Matching Items (5)
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Description
ABSTRACT

This research is a study of the relationship between language acquisition and the status of equity. The history of the Maya people in Guatemala gives strong evidence that their failure to acquire competence in Spanish, which is the national language

ABSTRACT

This research is a study of the relationship between language acquisition and the status of equity. The history of the Maya people in Guatemala gives strong evidence that their failure to acquire competence in Spanish, which is the national language of their nation, has resulted in their failure to compete in the social, economic, and political components of their society. It also shows that they have failed to maintain their competence in Mayan, their own language, as a result of mistreatment from their conquerors who have shown a determination to eliminate their use of Mayan. Many Maya have left Guatemala and entered the United States in hope of finding the status of equity which has evaded them for hundreds of years.

The key to overcoming their poverty and loss of civil rights can be found in the US through compensatory programs offering them the opportunity of competency in English along with the opportunity to maintain their Mayan language. The US legal system guarantees equal rights for a quality educations for students who are learning English.

This study offers some suggestions for integrating the Guatemalan Maya into mainstream activities of the economy and social life of this country. It offers the idea of sustaining and increasing their competency in Mayan as a long-range possibility. The status of equity is available for the children of the Guatemalan refugees who enter the United States as they exercise their rights to a quality education.
ContributorsHolder, Adela Berry (Author) / Gelderen, Elly van (Thesis advisor) / Rodriguez, Sandra (Committee member) / Hernández-G, Manuel De Jesús (Committee member) / Arizona State University (Publisher)
Created2017
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Caitlin Nicole (Co-author) / Jorgensen, Nicholas (Co-author) / Ehgner, Arnaud (Thesis director) / Selgrad, Justin (Committee member) / Graphic Information Technology (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.
ContributorsJorgensen, Nicholas Keith (Co-author) / Jorgensen, Caitlin Nicole (Co-author) / Selgrad, Justin (Thesis director) / Ehgner, Arnaud (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In anthropological models of social organization, kinship is perceived to be fundamental to social structure. This project aimed to understand how individuals buried in neighborhoods or patio groups were affiliated, by considering multiple possibilities of fictive and biological kinship, short or long-term co-residence, and long-distance kin affiliation. The social organization

In anthropological models of social organization, kinship is perceived to be fundamental to social structure. This project aimed to understand how individuals buried in neighborhoods or patio groups were affiliated, by considering multiple possibilities of fictive and biological kinship, short or long-term co-residence, and long-distance kin affiliation. The social organization of the ancient Maya urban center of Copan, Honduras during the Late Classic (AD 600-822) period was evaluated through analysis of the human skeletal remains drawn from the largest collection yet recovered in Mesoamerica (n=1200). The research question was: What are the roles that kinship (biological or fictive) and co-residence play in the internal social organization of a lineage-based and/or house society? Biodistance and radiogenic strontium isotope analysis were combined to identify the degree to which individuals buried within 22 patio groups and eight neighborhoods, were (1) related to one another and (2) of local or non-local origin. Copan was an ideal place to evaluate the nuances of migration and kinship as the site is situated at the frontier of the Maya region and the edge of culturally diverse Honduras.

The results highlight the complexity of Copan’s social structure within the lineage and house models proposed for ancient Maya social organization. The radiogenic strontium data are diverse; the percentage of potential non-local individuals varied by neighborhood, some with only 10% in-migration while others approached 40%. The biodistance results are statistically significant with differences between neighborhoods, patios, and even patios within one neighborhood. The high level of in-migration and biological heterogeneity are unique to Copan. Overall, these results highlight that the Copan community was created within a complex system that was influenced by multiple factors where neither a lineage nor house model is appropriate. It was a dynamic urban environment where genealogy, affiliation, and migration all affected the social structure.
ContributorsMiller, Katherine Anne (Author) / Buikstra, Jane E. (Thesis advisor) / Bell, Ellen E. (Committee member) / Stojanowski, Christopher M (Committee member) / Knudson, Kelly J. (Committee member) / Arizona State University (Publisher)
Created2015