this market, with the most significant being cloud client services, edge computing, and interactive flat panel displays (IFPDs). Combined, these technologies represent ninety-two percent of

The digital education market has been expanding rapidly during the last few years, providing ample opportunity in the future. There are many technologies involved in this market, with the most significant being cloud client services, edge computing, and interactive flat panel displays (IFPDs). Combined, these technologies represent ninety-two percent of the Serviceable Available Market with IFPDs as the largest opportunity with sixty-nine percent (Company X Data). Cloud computing provides anytime/anywhere services that can be accessed from any device: e-portfolios, content access, and creation. Edge computing processes data closer to its source and the point of service delivery, providing ultra-low latency to help boost efficiency, mainly used for data processing. Lastly, IFPDs are touchscreen display devices ideal for collaborative spaces and meeting rooms. They are a substitute for outdated projector technology and provide better connectivity and built-in software solutions. <br/>We decided to develop a strategy to expand the market share in the IFPD market because it is the largest, and we consider Company X has a significant advantage in this sector. Company X manufactures the processors used in IFPDs and has established good relationships with manufacturers of these devices.

ContributorsPhillips, Maya (Co-author) / Hauck, Tanner (Co-author) / Morales Rincon, Herwin (Thesis director) / Koroli, Eri (Thesis director) / Simonson, Mark (Committee member) / Department of Finance (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The Arizona Teachers Academy is a program that was first designed and implemented by Governor Doug Ducey in 2017 with a simple concept: to cover the tuition and fees of Arizona higher education students learning to teach in exchange for fulfilling a commitment to teach at an Arizona public school

The Arizona Teachers Academy is a program that was first designed and implemented by Governor Doug Ducey in 2017 with a simple concept: to cover the tuition and fees of Arizona higher education students learning to teach in exchange for fulfilling a commitment to teach at an Arizona public school following graduation. The academy has evolved quite rapidly in its short history, going from an unfunded mandate that Arizona universities could not afford to be funded to a voter-approved tax, and seeing its student enrollment numbers increase by over tenfold. This paper seeks to be an overview and process evaluation of the program, as well as an outlook into the program’s future. As a process evaluation, the thesis includes examinations of the program’s presumed logic model, that model’s assumptions, and relevant stakeholders. I used a multi-method approach: statutory and financial data were collected from web research and agency archival collections, and a series of interviews were conducted to ask analytical questions to key stakeholders and program directors about the program’s internal operations and data findings. These stakeholders and program directors consist of staff at the Arizona Board of Regents, the Arizona Department of Education, all three major Arizona public universities (Arizona State University, Northern Arizona University, and the University of Arizona), as well as multiple elected officials and political advocacy groups that have impacted the program through legislation and ballot initiative. This thesis finds that the Arizona Teachers Academy does not have a stated logic model, which in turn led to program assumptions that fail to meet the needs of Arizona public schools and did not allow for all key stakeholders to be involved in the process.

ContributorsLister, Blake (Author) / Lennon, Tara (Thesis director) / Broberg, Gregory (Committee member) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

CubeSats can encounter a myriad of difficulties in space like cosmic rays, temperature<br/>issues, and loss of control. By creating better, more reliable software, these problems can be<br/>mitigated and increase the chance of success for the mission. This research sets out to answer the<br/>question: how do we create reliable flight software

CubeSats can encounter a myriad of difficulties in space like cosmic rays, temperature<br/>issues, and loss of control. By creating better, more reliable software, these problems can be<br/>mitigated and increase the chance of success for the mission. This research sets out to answer the<br/>question: how do we create reliable flight software for CubeSats? by providing a concentrated<br/>list of the best flight software development practices. The CubeSat used in this research is the<br/>Deployable Optical Receiver Aperture (DORA) CubeSat, which is a 3U CubeSat that seeks to<br/>demonstrate optical communication data rates of 1 Gbps over long distances. We present an<br/>analysis over many of the flight software development practices currently in use in the industry,<br/>from industry leads NASA, and identify three key flight software development areas of focus:<br/>memory, concurrency, and error handling. Within each of these areas, the best practices were<br/>defined for how to approach the area. These practices were also developed using experience<br/>from the creation of flight software for the DORA CubeSat in order to drive the design and<br/>testing of the system. We analyze DORA’s effectiveness in the three areas of focus, as well as<br/>discuss how following the best practices identified helped to create a more reliable flight<br/>software system for the DORA CubeSat.

ContributorsHoffmann, Zachary Christian (Author) / Chavez-Echeagaray, Maria Elena (Thesis director) / Jacobs, Daniel (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The aim of this project was to create an original sound design and score for the ASU SOMDT production of HEDDATRON, by Elizabeth Meriwether. Composition and sound design was done primarily with a modular synthesizer. All audio editing was done in Reaper, and the cues were programmed in Qlab.

ContributorsJansen, Troy Sherk (Author) / Max, Bernstein (Thesis director) / Lance, Gharavi (Committee member) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05