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Magic has changed over the past several centuries in terms of how it shows up in people's lives and how it’s discussed: in the 21st-century modern-day, the term magic is used to describe illusions and unknown facts, whereas before magic was tied more into superstitions about higher beings and religion.

Magic has changed over the past several centuries in terms of how it shows up in people's lives and how it’s discussed: in the 21st-century modern-day, the term magic is used to describe illusions and unknown facts, whereas before magic was tied more into superstitions about higher beings and religion. Nevertheless, every culture has been influenced by magic. Even before travel and technology allowed information to be widespread, magic was a part of people’s lives, whether it be to protect a tribe on their hunt or a magician trying to earn a living. Even though secular magic is quite recent on the timeline of history, secular magic can still tap into the same feelings that non-secular magic has had on people. People try to understand what they can’t and deal with stressors in their lives in many ways, and magic in its various forms has provided this filler. Throughout this paper, I’ll be discussing magic’s role as a bridge between cultures. I looked for various explanations of magic’s history and the impact it’s had on people throughout, to be able to compare by culture and over time, and how magic has served as cultural bridge, bringing people together, creating new conversations, and sparking similar emotions across all people such as awe and wonder.
ContributorsBregman, Maxwell (Author) / Ostling, Michael (Thesis director) / Edmonds, Larry (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor)
Created2024-05
Description
Arena Report is created to be a teaching and learning application. The app features projection-based Augmented Reality (AR) overlays of sports statistics at meaningful spatial positions to educate coaches and players about how they can use data to make better decisions. It is also meant to enable users to better

Arena Report is created to be a teaching and learning application. The app features projection-based Augmented Reality (AR) overlays of sports statistics at meaningful spatial positions to educate coaches and players about how they can use data to make better decisions. It is also meant to enable users to better communicate results and make better decisions. By interacting with immersive, 3-dimensional data visualizations, Arena Report allows users to develop their ability to make sound decisions in sports.
ContributorsHobbs, Caleb (Author) / Johnson-Glenberg, Mina (Thesis director) / Coza, Aurel (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor)
Created2024-05
Description
This thesis investigates the quality and usefulness of "DeepDEMs" from Moon and Mars images, which are Digital Elevation Models (DEMs) created using deep learning from single optical images. High-resolution DEMs of Moon and Mars are increasingly critical for gaining insights into the slope and the elevation of the terrain in

This thesis investigates the quality and usefulness of "DeepDEMs" from Moon and Mars images, which are Digital Elevation Models (DEMs) created using deep learning from single optical images. High-resolution DEMs of Moon and Mars are increasingly critical for gaining insights into the slope and the elevation of the terrain in the region which helps in identifying the landing sites of possible manned missions and rovers. However, many locations of interest to scientists who use remote sensing to study the Earth or other planetary bodies have only visible image data coverage, and not repeated stereo image coverage or other data collected specifically for DEM generation. Thus, Earth and planetary scientists, geographers, and other academics want DEMs in many locations where no data resources (repeat coverage or intensive remote sensing campaigns) have been assigned for geomorphic or topographic study. One specific use for deep learning-generated terrain models would be to assess probable sites in the lunar south polar area for NASA's future Artemis III mission which aims to return people to the lunar surface. While conventional techniques (for example, needing two stereo pictures from satellites for photogrammetry) work well, this high-resolution data only covers a small portion of the planets. Furthermore, older approaches need lengthy processing durations as well as human calibration and tweaking to achieve high-quality DEMs. To address the coverage and processing time concerns, we evaluated deep learning algorithms for creating DEMs of the Moon and Mars' surfaces. We explore how the findings of this study may be used to create elevation models for planetary mapping in the future using automated methods.
ContributorsJain, Rini (Author) / Rastogi, Anant (Co-author) / Kerner, Hannah (Thesis director) / Adler, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Information Systems (Contributor)
Created2024-05
Description
The paper investigates the efficacy of utilizing artificial intelligence (AI) for code generation, specifically looking into Java and it’s GUI Swing library, and evaluates the quality of the generated code. It presents a comparative analysis of various AI-generated solutions, aiming to determine which approach yields the most optimal results. The

The paper investigates the efficacy of utilizing artificial intelligence (AI) for code generation, specifically looking into Java and it’s GUI Swing library, and evaluates the quality of the generated code. It presents a comparative analysis of various AI-generated solutions, aiming to determine which approach yields the most optimal results. The study explores different AI techniques, such as machine learning models, employed in code generation tasks. Through rigorous experimentation and evaluation criteria, the paper assesses factors like code efficiency, readability, and functionality to identify the most effective AI-based code generation methods. The findings contribute insights into leveraging AI for code development and offer recommendations for improving code quality in software engineering practices. Utilizing Java Swing I created a Hangman game and then asked ChatGPT, Gemini, Copilot, and Blackbox to create the same game.
ContributorsConsalvo, Benjamin (Author) / Sopha, Matt (Thesis director) / Mazzola, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Information Systems (Contributor)
Created2024-05
Description
YumAsia is committed to enriching the Arizona culinary landscape by introducing the distinctive flavors and cultural heritage of Asian cuisines, particularly through the promotion of the Yunnan Rose Pastry. This initiative responds to the growing interest in authentic ethnic foods among college students and the broader community in Arizona. YumAsia’s

YumAsia is committed to enriching the Arizona culinary landscape by introducing the distinctive flavors and cultural heritage of Asian cuisines, particularly through the promotion of the Yunnan Rose Pastry. This initiative responds to the growing interest in authentic ethnic foods among college students and the broader community in Arizona. YumAsia’s mission goes beyond mere food provision to offer an immersive cultural experience that highlights the stories and traditions behind Asian pastries. With a strategic positioning as a cultural ambassador, YumAsia leverages a content-driven marketing strategy that combines the power of e-commerce, website building, and community engagement through direct interactions like tabling events. The value proposition centers on delivering authenticity, quality, and educational content, all wrapped in a customer-centric service that offers both delivery and pickup options. This approach aims to not only introduce new flavors to the market but also to foster a deeper understanding and appreciation of Asian culinary diversity.
ContributorsFeng, Qianhui (Author) / Byrne, Jared (Thesis director) / Lee, Peggy (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2024-05
Description
Braille Retail is a student-led effort to promote awareness and inclusivity for visually impaired and blind individuals through legible braille designs on fabric. Our mission is to bring awareness to the visually impaired and blind community and increase braille literacy. We plan to reach our mission by placing legible braille

Braille Retail is a student-led effort to promote awareness and inclusivity for visually impaired and blind individuals through legible braille designs on fabric. Our mission is to bring awareness to the visually impaired and blind community and increase braille literacy. We plan to reach our mission by placing legible braille and its translation on our sweatshirts. Furthermore, we want to support the visually impaired and blind community by donating 5% of our profits to local blind charities.
ContributorsShereck, Kennedy (Author) / Pearson, Morgan (Co-author) / O'Shea, Hannah (Co-author) / Soto, Tatum (Co-author) / Byrne, Jared (Thesis director) / Giles, Bret (Committee member) / Thomasson, Anna (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor)
Created2024-05
Description
In this three-episode podcast series, we delve into the layers of censorship within the American public school system. Episode one unearths the historical roots of censorship in America, tracing back to pivotal moments and decisions that shaped the landscape of what can and cannot be taught or discussed in classrooms.

In this three-episode podcast series, we delve into the layers of censorship within the American public school system. Episode one unearths the historical roots of censorship in America, tracing back to pivotal moments and decisions that shaped the landscape of what can and cannot be taught or discussed in classrooms. Moving forward, episode two navigates the complex web of policies, guidelines, and societal pressures that have dictated the boundaries of permissible content in school curricula as of recently. Finally, episode three explores strategies and initiatives aimed at fostering a more inclusive and open learning environment for the future. We examine the role of technology and the role students can take in empowering educators and learners to engage critically with information while respecting diverse viewpoints. Through in-depth analysis and compelling narratives, this podcast series sheds light on the ongoing discourse surrounding censorship in America's public schools, urging listeners to rethink conventional paradigms and advocate for a more transparent and equitable educational experience for all.
ContributorsJeter, Zoe (Author) / Powell, Danielle (Co-author) / Schmidt, Peter (Thesis director) / Voorhees, Matthew (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
Description
The primary goal of our nonprofit organization, Plant-ED, is to deepen the average individual’s knowledge regarding sustainability and to inspire our users to engage in a community of like-minded individuals who share a passion for sustainability. To accomplish this vision, we have created a digital platform where users can easily

The primary goal of our nonprofit organization, Plant-ED, is to deepen the average individual’s knowledge regarding sustainability and to inspire our users to engage in a community of like-minded individuals who share a passion for sustainability. To accomplish this vision, we have created a digital platform where users can easily find information on upcoming events, activities, and alternative products that truly embody a mindset of sustainability. Our team will be the main and constant source of content for our website, however our users are also able to interact with the website through blog posts and subscriptions. Additionally, our platform has a section dedicated to explaining the impact of recycling and shows the devastating effects if humans do not take accountability for their choices and develop more sustainable habits. The ultimate goal for our website is for it to be a place where we can promote our partners’ products which are either alternatives to unsustainable products or companies who donate some of their proceeds to help create a greener world. The profit from the commission we receive from our partners and subscription services will be reinvested into expanding our digital platform and partnerships.
ContributorsSmith, Connor (Author) / Mahoney, Emma (Co-author) / Weiderhoft, Isabella (Co-author) / Myers, Zoe (Co-author) / Byrne, Jared (Thesis director) / Balven, Rachel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Finance (Contributor)
Created2024-05
Description
The food-insecure population in the United States is significant, with a disproportionately large food insecure population being college students. Food insecurity is an issue of great concern not only because of the presence of malnourishment, but especially because of the many negative effects on health it can have on individuals

The food-insecure population in the United States is significant, with a disproportionately large food insecure population being college students. Food insecurity is an issue of great concern not only because of the presence of malnourishment, but especially because of the many negative effects on health it can have on individuals that come as a result of malnourishment. In addition to the many health issues that can arise, food insecurity has also been found to be correlated with poor academic performance in school which is especially important when it comes to the food insecure college student population. Among the many reasons that college students might be food insecure, one issue that is explored is that college students do not have the capabilities to prepare adequate meals for themselves, so their lack of ability to do so contributes to their food insecurity. One way to combat this issue is to encourage college students to take the initiative to learn how to cook meals. A survey evaluated the food insecurity status of undergraduate ASU students and explored various food habits such as meal preparation, fresh produce consumption, and various influencing factors and obstacles of eating healthy, among others. Results found that those who identified as food insecure were less likely to cook meals for themselves as often as those who are not food insecure, nor were they as likely to consume fresh produce as those who are not food insecure. Additionally, all students have reported improved academic performance and/or physical/mental wellbeing. With the support that eating healthy meals is important for college students’ academics and physical and mental wellbeing, as is having the knowledge on how to prepare healthy meals, a fresh produce resource guide was created with the purpose of encouraging ASU students to learn the basic skills of cooking and meal preparation.
ContributorsSecord, Andrea (Author) / Patel, Annika (Co-author) / Tabusso-Marcyan, Ilaria (Thesis director) / Dal Martello, Chiara (Committee member) / Barrett, The Honors College (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2024-05
Description
The Business Design Labs Thesis Pathways program is aimed at empowering business students to engage in entrepreneurial action. Divided into two stages, the program involves supporting the development of multiple new ventures in stage one and launching our own venture in stage two. I focused on two projects in the

The Business Design Labs Thesis Pathways program is aimed at empowering business students to engage in entrepreneurial action. Divided into two stages, the program involves supporting the development of multiple new ventures in stage one and launching our own venture in stage two. I focused on two projects in the first semester: Krush and Doughnut Peddler. During my second semester, I made my own card game called I.L.Y (I love you) ASL card game, where students learn how to sign using cards.
ContributorsBautista, Hariette Gilian (Author) / Akhter, Aliza (Co-author) / Chou, Chih-Hsuan (Co-author) / Flores, Lea (Co-author) / Guan, Jessica (Co-author) / Kim, Min (Co-author) / Qin, Annie (Co-author) / Shosten, Madison (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor)
Created2024-05