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This honors thesis utilizes smart home components and concepts from Dr. Burleson's Game as Life, Life as Game (GaLLaG) systems. The thesis focuses on an automated lifestyle, where individuals utilize technology, such as door sensors, appliance and lamp modules, and system notifications, to assist in daily activities. The findings from

This honors thesis utilizes smart home components and concepts from Dr. Burleson's Game as Life, Life as Game (GaLLaG) systems. The thesis focuses on an automated lifestyle, where individuals utilize technology, such as door sensors, appliance and lamp modules, and system notifications, to assist in daily activities. The findings from our efforts to date indicate that after weeks of observations, there is no evidence that automated lifestyles create more productive and healthy lifestyles and lead to overall satisfaction in life; however, there are certain design principles that would assist future home automation applications.
ContributorsRosales, Justin Bart (Author) / Burleson, Winslow (Thesis director) / Walker, Erin (Committee member) / Hekler, Eric (Committee member) / Civil, Environmental and Sustainable Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2013-05
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Nucleic acids encode the information required to create life, and polymerases are the gatekeepers charged with maintaining the storage and flow of this genetic information. Synthetic biologists utilize this universal property to modify organisms and other systems to create unique traits or improve the function of others. One of the

Nucleic acids encode the information required to create life, and polymerases are the gatekeepers charged with maintaining the storage and flow of this genetic information. Synthetic biologists utilize this universal property to modify organisms and other systems to create unique traits or improve the function of others. One of the many realms in synthetic biology involves the study of biopolymers that do not exist naturally, which is known as xenobiology. Although life depends on two biopolymers for genetic storage, it may be possible that alternative molecules (xenonucleic acids – XNAs), could be used in their place in either a living or non-living system. However, implementation of an XNA based system requires the development of polymerases that can encode and decode information stored in these artificial polymers. A strategy called directed evolution is used to modify or alter the function of a protein of interest, but identifying mutations that can modify polymerase function is made problematic by their size and overall complexity. To reduce the amount of sequence space that needs to be samples when attempting to identify polymerase variants, we can try to make informed decisions about which amino acid residues may have functional roles in catalysis. An analysis of Family B polymerases has shown that residues which are involved in substrate specificity are often highly conserved both at the sequence and structure level. In order to validate the hypothesis that a strong correlation exists between structural conservation and catalytic activity, we have selected and mutated residues in the 9°N polymerase using a loss of function mutagenesis strategy based on a computational analysis of several homologues from a diverse range of taxa. Improvement of these models will hopefully lead to quicker identification of loci which are ideal engineering targets.
ContributorsHaeberle, Tyler Matthew (Author) / Chaput, John (Thesis director) / Chen, Julian (Committee member) / Larsen, Andrew (Committee member) / Barrett, The Honors College (Contributor) / Department of Chemistry and Biochemistry (Contributor) / School of Life Sciences (Contributor)
Created2015-05
Description
The fashion industry dubs couture as high fashion, yet couture never reaches the finish line when it comes to comfort. Most of the brand name high heels on the market are too painful to wear for long periods of time. For this project, I have developed 3D printed high heels

The fashion industry dubs couture as high fashion, yet couture never reaches the finish line when it comes to comfort. Most of the brand name high heels on the market are too painful to wear for long periods of time. For this project, I have developed 3D printed high heels with detachable insoles that will relieve tired feet based on the principle of reflexology. The product integrates traditional flexible insoles with Arduino computing and the result is a functional surface that can ease the pain of the wearer. This paper introduces the product and with it, under-explored opportunities to customize your own high heels at home. Essentially, each consumer will have the ability to personalize and switch out their style without sacrificing comfort. Soon, a consumer will be a designer.
ContributorsNguyen, Nhi N. (Author) / Ingalls, Todd (Thesis director) / Gigantino, Josh (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
Modern technologies have allowed for new ways to tell stories. Specifically, interactive film is a medium that has existed for quite some time, but has never really been a widely used or accepted means of conveying narratives in an engaging and effective way. After reviewing some of the most popular

Modern technologies have allowed for new ways to tell stories. Specifically, interactive film is a medium that has existed for quite some time, but has never really been a widely used or accepted means of conveying narratives in an engaging and effective way. After reviewing some of the most popular interactive films to date, I sought to create an interactive film that takes some of the most effective tools implemented by these works of art. I ultimately created If: an Interactive Film with the knowledge I gained. If follows a date between a couple and gives a single audience member the ability to choose the way the narrative progresses at key moments in the narrative. Cycling ‘74’s Max object-oriented programming environment facilitates this interactive film through an audio-driven video feedback system.
ContributorsConte, Salvatore Anthony (Author) / Sha, Xin Wei (Thesis director) / Connell, Ellery (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
Description
2 and a half years ago a group of ASU men heard the startling statistic that 1 in 4 women will experience completed or attempted sexual assault by the time they graduate college. This fact along with their experience of seeing how women are treated at ASU prompted them to

2 and a half years ago a group of ASU men heard the startling statistic that 1 in 4 women will experience completed or attempted sexual assault by the time they graduate college. This fact along with their experience of seeing how women are treated at ASU prompted them to create a culture where men respect women. Shortly after, a group of women noticed the impact these men were having on the campus and formed the club WoW Factor to come alongside Man Up. In 2013 both clubs came together to form The Respect Movement to combat the issue of sexual assault by building a culture of respect between men and women. The issue of sexual assault is not unique to just ASU. This is an epidemic on campuses all across the nation affecting thousands of lives in a very destructive way. I truly believe that the issue of sexual assault is this generation's civil rights issue, but I am excited because the solution has started right here at ASU. The Respect Movement is not trying to address every symptom of the culture of disrespect. We boiled down the culture of disrespect to arguably the most tangible and visible symptom which is the epidemic of sexual assault on our campus. Our response is to create a safe place, which is a culture of respect on how men and women relate, and it is based on timeless transcendent truths and core values. The problem of sexual assault exists because there is a culture of disrespect; it is between how men and women relate, and that's fed by what men believe about themselves and women, and what women believe about themselves and men. Very few cultural messages are saying that a man is someone who takes responsibility, rejects passivity, leads courageously, and initiates respect - which we define respect as putting others needs above our own. If we can get men believing different about who they are and what they value, their attitudes will change, followed by behavior - meanwhile they have people walking this out next to them modeling the right behavior ultimately experiencing real character change. It is also counter cultural to say that a woman is someone who takes responsibility, rejects devaluing messages, declares the worth of others, and influences through respect. If men and women are both going after those things, they will build healthy relationships and the issue of sexual assault will start to chip away. It has to be both going towards core values that challenge and change character. Because if positive character change happens we will see positive culture change. Our main goal is to build a culture of respect and end sexual assault. But you can't build a culture without leaders. Yes, this movement is seeking relationship with every student, but in order to change the culture and prevent crisis from happening, we have to not only build a hospital at the bottom, but a fence at the top. How we do that is by investing our mentorship into what we have identified as the leaders on both the High School and College campuses. That is, athletes on the high school campuses and Greek life on college campuses. We seek to train leaders to become relational mentors through life on life mentorship and modeling of the right behavior based on core values.
ContributorsMaenner, Justin Alan (Author) / Koretz, Lora (Thesis director) / Smith, Sr. (Committee member) / Novicky, Colton (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
Description
This thesis is a technical project management overview of development of software for a student startup venture named TableTop. There were many changes made throughout the process in order to address new conditions as to keep the vision of the project on the most direct and reasonable path. Development followed

This thesis is a technical project management overview of development of software for a student startup venture named TableTop. There were many changes made throughout the process in order to address new conditions as to keep the vision of the project on the most direct and reasonable path. Development followed the agile product development model in order to adapt as the concept pivoted or as hurdles presented themselves. The goal at the end of the project was to have a well-defined business model based off of the lean startup business model canvas. The business model would shape development of the software that needed to be functional and ready for testing by the completion of the thesis. Functional was defined as having completed the user and merchant side of the application including communication between both. Ultimately, a user needed to be able to complete a transaction that a merchant had submitted on the software.
ContributorsMaloney, Ryan Daniel (Author) / Mayron, Liam (Thesis director) / Peck, Sidnee (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each

The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each other and instill a foreign, yet familiar feeling within the listener. With this approach in mind, I created audio for a variety of media and attempted to push myself in terms of genre and production, ultimately allowing myself to survey a multitude of instruments and audio effects outside of what I learned in my classes. In my portfolio, I have an organized layout of my audio work within the categories of film soundtracks, game audio, and original music, along with how to contact me and information about the licensing of my music. In learning how to create a professional online portfolio, I learned more about the business side of music and where I stand regarding how people listen to my music or use it within their own projects. The process of creating my portfolio taught me a lot about the relationships that I want to pursue with artists that I work with in the future. My portfolio can be found at: markusrennemann.weebly.com
ContributorsRennemann, Markus Horst Florian (Author) / Ingalls, Todd (Thesis director) / Paine, Garth (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how the nature of defining free-space gestures influence user's preference and

Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how the nature of defining free-space gestures influence user's preference and the length of usability of gesture-driven devices, defined low-stress and intuitive gestures for users to interact with gesture recognition systems are necessary to consider. To measure stress, a Galvanic Skin Response instrument was used as a primary indicator, which provided evidence of the relationship between stress and intuitive gestures, as well as user preferences towards certain tasks and gestures during performance. Fifteen participants engaged in creating and performing their own gestures for specified tasks that would be required during the use of free-space gesture-driven devices. The tasks include "activation of the display," scroll, page, selection, undo, and "return to main menu." They were also asked to repeat their gestures for around ten seconds each, which would give them time and further insight of how their gestures would be appropriate or not for them and any given task. Surveys were given at different time to the users: one after they had defined their gestures and another after they had repeated their gestures. In the surveys, they ranked their gestures based on comfort, intuition, and the ease of communication. Out of those user-ranked gestures, health-efficient gestures, given that the participants' rankings were based on comfort and intuition, were chosen in regards to the highest ranked gestures.
ContributorsLam, Christine (Author) / Walker, Erin (Thesis director) / Danielescu, Andreea (Committee member) / Barrett, The Honors College (Contributor) / Ira A. Fulton School of Engineering (Contributor) / School of Arts, Media and Engineering (Contributor) / Department of English (Contributor) / Computing and Informatics Program (Contributor)
Created2015-05
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Description
Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or tablet to free space gesture systems such as the Microsoft

Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or tablet to free space gesture systems such as the Microsoft Kinect. With the rise in popularity of these types of devices comes the increased amount of them in public areas. Public areas frequently use walk-up-and-use displays, which give many people the opportunity to interact with them. Walk-up-and-use displays are intended to be simple enough that any individual, regardless of experience using similar technology, will be able to successfully maneuver the system. While this should be easy enough for the people using it, it is a more complicated task for the designers who are in charge of creating an interface simple enough to use while also accomplishing the tasks it was built to complete. A serious issue that I'll be addressing in this thesis is how a system designer knows what gestures to program the interface to successfully respond to. Gesture elicitation is one widely used method to discover common, intuitive, gestures that can be used with public walk-up-and-use interactive displays. In this paper, I present a study to extract common intuitive gestures for various tasks, an analysis of the responses, and suggestions for future designs of interactive, public, walk-up-and use interactions.
ContributorsVan Horn, Sarah Elizabeth (Author) / Walker, Erin (Thesis director) / Danielescu, Andreea (Committee member) / Economics Program in CLAS (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2015-05
Description
"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author

"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author J.R.R. Tolkien. The connections between how story fits with music videos is then outlined. From this background research one is able to analyze examples of existing narrative music videos, before applying this knowledge and reflecting on the process of creating a narrative music video.
ContributorsNguyen, Melissa M (Author) / Finn, Ed (Thesis director) / Simeone, Michael (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05