Matching Items (68)
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Description
Euendolithic cyanobacteria have the remarkable ability to actively excavate and grow within certain minerals. Their activity leads to increased erosion of marine and terrestrial carbonates, negatively affecting coral reef and bivalve ecology. Despite their environmental relevance, the boring mechanism has remained elusive and paradoxical, in that cyanobacteria alkalinize their surroundings,

Euendolithic cyanobacteria have the remarkable ability to actively excavate and grow within certain minerals. Their activity leads to increased erosion of marine and terrestrial carbonates, negatively affecting coral reef and bivalve ecology. Despite their environmental relevance, the boring mechanism has remained elusive and paradoxical, in that cyanobacteria alkalinize their surroundings, typically leading to carbonate precipitation, not dissolution. Thus, euendoliths must rely on unique adaptations to bore. Recent work using the filamentous model euendolith Mastigocoleus testarum strain BC008 indicated that excavation relied on transcellular calcium transport mediated by P-type ATPases, but the phenomenon remained unclear. Here I present evidence that excavation in M. testarum involves an unprecedented set of adaptations. Long-range calcium transport is achieved through the coordinated pumping of multiple cells, orchestrated by the localization of calcium ATPases in a repeating annular pattern, positioned at a single cell pole, adjacent to each cell septum along the filament. Additionally, specialized chlorotic cells that I named calcicytes, differentiate and accumulate calcium at concentrations more than 500 fold those of canonical cells, likely allowing for fast calcium flow at non-toxic concentrations through undifferentiated cells. I also show, using 13C stable isotope tracers and NanoSIMS imaging, that endolithic M. testarum derives most of its carbon from the mineral carbonates it dissolves, the first autotroph ever shown to fix mineral carbon, confirming the existence of a direct link between oxidized solid carbon pools and reduced organic pools in the biosphere. Finally, using genomic and transcriptomic approaches, I analyze gene expression searching for additional adaptations related to the endolithic lifestyle. A large and diverse set of genes (24% of 6917 genes) were significantly differentially regulated while boring, including several master regulators and genes expectedly needed under this condition (such as transport, nutrient scavenging, oxidative stress, and calcium-binding protein genes). However, I also discovered the up-regulation of several puzzling gene sets involved in alternative carbon fixation pathways, anaerobic metabolism, and some related to photosynthesis and respiration. This transcriptomic data provides us with several new, readily testable hypotheses regarding adaptations to the endolithic lifestyle. In all, my data clearly show that boring organisms show extraordinarily interesting adaptations.
ContributorsGuida, Brandon Scott (Author) / Garcia-Pichel, Ferran (Thesis advisor) / Chandler, Douglas (Committee member) / Bingham, Scott (Committee member) / Roberson, Robert (Committee member) / Arizona State University (Publisher)
Created2016
Description
Some cyanobacteria, referred to as boring or euendolithic, are capable of excavating tunnels into calcareous substrates, both mineral and biogenic. The erosive activity of these cyanobacteria results in the destruction of coastal limestones and dead corals, the reworking of carbonate sands, and the cementation of microbialites. They thus link the

Some cyanobacteria, referred to as boring or euendolithic, are capable of excavating tunnels into calcareous substrates, both mineral and biogenic. The erosive activity of these cyanobacteria results in the destruction of coastal limestones and dead corals, the reworking of carbonate sands, and the cementation of microbialites. They thus link the biological and mineral parts of the global carbon cycle directly. They are also relevant for marine aquaculture as pests of mollusk populations. In spite of their importance, the mechanism by which these cyanobacteria bore remains unknown. In fact, boring by phototrophs is geochemically paradoxical, in that they should promote precipitation of carbonates, not dissolution. To approach this paradox experimentally, I developed an empirical model based on a newly isolated euendolith, which I characterized physiologically, ultrastructurally and phylogenetically (Mastigocoleus testarum BC008); it bores on pure calcite in the laboratory under controlled conditions. Mechanistic hypotheses suggesting the aid of accompanying heterotrophic bacteria, or the spatial/temporal separation of photosynthesis and boring could be readily rejected. Real-time Ca2+ mapping by laser scanning confocal microscopy of boring BC008 cells showed that boring resulted in undersaturation at the boring front and supersaturation in and around boreholes. This is consistent with a process of uptake of Ca2+ from the boring front, trans-cellular mobilization, and extrusion at the distal end of the filaments (borehole entrance). Ca2+ disequilibrium could be inhibited by ceasing illumination, preventing ATP generation, and, more specifically, by blocking P-type Ca2+ ATPase transporters. This demonstrates that BC008 bores by promoting calcite dissolution locally at the boring front through Ca2+ uptake, an unprecedented capacity among living organisms. Parallel studies using mixed microbial assemblages of euendoliths boring into Caribbean, Mediterranean, North and South Pacific marine carbonates, demonstrate that the mechanism operating in BC008 is widespread, but perhaps not universal.
ContributorsRamírez-Reinat, Edgardo L (Author) / Garcia-Pichel, Ferran (Thesis advisor) / Chandler, Douglas (Committee member) / Farmer, Jack (Committee member) / Neuer, Susanne (Committee member) / Arizona State University (Publisher)
Created2010
DescriptionA creative project was made in the form of a movie. The video portrays the corruption of children through media and pop culture's influence. From this, we created the ideas of the Superhero Complex, Princess Complex, and Quasi-fairytale life.
ContributorsEvans, Chanel Nicole (Co-author) / Clayson, Danielle (Co-author) / Switzer, Heather (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Katsulis, Yasmina (Committee member) / Barrett, The Honors College (Contributor)
Created2013-05
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Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was

Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was researched and fully developed into a complete drawing; third, the sketch was completely traced with ink and texture was added; finally, the drawing tones were added with ink and screen tones. The plot of Retrograde revolves around the protagonist, Vera, as she attempts to find a place for her art in an artistic community that rejects her for her lack of commercial success and for the advantages she got through connections. When Vera appears to have succeeded, a sudden plot twist reveals a conspiracy which undermines her success. By following Vera, the novel illustrates a corrupt artistic society in which the value of art is established by a small amount of artistic elites. The written portion of the project expounds on the various ideas that drove the novel, including how art forms like graphic novels come to be situated low in artistic hierarchies and how interpretations can be negatively guided by already established institutions. Among some of the theorists referenced within the paper are Walter Benjamin, Clement Greenberg, and Susan Sontag. In conclusion, the project illustrates an inclination to judge art by potential commercial value and by already established hierarchies, limiting the possibilities of new interpretations and shifts in those same hierarchies. Keywords: art, art theory, graphic novels
ContributorsCervantes, Liliana (Author) / Dove-Viebahn, Aviva (Thesis director) / Solis, Forrest (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Art is an inherent concept instilled in human nature, which utilizes the abilities of the creative mind to invent. Art has served many purposes in the history of mankind, including, but not limited to story telling, entertainment, decoration, exploration, propaganda, education, and therapy. The primary aim of this creative project

Art is an inherent concept instilled in human nature, which utilizes the abilities of the creative mind to invent. Art has served many purposes in the history of mankind, including, but not limited to story telling, entertainment, decoration, exploration, propaganda, education, and therapy. The primary aim of this creative project was to explore the importance of the art, as a creative process, as a way to supplement academic endeavors. The idea derived from an observation made by myself that contemporary regard for art has been on a decline, which made me question if I also value art as much as I think I do, having done art in the past and recently added a studio art minor. I thought of ways to again incorporate art and the creative process into my life. I asked myself the question: can the creative process be used as a supplement to schoolwork in order to relieve stress? To explore this, an experiment was designed, which entailed my creation of drawings twice a week, accompanied by journal documentation for a full semester of college. Afterwards, analyses were done between the documented journal entries and the artworks to see if any relationships were apparent between various aspects of my life at the times of the drawings and the drawings themselves. Further research was also conducted in related areas of study and documented in written format, which cited and analyzed numerous journal articles, artworks, artists, and research papers. This included art therapy, art education, and the relationships between art and science. Results from the experiment indicated that art as a creative process allowed for the relief of stress by cleansing my mind from any concern or interferences, therefore offering myself a complete break and relaxation, effectively refreshing my mind and allowing me to resume schoolwork or other tasks more mentally taxing. In addition, the research also showed that art therapy could effectively utilize this palliative effect of art making to ease the problems of people in distress. The findings also concluded that art and science go hand in hand, which explains a lot of the similarities in methodologies utilized by scientists and artists. In conclusion, art is a paramount part of mankind in exercising the creative mind and is ubiquitous; we should learn to actively embrace it to enrich our lives.
ContributorsSun, Sean Yu-Hsiang (Author) / Dove-Viebahn, Aviva (Thesis director) / Chandler, Douglas (Committee member) / School of Art (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines

This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines for game packaging standards. The second part contains an analysis of selected global film posters from all genres leading up to Disney/Pixar movies, and also a few popular video game packaging designs. The research is then be applied to 3 designs based on regional trends in the largest hubs of digital design in Asia, Europe and the Americas. Lastly, a survey will be conducted with international contacts to identify if the trends were correctly identified and which designs they personally preferred. The background research on video games includes 3 interviews. Diane Fornasier the current Vice President of Marketing at Immersive Play, and former VP of Marketing at Maximum Games, Sony and Sega talks about the evolution of packaging and packaging trends. Tom Kalinske, the former CEO of Mattel, Sega and Leapfrog details the emergence of the ESRB board in America and of the rating boards and guidelines from Asia, Europe. Al Nilsen, the former Director of Global Marketing at Sega explains international marketing and the character development of Sonic the Hedgehog. The case studies examine some film posters of all genres and some of the most successful international Pixar film posters to compare and contrast the different design elements in different regions, along with any outlying observations that cannot necessarily be allocated to a specific trend. The findings from the case studies are applied towards creating three film poster designs based on the most remarkable trends in the Americas, Europe and Asia that were observed. All of the film posters exhibit successful methods of engaging and appealing to their audiences based on cultural norms and values. Finding Dory, a film with a strong global appeal that showcases different regional design elements was a suitable option for the design concept. This will not only help understand the basic rules of international marketing when it comes to digital art, but it will also help us identify cultural norms and values that most of us might not be aware of when it comes to what can be publicized or not and what appeals to different target audiences.
ContributorsAdivikolanu, Harika Sruthi (Author) / Dove-Viebahn, Aviva (Thesis director) / Viles, Rebecca (Committee member) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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My thesis focuses on the use of American Sign Language in popular movies. My paper analyzes the intersection between popular media and language, a subject I find personally interesting. My project addresses how and when ASL is used in movies, including technical components such as lighting, framing, visibility, and subtitling.

My thesis focuses on the use of American Sign Language in popular movies. My paper analyzes the intersection between popular media and language, a subject I find personally interesting. My project addresses how and when ASL is used in movies, including technical components such as lighting, framing, visibility, and subtitling. It also looks at the function of ASL, as well as Deafness and how it is portrayed. It focuses on three popular films: Children of a Lesser God (1986), The Shape of Water (2017), and A Quiet Place (2018). It also studies a fourth film, No Ordinary Hero: The SuperDeafy Movie (2013), which provides a Deaf perspective when it comes to filmmaking. These films are studies from technical and representational perspectives.

ContributorsEllis, Lucy Anne (Author) / Quinn, Paul (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage in the analysis of both Overwatch (2016) and Detroit Become Human (2018) to observe the ways these two video games, which so outwardly market their diversity, have failed marginalized groups. Accompanying the research paper is a video game poster representing a woman of color designed by the author which is meant to learn from the mistakes of its predecessors.

ContributorsBateman, Phoebe Jasmine (Author) / Dove-Viebahn, Aviva (Thesis director) / Holmes, Jeffrey (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to a synopsis of how screenplay development can offer insight into

This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to a synopsis of how screenplay development can offer insight into ways the software development process can improve iteration.

ContributorsWalker, Garrison (Author) / Scott Lynch, Jacquie (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to a synopsis of how screenplay development can offer insight into

This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to a synopsis of how screenplay development can offer insight into ways the software development process can improve iteration.
ContributorsWalker, Garrison (Author) / Scott Lynch, Jacquie (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05