Matching Items (279)
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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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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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Description

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
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Fire is a naturally-occurring disruptive ecological force that is an essential part of certain ecosystems, and has historically been a tool used by indigenous fire stewards to maintain the health of the land. In the past century, fire has been severely suppressed throughout many areas of the Western United States

Fire is a naturally-occurring disruptive ecological force that is an essential part of certain ecosystems, and has historically been a tool used by indigenous fire stewards to maintain the health of the land. In the past century, fire has been severely suppressed throughout many areas of the Western United States as Western colonization and the suppression of native traditional ecological knowledge took place, causing a severe decline in ecosystem health and the accumulation of flammable vegetation, which has more recently contributed towards a frequency of catastrophic, high-intensity wildfires. Current fire management challenges include balancing social and ecological perspectives. In Colorado and other areas of the country, community wildfire protection plans (CWPP) are evolving as a means to involve a variety of community stakeholders in fire management decisions. Using Colorado CWPP boundaries as a social management unit and endangered species ranges as an ecological management unit, I analyzed the spatial overlap of these different factors. Since each CWPP has its own fire management policies, I drew implications from the results for which important factors different CWPPs should consider.

ContributorsAzuma, Erin (Author) / Kroetz, Kailin (Thesis director) / Iacona, Gwen (Committee member) / Hamilton, Matthew (Committee member) / School of Life Sciences (Contributor) / Watts College of Public Service & Community Solut (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / Thunderbird School of Global Management (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Radiation hardening of electronic devices is generally necessary when designing for the space environment. Non-volatile memory technologies are of particular concern when designing for the mitigation of radiation effects. Among other radiation effects, single-event upsets can create bit flips in non-volatile memories, leading to data corruption. In this paper, a

Radiation hardening of electronic devices is generally necessary when designing for the space environment. Non-volatile memory technologies are of particular concern when designing for the mitigation of radiation effects. Among other radiation effects, single-event upsets can create bit flips in non-volatile memories, leading to data corruption. In this paper, a Verilog implementation of a Reed-Solomon error-correcting code is considered for its ability to mitigate the effects of single-event upsets on non-volatile memories. This implementation is compared with the simpler procedure of using triple modular redundancy.

ContributorsSmith, Aidan W (Author) / Kozicki, Michael (Thesis director) / Hodge, Chris (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Every communication system has a receiver and a transmitter. Irrespective if it is wired or wireless.The future of wireless communication consists of a massive number of transmitters and receivers. The question arises, can we use computer vision to help wireless communication? To satisfy the high data requirement, a large number

Every communication system has a receiver and a transmitter. Irrespective if it is wired or wireless.The future of wireless communication consists of a massive number of transmitters and receivers. The question arises, can we use computer vision to help wireless communication? To satisfy the high data requirement, a large number of antennas are required. The devices that employ large-antenna arrays have other sensors such as RGB camera, depth camera, or LiDAR sensors.These vision sensors help us overcome the non-trivial wireless communication challenges, such as beam blockage prediction and hand-over prediction.This is further motivated by the recent advances in deep learning and computer vision that can extract high-level semantics from complex visual scenes, and the increasing interest of leveraging machine/deep learning tools in wireless communication problems.[1] <br/><br/>The research was focused solely based on technology like 3D cameras,object detection and object tracking using Computer vision and compression techniques. The main objective of using computer vision was to make Milli-meter Wave communication more robust, and to collect more data for the machine learning algorithms. Pre-build lossless and lossy compression algorithms, such as FFMPEG, were used in the research. An algorithm was developed that could use 3D cameras and machine learning models such as YOLOV3, to track moving objects using servo motors and low powered computers like the raspberry pi or the Jetson Nano. In other words, the receiver could track the highly mobile transmitter in 1 dimension using a 3D camera. Not only that, during the research, the transmitter was loaded on a DJI M600 pro drone, and then machine learning and object tracking was used to track the highly mobile drone. In order to build this machine learning model and object tracker, collecting data like depth, RGB images and position coordinates were the first yet the most important step. GPS coordinates from the DJI M600 were also pulled and were successfully plotted on google earth. This proved to be very useful during data collection using a drone and for the future applications of position estimation for a drone using machine learning. <br/><br/>Initially, images were taken from transmitter camera every second,and those frames were then converted to a text file containing hex-decimal values. Each text file was then transmitted from the transmitter to receiver, and on the receiver side, a python code converted the hex-decimal to JPG. This would give an efect of real time video transmission. However, towards the end of the research, an industry standard, real time video was streamed using pre-built FFMPEG modules, GNU radio and Universal Software Radio Peripheral (USRP). The transmitter camera was a PI-camera. More details will be discussed as we further dive deep into this research report.

ContributorsSeth, Madhav (Author) / Alkhateeb, Ahmed (Thesis director) / Alrabeiah, Muhammad (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which

Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which is used in most audio and video, reduces transmission time and results in much smaller file sizes. However, this compression can affect quality if it goes too far. The more compression there is on a waveform, the more degradation there is, and once a file is lossy compressed, this process is not reversible. This project will observe the degradation of an audio signal after the application of Singular Value Decomposition compression, a lossy compression that eliminates singular values from a signal’s matrix.

ContributorsHirte, Amanda (Author) / Kosut, Oliver (Thesis director) / Bliss, Daniel (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were

In 2020, the world was swept by a global pandemic. It disrupted the lives of millions; many lost their jobs, students were forced to leave schools, and children were left with little to do while quarantined at their houses. Although the media outlets covered very little of how children were being affected by COVID-19, it was obvious that their group was not immune to the issues the world was facing. Being stuck at home with little to do took a mental and physical toll on many kids. That is when EVOLVE Academy became an idea; our team wanted to create a fully online platform for children to help them practice and evolve their athletics skills, or simply spend part of their day performing a physical and health activity. Our team designed a solution that would benefit children, as well as parents that were struggling to find engaging activities for their kids while out of school. We quickly encountered issues that made it difficult for us to reach our target audience and make them believe and trust our platform. However, we persisted and tried to solve and answer the questions and problems that came along the way. Sadly, the same pandemic that opened the widow for EVOLVE Academy to exist, is now the reason people are walking away from it. Children want real interaction. They want to connect with other kids through more than just a screen. Although the priority of parents remains the safety and security of their kids, parents are also searching and opting for more “human” interactions, leaving EVOLVE Academy with little room to grow and succeed.

ContributorsHernandez, Melany (Co-author) / Parmenter, Taylor (Co-author) / Byrne, Jared (Thesis director) / Kunowski, Jeffrey (Committee member) / Lee, Christopher (Committee member) / Thunderbird School of Global Management (Contributor, Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Self-efficacy in engineering, engineering identity, and coping in engineering have been shown in previous studies to be highly important in the advancement of one’s development in the field of engineering. Through the creation and deployment of a 17 question survey, undergraduate and first year masters students were asked to provide

Self-efficacy in engineering, engineering identity, and coping in engineering have been shown in previous studies to be highly important in the advancement of one’s development in the field of engineering. Through the creation and deployment of a 17 question survey, undergraduate and first year masters students were asked to provide information on their engagement at their university, their demographic information, and to rank their level of agreement with 22 statements relating to the aforementioned ideas. Using the results from the collected data, exploratory factor analysis was completed to identify the factors that existed and any correlations. No statistically significant correlations between the identified three factors and demographic or engagement information were found. There needs to be a significant increase in the data sample size for statistically significant results to be found. Additionally, there is future work needed in the creation of an engagement measure that successfully reflects the level and impact of participation in engineering activities beyond traditional coursework.

ContributorsJones, Elizabeth Michelle (Author) / Ganesh, Tirupalavanam (Thesis director) / Graham, Kaely (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
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.

ContributorsLi, Shimei (Co-author) / Klein, Jonathan (Co-author) / Rangarajan, Padmapriya (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Thunderbird School of Global Management (Contributor) / Department of Information Systems (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05