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California\u27s Bracero Program: Racializing and Legalizing Mexican Transportation
This paper re-examines California’s Bracero Program (1942–1964) through the critical lens of transportation, arguing that it served not merely as a logistical necessity but as a crucial site of systemic exploitation and racialized harm. While scholarships often focused on other aspects of labor abuse, this piece centers on transportation-related injuries, culminating in the tragic 1963 Chualar accident, as a potent manifestation of racial capitalism and state neglect. Oftentimes, privatized transportation infrastructure contributed to both the physical vulnerability and symbolic dehumanization of Mexican laborers, as a direct result of agribusiness’s pursuit of profit. By reframing mobility as a key mechanism of control and marginalization, this analysis challenges the historiographical silence surrounding transportation and deepens our understanding of labor exploitation within the Bracero Program
The Myth of Meritocracy: The Indian Caste System\u27s Effect onIndian Immigration and Naturalization in Early 20th CenturyUnited States
Electronic Prototype of a Smart Window System
As demands and cost for energy increase, the importance of energy saving devices will increase. Yet, as of now, the potential of such devices has yet to be fully realized. The Santa Clara University Smart Window considers the importance of energy saving devices and examines the potential of saving energy through a fully automated window. Ultimately, the Smart Window establishes a more efficient use of outdoor and indoor energy to create a more comfortable and user-friendly environment. This paper discusses the electronic design and implementation portion of the Smart Window research project. In particular, it focuses on the sensing, communications and actuator interface electronics to operate the Smart Window. In short, this thesis details the design and development of the electronic control systems of the Smart Window system
Revision as Protecting What is Important
This is a story about drafting and revising an article manuscript for an ill-fitting “top-tier” journal while trying to protect the important student writing at the heart of the piece. In 2015, I began researching the translingual practices of multilingual students in a first-year composition (FYC) course at my Bay Area university. When I submitted the manuscript to an National Council of Teachers of English (NCTE) journal, I revised the format of the manuscript for a more empirical model in line with the journal’s guidelines, and the manuscript was ultimately rejected after revision and resubmission. Even though I had envisioned this piece as addressing the decolonial potential of multilingual students performing translingual practices, I made needless revisions to sound more empirical, because I was drawn to the allure of the “top-tier” journal. This chapter is about finding my way back to the correct methodology and how generous Composition Studies journal editors helped to restore my confidence in an article that would ultimately be published and selected for the Best of the Journals of Rhetoric and Composition 2020 (Medina 2021)
AR Storybook
Parents often use technology as a digital pacifier or source of entertainment for their children. While excessive screen time for children can be harmful, a digital future seems inevitable. As technology becomes more prominent in everyday life, children should utilize their early years to engage with technology in a way that develops their growing minds. AR Storybook is an interactive storybook that strives to provide children with an active learning experience. The story teaches children computational thinking skills through augmented reality activities embedded into the plot. The activities ask the user to help a character complete a task by using a computational thinking skill. The skills taught are algorithmic thinking, pattern recognition, and decomposition. There is a physical and digital version that allows parents to be involved in the learning process to prevent excessive screen time. We used Adobe Illustrator to write and illustrate the book, Blender to create the 3D models for our augmented reality activities, and 8thWall to host the activities. Overall, we found that parents want their children to learn computational thinking skills. These children are already using technology, so our product simply redirects their focus to enrich their use of technology
Enhanced Target Wake Time for WiFi 6 and Beyond
As the number of IoT devices increase exponentially, the importance of betterWiFi energy efficiency methods becomes more and more important. Target Wake Time (TWT) is the newest mechanism mandated by WiFi 6 to making the awake and sleep cycles of devices to be more flexible and efficient by scheduling a time slot for communication. However, as a relatively new technology, it has not been efficiently implemented in its behavior with other pre-existing protocols, namely TCP. TCP uses computed RTT values to guide a lot of its operations, and when RTT is suddenly increased because the TWT operations, TCP mechanisms could become inefficient and even having the connection be closed if the conditions are right. This paper looks at four different scenarios with different duty cycle configurations and RTTs to convey the TCP inefficiencies with TWT enabled. To alleviate the problems with these scenarios, we look into a model where TCP is aware of TWT configurations, adapting RTTs to be more accurate of physical environment conditions
MeadowMinds: An AI Literacy Game
The emergence of artificial intelligence (AI) in our everyday lives has created a need for educating young people of the fundamentals and capabilities of AI in an engaging and effective manner. MeadowMinds: An AI Literacy Game aims to address this need by creating a game that simplifies complex machine learning (ML) concepts into an accessible 3D world for middle school students. This project follows a structured, agile development approach, incorporating comprehensive user research and feedback. The objectives of this project included transforming ML concepts, such as clustering and embedding in Large Language Models (LLMs), into interactive gameplay. We utilized various technologies, including Unity for game development, Blender, Maya, and UnityProBuilder for 3D modeling, and Figma for design preparation. These technologies were essential in ensuring a robust and user-friendly experience. Internal and external testing methods were employed to refine the game\u27s functionality and educational value.
The results of internal and external testing demonstrated that game-based learning enhances AI literacy among the target audience by providing an immersive and engaging learning experience. Key findings include improved user understanding through survey feedback as well as positive feedback on usability and educational content. Challenges such as technical constraints and data privacy regulation compliance were encountered and addressed. “MeadowMinds” successfully offers an innovative and interactive learning tool set to bridge the gaps in AI education in our current society. Future project recommendations include extensive external testing with the target audience in educational settings. Another positive addition would be adjustable levels and additional AI topics. This project underscores the potential of game-based learning in fostering AI literacy and preparing the next generation for a technologically advanced future
Newcomer: New Employee Networking
Adapting to a new work environment can be extremely challenging. Interns and recent graduates may often find it difficult to meet people in their workplaces, causing them to feel socially isolated. While companies do often have happy hours, this often proves ineffective in developing strong friendships that continue in and out of the office, and connecting with others through LinkedIn or an internal employee directory requires manually searching. This problem is only exacerbated by the increase in remote and hybrid work, leaving employees with less time to create in-person connections with their colleagues.
To address this critical problem, we have created Newcomer, a mobile app and website in Flutter that connects employees at their new companies based on interests and hobbies they may have. Using machine learning hosted on a cloud Python server, we can recommend different groups that employees can join that are unique to each company based on an initial survey that asks for their interests. Members can then connect with others that share the same interests through a group chatting feature and schedule activities or events to help foster in person connections. In addition, by creating a matrix of users in different groups, we can also make recommendations for new groups to join based on interests that a user’s coworkers have. Through Newcomer, we hope to increase people’s social networks at work