Matching Items (177)
Description

The aim of this project was to create an original sound design and score for the ASU SOMDT production of HEDDATRON, by Elizabeth Meriwether. Composition and sound design was done primarily with a modular synthesizer. All audio editing was done in Reaper, and the cues were programmed in Qlab.

ContributorsJansen, Troy Sherk (Author) / Max, Bernstein (Thesis director) / Lance, Gharavi (Committee member) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

As the return to normality in the wake of the COVID-19 pandemic enters its early stages, the necessity for accurate, quick, and community-wide surveillance of SARS-CoV-2 has been emphasized. Wastewater-based epidemiology (WBE) has been used across the world as a tool for monitoring the pandemic, but studies of its efficacy

As the return to normality in the wake of the COVID-19 pandemic enters its early stages, the necessity for accurate, quick, and community-wide surveillance of SARS-CoV-2 has been emphasized. Wastewater-based epidemiology (WBE) has been used across the world as a tool for monitoring the pandemic, but studies of its efficacy in comparison to the best-known method for surveillance, randomly selected COVID-19 testing, has limited research. This study evaluated the trends and correlations present between SARS-CoV-2 in the effluent wastewater of a large university campus and random COVID-19 testing results published by the university. A moderately strong positive correlation was found between the random testing and WBE surveillance methods (r = 0.63), and this correlation was strengthened when accommodating for lost samples during the experiment (r = 0.74).

ContributorsWright, Jillian (Author) / Halden, Rolf (Thesis director) / Driver, Erin (Committee member) / School of Music, Dance and Theatre (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

In this thesis paper, the mental health consequences of the COVID-19 pandemic are discussed. Chapter 1 discusses what inspired me to write this thesis and follows with a discussion of social isolation during the COVID-19 pandemic. Chapter 2 takes a step back and discusses biological effects of social isolation

In this thesis paper, the mental health consequences of the COVID-19 pandemic are discussed. Chapter 1 discusses what inspired me to write this thesis and follows with a discussion of social isolation during the COVID-19 pandemic. Chapter 2 takes a step back and discusses biological effects of social isolation in general. Chapter 3 discusses the psychological effects of social isolation. Finally, this thesis concludes with a discussion of what can be done to help those experiencing social isolation during the pandemic.

ContributorsHarvey, Kira Rachelle (Author) / Sturgess, Jessica (Thesis director) / Tucker, Derek (Committee member) / School of Music, Dance and Theatre (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In my undergraduate honors thesis, I strive to convey my idea that dance is more than just movement, it’s one of the many artistic tools used to express emotions; which therefore has the power to storytell without words. It is my hope to create a captivating form of art that

In my undergraduate honors thesis, I strive to convey my idea that dance is more than just movement, it’s one of the many artistic tools used to express emotions; which therefore has the power to storytell without words. It is my hope to create a captivating form of art that you not only view, but can interact and interpret.

ContributorsSawant, Sarika (Author) / Roses-Thema, Cynthia (Thesis director) / Sulikowski, James (Committee member) / College of Health Solutions (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

For my creative project, I explored using natural sound to create a sound score or song. I used contrasting natural sounds to create the sound scores. Most of the sound recordings are from the New York City subways as well as other recordings around different cities in the United States.

For my creative project, I explored using natural sound to create a sound score or song. I used contrasting natural sounds to create the sound scores. Most of the sound recordings are from the New York City subways as well as other recordings around different cities in the United States. I created new sounds using sound manipulation techniques. I explored the use of electronic music production to translate the natural noise into the patterns, repetition and other elemental musical techniques to create a song. I used Ableton as the music production platform to develop the three songs.

ContributorsRischitelli, Zoe Danielle (Author) / Kaplan, Robert (Thesis director) / Swayze, Bill (Committee member) / College of Health Solutions (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This qualitative project was done as a way to learn more about the personal experiences of Asian American participants surrounding education and how it has impacted their identities, and questions how and if the model minority stereotype has impacted the Asian American student particiapnts. 14 participants were interviewed one-on-one to

This qualitative project was done as a way to learn more about the personal experiences of Asian American participants surrounding education and how it has impacted their identities, and questions how and if the model minority stereotype has impacted the Asian American student particiapnts. 14 participants were interviewed one-on-one to see if there were any patterns in values that their parents had pushed, and revealed that cultural expectations influence the participants’s educational choices, leading to self-regulation in regards to education. Because the shared trait of these participants are being current Asian American students in university at the time of their interviews, experiences range with how acculturated their parents are, the ethnic background of their families, and prior expectations with education.

ContributorsFrancke, Katrielle Ely (Author) / Cayetano, Catalina (Thesis director) / Taylor, Jameien (Committee member) / Department of English (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description

Animal shelters are stressful environments for dogs and a plethora of research has been conducted on interventions aimed at improving the welfare of these animals. One type of intervention is social interaction, either between dogs and people or dogs and conspecifics. To investigate the types of social interaction dogs engage

Animal shelters are stressful environments for dogs and a plethora of research has been conducted on interventions aimed at improving the welfare of these animals. One type of intervention is social interaction, either between dogs and people or dogs and conspecifics. To investigate the types of social interaction dogs engage in and the impact of that contact on their welfare, 12 dogs were enrolled to participate in group sessions with other dogs, supervised by staff, in a shelter setting. There were three, 15-minute sessions per day across three days in which groups of two to four dogs were observed and recorded on video. These videos were then analyzed per dog for three types of interactions: dog-dog, dog-human, and dog-environment. It was found that the dogs spent significantly more time engaging with the staff members in the room than with conspecifics or the environment. Physiological measurements, including cortisol and S-IgA levels, were taken using urinary and fecal samples obtained both in the morning prior to these interaction sessions and after the final interaction of the day. No significant correlations were found between the amount of time that the dogs spent in each type of interaction and dogs’ cortisol or S-IgA levels. However, smaller statistical effects suggest that human interaction may correspond with decreased stress the day after interaction while conspecific interaction may be related to increases in stress the following day. Overall, these findings suggest that social interaction, particularly with people, may be beneficial, and should be further explored as a method to enhance the well-being of shelter dogs.

ContributorsVollin, Larissa Foray (Author) / Wynne, Clive (Thesis director) / Gilchrist, Rachel (Committee member) / School of Life Sciences (Contributor) / School of Music, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The introduction of novel information technology within contemporary healthcare settings presents a critical juncture for the industry and thus lends itself to the importance of better understanding the impact of this emerging "health 2.0" landscape. Simply, how such technology may affect the healthcare system is still not fully realized, despite

The introduction of novel information technology within contemporary healthcare settings presents a critical juncture for the industry and thus lends itself to the importance of better understanding the impact of this emerging "health 2.0" landscape. Simply, how such technology may affect the healthcare system is still not fully realized, despite the ever-growing need to adopt it in order to serve a growing patient population. Thus, two pertinent questions are posed: is HIT useful and practical and, if so, what is the best way to implement it? This study examined the clinical implementation of specific instances of health information technology (HIT) so as to weigh its benefits and risks to ultimately construct a proposal for successful widespread adoption. Due to the poignancy of information analysis within HIT, Information Measurement Theory (IMT) was used to measure the effectiveness of current HIT systems as well as to elucidate improvements for future implementation. The results indicate that increased transparency, attention to patient-focused approaches and proper IT training will not only allow HIT to better serve the community, but will also decrease inefficient healthcare expenditure.
ContributorsMaietta, Myles Anthony (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Life Sciences (Contributor)
Created2015-05
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Description
The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying

The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying the details and complexity of a construction project through dominant and logical thinking, the Best Value system delivers efficient, non-risk success. The Best Value model's implementation into industry projects is observed in the PBSRG Minnesota projects in order to improve data collection and metric analysis. The Minnesota projects specifically have an issue with delivering Best Value transparency, the notion that the details of project data should be used to support dominant ideas. By improving and simplifying the data collection tools of PBSRG, Best Value transparency can be achieved more easily and effective, in turn improved the Best Value system.
ContributorsMisiak, Erik Richard (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor)
Created2015-05
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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05