Matching Items (263)
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In a COVID-19 world, student engagement has suffered drastically as organizations and universities shifted to an online format. Yet, there is still an opportunity and a space for digital content creation to bridge the gap in a virtual and hybrid university lifestyle. This project looks at how student groups can

In a COVID-19 world, student engagement has suffered drastically as organizations and universities shifted to an online format. Yet, there is still an opportunity and a space for digital content creation to bridge the gap in a virtual and hybrid university lifestyle. This project looks at how student groups can still engage students at ASU Tempe through digital content creation and which tools to use to enter the space.

ContributorsJavangula, Rahul (Author) / O'Flaherty, Katherine (Thesis director) / Shipley, Austen (Committee member) / Watts College of Public Service & Community Solut (Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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The use of Artificial Intelligence in assistive systems is growing in application and efficiency. From self-driving cars, to medical and surgical robots and industrial tasked unsupervised co-robots; the use of AI and robotics to eliminate human error in high-stress environments and perform automated tasks is something that is advancing society’s

The use of Artificial Intelligence in assistive systems is growing in application and efficiency. From self-driving cars, to medical and surgical robots and industrial tasked unsupervised co-robots; the use of AI and robotics to eliminate human error in high-stress environments and perform automated tasks is something that is advancing society’s status quo. Not only has the understanding of co-robotics exploded in the industrial world, but in research as well. The National Science Foundation (NSF) defines co-robots as the following: “...a robot whose main purpose is to work with people or other robots to accomplish a goal” (NSF, 1). The latest iteration of their National Robotics Initiative, NRI-2.0, focuses on efforts of creating co-robots optimized for ‘scalability, customizability, lowering barriers to entry, and societal impact’(NSF, 1). While many avenues have been explored for the implementation of co-robotics to create more efficient processes and sustainable lifestyles, this project’s focus was on societal impact co-robotics in the field of human safety and well-being. Introducing a co-robotics and computer vision AI solution for first responder assistance would help bring awareness and efficiency to public safety. The use of real-time identification techniques would create a greater range of awareness for first responders in high-stress situations. A combination of environmental features collected through sensors (camera and radar) could be used to identify people and objects within certain environments where visual impairments and obstructions are high (eg. burning buildings, smoke-filled rooms, ect.). Information about situational conditions (environmental readings, locations of other occupants, etc.) could be transmitted to first responders in emergency situations, maximizing situational awareness. This would not only aid first responders in the evaluation of emergency situations, but it would provide useful data for the first responder that would help materialize the most effective course of action for said situation.
ContributorsScott, Kylel D (Author) / Benjamin, Victor (Thesis director) / Liu, Xiao (Committee member) / Engineering Programs (Contributor) / College of Integrative Sciences and Arts (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not

Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not believe that many people were watching one Esports championship series in the world in 2019. I believe that most people would not believe that fact. Nowadays the gaming industry has become 134 billion dollars industry (Warman), but most of the general public does not even know that Esports is a globally popular sport. The uniqueness of Esports is that fans are located everywhere in the world, unlike American football. This sport’s popularity is borderless and there are not that many sports leagues that have a huge global fan population in the sports industry. The reason Esports was able to capture popularity from everywhere in this world is because the gaming community is often beyond the border. For example, a person who lives in South Korea is teaming up with a man whom he has never met in person before and fighting against the players who are living on the other side of the world in a single match. This is how modern gaming society is. Those players are physically existing in different places, but there is no border that exists in this gaming virtual world and people are playing in the same match with the players who live in different places. This is one thing that we are not able to see in the traditional sports and the biggest strength of the Esports. The uniqueness of Esports is that all the players do not need to physically get together to play a game. If you want to play soccer, obviously all the 22 players need to be in the same field physically. People do not have a sense of local attachment from the beginning in the world of modern Esports because the gaming community is existing in the virtual world and the border does not exist in this virtual community. This unique environment is one of the biggest factors that makes Esports the fastest growing sport in the entire sports industry these days, and this rapid growth is supported by those younger gamers. Esports is still a new sport compared to other traditional sports, so they will follow a similar or different path that traditional sports took and will be part of those popular leagues in the future.
ContributorsSannomiya, Akie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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This paper describes the attempt of designing and building a two wheeled platform that is inherently unstable and discovering what tail design is suitable for stabilizing the platform. The platform is a 3D printed box that carries an Arduino, breadboard, MPU6050, a battery and a servo. This box is connected

This paper describes the attempt of designing and building a two wheeled platform that is inherently unstable and discovering what tail design is suitable for stabilizing the platform. The platform is a 3D printed box that carries an Arduino, breadboard, MPU6050, a battery and a servo. This box is connected to two continuous servo motors (one on each side) that are attached to wheels, the breadboard and Arduino are mounted on the inside and the MPU6050 is mounted on the back of the base. The MPU6050 collects the data. In the program, that data will be the position of the accelerometer’s x-axis and that data will be sent to the servo motor with the tail for the controls aspect.
ContributorsOnonye, Frank Nwachukwu (Author) / Aukes, Daniel (Thesis director) / Zhang, Wenlong (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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The purpose of this thesis is to cover the multiple aspects of Major League Baseball Expansion from 30 to 32 teams. The thesis can be divided into two parts with the first being the preparation and consideration for expansion, and the second half is about the execution and implementation of

The purpose of this thesis is to cover the multiple aspects of Major League Baseball Expansion from 30 to 32 teams. The thesis can be divided into two parts with the first being the preparation and consideration for expansion, and the second half is about the execution and implementation of adding two expansion teams to the league.
For years, Commissioner Rob Manfred has hinted and brought about the idea of adding two more teams to Major League Baseball (Mitchell). The growth of the game is of utmost importance, and they have made many changes to try to expand the growth of fans the past few years particularly catered to new and young fans. New rules like a pitch clock and mound visit limitations are examples of in game changes made to speed up the game, but they have also experimented with spring training and regular season games internationally or at new venues. In just the past decade, games have been played or planned (due to COVID-19 cancellations) in Monterrey, Mexico City, London, Tokyo, San Juan, Montreal, Las Vegas, Williamsport, and even Iowa. With the exception of the Williamsport Little League Classic and the Field of Dreams game in Iowa, all these locations had games to see what the atmosphere and logistics would be like with expansion in mind as a possibility in the future. With this in mind, this thesis will analyze and come to a conclusion on the following cities for the best fits for expansion: Monterrey, Mexico City, San Juan, Vancouver, Montreal, Las Vegas, Portland, Nashville, Raleigh, and San Antonio.
ContributorsLieberman, Jake Robert (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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A significant issue in the medical field is a lack of affordable, rehabilitation practices for patients with drop foot. Drop foot is a condition where a person is unable to lift the front part of the foot. People with this condition usually swing their legs in a wide arc to

A significant issue in the medical field is a lack of affordable, rehabilitation practices for patients with drop foot. Drop foot is a condition where a person is unable to lift the front part of the foot. People with this condition usually swing their legs in a wide arc to avoid dragging the toes, or lift their leg higher than normal. This can cause an abnormal walking gait and force them to expend more energy than usual for mobility. This condition is usually the result of a nerve injury, brain or spinal injuries, and muscle disorders. One of the most common causes of drop foot is stroke. While there are ways for stroke survivors to live with drop foot, they do not provide free range of motion. Drop foot braces keep the foot in a stationary position with the foot lifted. They do not allow plantarflexion movement of any sort to mimic foot push off. The purpose of this experiment is to allow stroke survivors with drop foot to adjust to a normal walking gait. This experiment is also meant to allow movement while minimizing metabolic cost for the subject.
ContributorsBurca, Brian (Author) / Thomas, Sugar (Thesis director) / Sangram, Redkar (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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This thesis presents a kit of materials intended to present students with a glimpse of what engineering entails by guiding them through building engineering projects similar to what is in the real world. The objective of this project is to pique the interest of children by introducing them to lesser

This thesis presents a kit of materials intended to present students with a glimpse of what engineering entails by guiding them through building engineering projects similar to what is in the real world. The objective of this project is to pique the interest of children by introducing them to lesser known engineering related topics, and increasing their literacy of terms and methods engineers use to solve problems. The effectiveness of the kit’s content and teaching methods was tested in a classroom of 6th graders and was measured using the responses from surveys handed out. I found that kit did in fact positively lead to a change in the way the students perceived engineering, and it taught students about new engineering related topics. Students were capable of completing difficult tasks of wiring and coding successfully through the use of detailed instruction. However, the instructions were seen in two opposing views of either being too overwhelming or more guidance was necessary.
ContributorsQuezada, Hebellyn Arleth (Author) / Aukes, Daniel (Thesis director) / Kellam, Nadia (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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In the last decade, a large variety of algorithms have been developed for use in object tracking, environment mapping, and object classification. It is often difficult for beginners to fully predict the constraints that multirotors place on machine vision algorithms. The purpose of this paper is to explain

In the last decade, a large variety of algorithms have been developed for use in object tracking, environment mapping, and object classification. It is often difficult for beginners to fully predict the constraints that multirotors place on machine vision algorithms. The purpose of this paper is to explain some of the types of algorithms that can be applied to these aerial systems, why the constraints for these algorithms exist, and what could be done to mitigate them. This paper provides a summary of the processes involved in a popular filter-based tracking algorithm called MOSSE (Minimum Output Sum of Squared Error) and a particular implementation of SLAM (Simultaneous Localization and Mapping) called LSD SLAM.
ContributorsVan Hazel, Colton (Author) / Zhang, Wenlong (Thesis director) / Yang, Yezhou (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
ContributorsKanechika, Amber (Author) / Craig, Scotty (Thesis director) / Roscoe, Rod (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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In this article we present a program that is supplemental to a low-cost force-sensing quadrupedal laminate robot platform previously developed by Ben Shuch. The robot has four legs with two degrees of freedom apiece. Each leg is a four-bar mechanism controlled by two servo motors. The program that has been

In this article we present a program that is supplemental to a low-cost force-sensing quadrupedal laminate robot platform previously developed by Ben Shuch. The robot has four legs with two degrees of freedom apiece. Each leg is a four-bar mechanism controlled by two servo motors. The program that has been developed allows the user to predict the force distribution of the robot based on its configuration and the angle of the ground it is standing on. Through the use of this program, future students working on research involving this robot will be able to calculate the force distribution of the robot based on its configuration and generate ideal configurations of the robot using data gathered from force sensors attached to its feet.
ContributorsRoush, Dante Alexander (Author) / Aukes, Daniel M. (Thesis director) / Zhang, Wenlong (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05