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Description
Objective: The purpose of the present study was to compare cardiovascular responses of two different types of yoga (Vinyasa Flow and Meditative).
Methods: 9 female college students (age 18-24) were assigned to two yoga sessions, Vinyasa Flow and Meditative yoga. Each participant attended one session of each type of yoga,

Objective: The purpose of the present study was to compare cardiovascular responses of two different types of yoga (Vinyasa Flow and Meditative).
Methods: 9 female college students (age 18-24) were assigned to two yoga sessions, Vinyasa Flow and Meditative yoga. Each participant attended one session of each type of yoga, where their cardiovascular responses were measured both pre and post yoga session. Heart rate, Rate of Perceived Exertion (RPE), and blood pressure were all measured.
Results: Meditative yoga showed a significant difference in the acute response of systolic blood pressure, diastolic blood pressure, and RPE. Vinyasa Flow yoga showed a significant difference the acute response of systolic blood pressure, diastolic blood pressure, and RPE. Heart rate was significantly different when comparing measurements before each yoga session. Systolic blood pressure, diastolic blood pressure, heart rate, and RPE were all significantly different when comparing acute measurements after each respective session. Significance was set to p < 0.05.
Conclusions: Overall, the hypothesis was supported that there was a difference in cardiovascular measurements. Meditative yoga was better at significantly decreasing blood pressure acutely, whereas Vinyasa Flow yoga increased blood pressure acutely. This suggests that Meditative yoga could be suggested over Vinyasa Flow yoga for certain individuals with hypertension. Differences between the yoga practices were found and the cardiovascular effects of different yoga practices can be better understood due to this research.
ContributorsOberg, Martha Ann (Co-author) / Wood, Emilee (Co-author) / Nolan, Nicole (Thesis director) / Hoffner, Kristin (Committee member) / College of Health Solutions (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Long-acting reversible contraceptive methods (LARCs) are a class of highly effective contraceptive methods that includes the hormonal IUD, the copper IUD and the Implant. Despite pregnancy prevention prevailing as the primary motivation for contraceptive use and the pill’s lower effectiveness in actual use, the birth control pill is the most

Long-acting reversible contraceptive methods (LARCs) are a class of highly effective contraceptive methods that includes the hormonal IUD, the copper IUD and the Implant. Despite pregnancy prevention prevailing as the primary motivation for contraceptive use and the pill’s lower effectiveness in actual use, the birth control pill is the most commonly used method among people aged 18-24 years old. Through surveying 300 undergraduate female students from Arizona State University, we studied the impact of a visual resource, tiering methods by effectiveness, on the revision of likelihood of use for any contraceptive method and for LARCs in particular. We found that the visual resource significantly impacted likelihood of LARC use and that participants who cited pregnancy prevention as their only motivation for using a contraceptive method revised their likelihood of LARC use significantly more than participants who cited only hormonal benefit or more than one motivation.
ContributorsDries, Ellen Katherine (Author) / Zafar, Basit (Thesis director) / Green, Ellen (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Economics (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
With the growing popularity and advancements in automation technology, Connected and Automated Vehicles (CAVs) have become the pinnacle of ground-vehicle transportation. Connectivity has the potential to allow all vehicles—new or old, automated or non-automated—to communicate with each other at all times and greatly reduce the possibility of a multi-vehicle collision.

With the growing popularity and advancements in automation technology, Connected and Automated Vehicles (CAVs) have become the pinnacle of ground-vehicle transportation. Connectivity has the potential to allow all vehicles—new or old, automated or non-automated—to communicate with each other at all times and greatly reduce the possibility of a multi-vehicle collision. This project sought to achieve a better understanding of CAV communication technologies by attempting to design, integrate, test, and validate a vehicular ad-hoc network (VANET) amongst three automated ground-vehicle prototypes. The end goal was to determine what current technology best satisfies Vehicle-to-Vehicle (V2V) communication with a real-time physical demonstration. Although different technologies, such as dedicated short-range communication (DSRC) and cellular vehicle to everything (C-V2X) were initially investigated, due to time and budget constraints, a FreeWave ZumLink Z9-PE DEVKIT (900 MHz radio) was used to create a wireless network amongst the ground-vehicle prototypes. The initial testing to create a wireless network was successful and demonstrated but creating a true VANET was unsuccessful as the radios communicate strictly peer to peer. Future work needed to complete the simulated VANET includes programming the ZumLink radios to send and receive data using message queuing telemetry transport (MQTT) protocol to share data amongst multiple vehicles, as well as programming the vehicle controller to send and receive data utilizing terminal control protocol (TCP) to ensure no data loss and all data is communicated in correct sequence.
ContributorsDunn, Brandon (Author) / Chen, Yan (Thesis director) / Wishart, Jeffrey (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In recent years, experimental and theoretical evidence has pointed to the existence of biologically active proteins that either include unstructured regions or are entirely unstructured. Referred to as intrinsically disordered proteins (IDPs), they are now known to be involved in diverse functions, much as any folded protein. Mutations

In recent years, experimental and theoretical evidence has pointed to the existence of biologically active proteins that either include unstructured regions or are entirely unstructured. Referred to as intrinsically disordered proteins (IDPs), they are now known to be involved in diverse functions, much as any folded protein. Mutations in IDPs have been implicated in multiple neurodegenerative diseases. Considering the disordered nature of IDPs, there are limited structure features that can be used to quantify the disordered state. One such pair of variables are the radius of gyration (Rg) and the corresponding Flory’s scaling exponent, both of which characterize the dimension and size of the protein. It is generally understood that the sequence of an IDP affects its Rg and scaling exponent. Properties such as amino acid hydrophobicity and charge can play important roles in determining the Rg of an IDP, much as they affect the structure of a folded protein. However, it is nontrivial to directly predict Rg and scaling exponent from an IDP sequence. In this thesis, a coarse-grained model is used to simulate the Rg and scaling exponents of 10,000 randomly generated sequences mimicking the amino acid propensities of a typical IDP sequence. Such a database is then fed into an artificial neural network model to directly predict the scaling exponent from the sequence. The framework has not only made accurate and precise predictions (<1% error) in comparing to the simulation-obtained scaling exponent, but also suggest important sequence descriptors for such prediction. In addition, through varying the number of sequences for training the model, we suggest a minimum dataset of 100 sequences might be sufficient to achieve a 5% error of prediction, shedding light upon possible predictive models with only experimental inputs.
ContributorsBrown, Matthew D (Author) / Zheng, Wenwei (Thesis director) / Huffman, Holly (Committee member) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
Laminate devices have the potential to lower the cost and complexity of robots. Taking advantage of laminate materials' flexibility, a high-performance jumping platform has been developed with the goal of optimizing jump ground clearance. Four simulations are compared in order to understand which dynamic model elements (leg flexibility, motor dynamics,

Laminate devices have the potential to lower the cost and complexity of robots. Taking advantage of laminate materials' flexibility, a high-performance jumping platform has been developed with the goal of optimizing jump ground clearance. Four simulations are compared in order to understand which dynamic model elements (leg flexibility, motor dynamics, contact, joint damping, etc.) must be included to accurately model jumping performance. The resulting simulations have been validated with experimental data gathered from a small set of physical leg prototypes spanning design considerations such as gear ratio and leg length, and one in particular was selected for the fidelity of performance trends against experimental results. This simulation has subsequently been used to predict the performance of new leg designs outside the initial design set. The design predicted to achieve the highest jump ground clearance was then built and tested as a demonstration of the usefulness of this simulation.
ContributorsKnaup, Jacob W (Author) / Aukes, Daniel (Thesis director) / Sugar, Thomas (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
If you’ve ever found yourself uttering the words “Honey, I forgot the—” or “how did I miss the—" when coming home from the grocery store, then you’re not alone. This everyday problem that we disregard as part of life may not seem like much, but it is the driving force

If you’ve ever found yourself uttering the words “Honey, I forgot the—” or “how did I miss the—" when coming home from the grocery store, then you’re not alone. This everyday problem that we disregard as part of life may not seem like much, but it is the driving force behind my honors thesis.
Shopping Buddy is a complete Amazon Web Services solution to this problem which is so innate to the human condition. Utilizing Alexa to keep track of your pantry, this web application automates the daunting task of creating your shopping list, putting the power of the cloud at your fingertips while keeping your complete shopping list only a click away.
Say goodbye to the nights of spaghetti without the parmesan that you left on the store shelf or the strawberries that you forgot for the strawberry shortcake. With this application, you will no longer need to rely on your memory of what you think is in the back of your fridge nor that pesky shopping list that you always end up losing when you need it the most. Accessible from any web enabled device, Shopping Buddy has got your back through all your shopping adventures to come.
ContributorsMathews, Nicolle (Author) / Meuth, Ryan (Thesis director) / Chen, Yinong (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
This creative project is a portfolio of accessible science communication. It consists of three multimedia texts, each one written and designed for a different audience about a different topic. The first project is an article/report about the recent launch delays and cost increases for the James Webb Space Telescope, written

This creative project is a portfolio of accessible science communication. It consists of three multimedia texts, each one written and designed for a different audience about a different topic. The first project is an article/report about the recent launch delays and cost increases for the James Webb Space Telescope, written for adults in their 40s-50s. The second project is a children’s picture book about Einstein’s theory of general relativity, written for homeschoolers in 6th grade. The third project is an educational animated video about the difference between gravity waves and gravitational waves, written for students in 7th grade.
ContributorsShafer, Christiana (Author) / Wheeler, Jacqueline (Thesis director) / Foy, Joseph (Committee member) / Hannah, Mark (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / School of International Letters and Cultures (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
While there are many existing systems which take natural language descriptions and use them to generate images or text, few systems exist to generate 3d renderings or environments based on natural language. Most of those systems are very limited in scope and require precise, predefined language to work, or large

While there are many existing systems which take natural language descriptions and use them to generate images or text, few systems exist to generate 3d renderings or environments based on natural language. Most of those systems are very limited in scope and require precise, predefined language to work, or large well tagged datasets for their models. In this project I attempt to apply concepts in NLP and procedural generation to a system which can generate a rough scene estimation of a natural language description in a 3d environment from a free use database of models. The primary objective of this system, rather than a completely accurate representation, is to generate a useful or interesting result. The use of such a system comes in assisting designers who utilize 3d scenes or environments for their work.
ContributorsHann, Jacob R. (Author) / Kobayashi, Yoshihiro (Thesis director) / Srivastava, Siddharth (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
The sport of Ultimate, formerly known as Ultimate Frisbee™, spread around the world in the mid-seventies and was considered an alternative sport that embraced a more casual atmosphere than other traditional, competitive sports. Ultimate is now receiving national and international attention as a competitive sport, with broadcasts of games on

The sport of Ultimate, formerly known as Ultimate Frisbee™, spread around the world in the mid-seventies and was considered an alternative sport that embraced a more casual atmosphere than other traditional, competitive sports. Ultimate is now receiving national and international attention as a competitive sport, with broadcasts of games on networks such as ESPN. As it transitions into a mainstream sport while attempting to maintain its alternative roots, it is possible that there are contrasting opinions between those who want to bring it further into the mainstream and those who want to maintain as much as possible of the original, alternative culture. In this work, we surveyed members of the Ultimate community for their perspectives on the unique culture of Ultimate.
Because the Ultimate community considers itself to be progressive, despite its largely Caucasian makeup, one topic of exploration was the political landscape of the Ultimate community. A second unique aspect of ultimate is the system for enforcing rules used by the players on the field, known as the spirit of the game. This system replaces referees and creates an ethical dynamic both during play and within the community that is not found in other sports. The last major topic of study here is the self-perception of the players as athletes. Because Ultimate continues to maintain a reputation as an alternative sport, athletes may perceive themselves differently than in more established sports.
When asked if Ultimate players perceived the Ultimate community as accepting of athletes who are people of color (POC) or members of the lesbian, gay, bisexual, or transgender community (LGBT), the community reported being accepting of all minorities. However, acceptance of POC athletes was rated significantly lower than the acceptance of LGBT athletes. When asked about comradery, the respondents rated comradery higher within the Ultimate community than in other sports. When asked how impartial players were in Ultimate compared to other sports, players with more experience tended to report perceiving themselves as more impartial. All demographics reported being more impartial in Ultimate than in other athletics. When asked about the seriousness of Ultimate, those who had not played another sport considered Ultimate to be more serious than those who had played another sport. In addition, players with more years of Ultimate experience also considered it to be more serious than those with fewer years of experience. Overall, additional studies on Ultimate culture are needed in order to obtain more viewpoints, as there is a lack of research in this field for comparison.
ContributorsRandall, Sean Edward (Co-author) / Furey, Michael (Co-author) / Mebane, Tyler (Co-author) / Crook, Sharon (Thesis director) / Arrowsmith, Ramon (Committee member) / Simeone, Michael (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The premise of this thesis developed from my personal interests and undergraduate educational experiences in both industrial engineering and design studies, particularly those related to product design. My education has stressed the differences in the ways that engineers and designers approach problem solving and creating solutions, but I am most

The premise of this thesis developed from my personal interests and undergraduate educational experiences in both industrial engineering and design studies, particularly those related to product design. My education has stressed the differences in the ways that engineers and designers approach problem solving and creating solutions, but I am most interested in marrying the two mindsets of designers and engineers to better solve problems creatively and efficiently.
This thesis focuses on the recent appearance of generative design technology into the world of industrial design and engineering as it relates to product development. An introduction to generative design discusses the uses and benefits of this tool for both designers and engineers and also addresses the challenges of this technology. The relevance of generative design to the world of product development is discussed as well as the implications of how this technology will change the roles of designers and engineers, and especially their traditional design processes. The remainder of this paper is divided into two elements. The first serves as documentation of my own exploration of using generative design software to solve a product design challenge and my reflections on the benefits and challenges of using this tool. The second element addresses the need for employing quantitiative methodologies within the generative design process to aid designers in selecting the most advantageous design option when presented with generative outcomes. Both sections aim to provide more context to this new design process and seek to answer questions about some of the ambiguous processes of generative design.
ContributorsElgin, Mariah Crystal (Author) / Bacalzo, Dean (Thesis director) / Gel, Esma (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Dean, Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05