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Joystick Education: Online Game-Based Tutoring
abstract: The academic environment has historically been somewhat slow to implement and adopt new technologies. However, developments in video games have created an opportunity for students to learn new skills and topics through nontraditional mediums of education. The disruption caused by the COVID-19 pandemic further highlighted the need for flexible learning opportunities. Joystick Education is our approach to addressing this need. Through online, game-based tutoring and a database of video games with high educational value, Joystick Education creates a learning environment that is effective, fun, and engaging for students. We analyzed popular, mainstream video games for educational content and selected nine games that teach concepts like history, biology, or physics while playing the game. Through promotion on social media, we generated buzz around our website which led to 103 unique visitors over our first month online and two customers requesting to book our tutoring service. We are confident that given more time to grow, Joystick Education can generate profit and become a successful business. (abstract
Intersectionality in Sport: Exploring the Construction of a Black Female Athlete’s Identity
abstract: Research has shown that being a female athlete in a male-dominated sports world is an oppressive burden, yet the experiences of being a black female athlete have been largely ignored. To combat this lack of attention, this paper invokes communication and feminist theorist Bell Hook's concept of moving black women from margin to center to reveal the intersectional oppression of gender and racial narratives that they face in sports. By outlining the difference between white and black femininity and studying media portrayals of popular black female athletes such as Venus and Serena Williams and others, it becomes obvious how black women are typecast into certain social and athletic roles. This research also includes an auto-ethnographic component of my own experience as a black female lacrosse player at the NCAA Division I level. This component functions as a point of comparison and contrast of the ideas and concepts I discuss. Lastly, I offer recommendations and suggestions as to how to empower young black female athletes and retain them in a variety of sports. The goal of my thesis is to place special attention onto black women in an area which there is an extreme lack of representation. My own empirical research has led me to the conclusion that not only is such a discussion important, but it is absolutely necessary. If we are to fight back against hegemonic social structures such as racism and gender roles in the sports world, we must first understand what we are up against. My thesis gives us a glimpse into our imposing opponents, and I hope that future research continues this trend so that black female athletes like myself may one day be considered an athlete in the same sense that our white peers are. (abstract
Meditation and Sleep Applications: Testing Piano Music Modality to Reduce Anxiety and Stress in College Students
abstract: My research aims to determine the effectiveness of meditation and sleep applications (apps) on the reduction of anxiety and stress in college students, with a focus on sedative piano music. Results showed a significant reduction of stress and anxiety levels in college students when listening to sedative piano music versus non-sedative piano music. Music along with other therapy modalities in meditation and sleep apps show promise in reducing students’ anxiety and stress and promoting their successes. (abstract
Directly Imaging Circumstellar Debris Disks
abstract: Debris disks are a collection of dust grains and planetesimals around a star and are thought to contain the remnants of planet formation. Directly imaging debris disks and studying their morphologies is valuable for studying the planet formation process. In some stellar systems that have a directly imaged debris disk, there are also directly imaged planets. Debris disk structures like gaps and asymmetries can show the gravitational e↵ects of planets that are below the brightness threshold for being detected via direct imaging. We investigate a sample of debris disks in Scorpius-Centaurus (Sco-Cen) that were imaged with the Gemini Planet Imager (GPI), which is an adaptive optics system with a coronagraph to block starlight. We look at two GPI data sets, the GPIES campaign Sco-Cen targets, and a follow-up observing program for Sco-Cen targets. We resolve 5 debris disks in the follow-up program and 13 from the GPIES campaign. By calculating contrast curves, we determine the planet detection limit in each of the GPI images. We find that we could have detected 5 Jupiter mass planets at angular separations greater than about 0.6 arcseconds in our GPIES campaign images. In three of our images we could have detected 2 Jupiter mass planets in wide orbits, but 2 Jupiter masses below the detection limit in our other images. We identify one point source around HD 108904 as a sub-stellar companion candidate. To further check for evidence of planets that are below the detection limit, we measure the surface brightness profile of the disks to check for asymmetries in brightness. We find that one of the edge-on disks has an asymmetric surface brightness profile, HD 106906, and three other edge-on disks have symmetric surface brightness profiles. We also find that two disks, HD 106906 and HD 111520, are asymmetric in radial extent, which is possibly evidence for gravitational interactions with planets. (abstract
Enzyme-Induced Carbonate Precipitation Utilizing Fresh Urine and Calcium-Rich Zeolites
abstract: Enzyme-induced carbonate precipitation (EICP) is a biocementation technique that produces comparatively fewer carbon dioxide emissions than traditional cementation. However, the use of synthetic reagents for EICP is costly, and the process produces an ammonium byproduct which is a harmful pollutant. This study utilizes fresh urine as a source of urea and calcium-rich zeolites as an ammonium adsorbent and a source of calcium ions for the EICP cementation technique. Batch hydrolysis and adsorption experiments were conducted to determine the effects of zeolite type, zeolite form, and solution composition on ammonium adsorption and calcium release. Cementation experiments were then conducted to determine the effects of different hydrolysis and adsorption times on ammonium adsorption and calcium carbonate precipitation. The results showed that calcium-rich chabazite could be used as a source of calcium ions and as an effective adsorbent of ammonium for EICP. Additionally, synthetic, fresh urine and real, fresh urine had comparable ammonium adsorption and calcium release trends. Finally, inclusion of a pre-hydrolysis step reduced the ammonium adsorption and calcium release, but longer adsorption times lead to calcium carbonate precipitation outside of the sand column, which is an undesirable outcome for soil biocementation; even with this limitation, the calcium carbonate content of sand columns ranged from 0.48% to 0.92%, which signifies the potential of the proposed process for cementation, given a higher initial concentration of urea. (abstract
Impacts of Age on Neuropsychological Task Performance
abstract: The purpose of this study was to test the reproducibility of the current data set. It was hypothesized that older adults’ scores on the Repeatable Battery for Assessment of Neuropsychological Status (RBANS) would decrease from their initial visit to their one year follow-up visit and that greater overall age is associated with worse performance. Overall, the older adults with a follow-up visit in this study experienced greater decline on the RBANS DMI than on the RBANS total scaled score. There seems to be a negative trend in which individuals with higher first-visit VCI scores experience greater improvement on the first trial of the motor task with the non-dominant hand. The same trend can be seen in DMI scores where higher initial DMI scores are associated with greater improvement on the first non-dominant hand trial of the motor task. This initial trend suggests that visuospatial scores have an association with long-term change in the motor task. The number of participants in this data set were limited, thus more data will be needed to increase confidence in conclusions about these relationships in the future. (abstract
Digital Education Collaborative Thesis
abstract: A deep dive on digital education solutions in the current and post-COVID education industry. Specific attention was given Interactive Flat Panel Display solutions in K-12 and higher education classrooms. (abstract
Healthcare Cost Trend Impacts by COVID-19 in the State of Arizona
abstract: Actuaries can analyze healthcare trends to determine if rates are reasonable and if reserves are adequate. In this talk, we will provide a framework of methods to analyze the healthcare trend during the pandemic. COVID-19 may influence future healthcare cost trends in many ways. First, direct COVID-19 costs may increase the amount of total experienced healthcare costs. However, with the implementation of social distancing, the amount of regularly scheduled care may be deferred to a future date. There are also many unknown factors regarding the transmission of the virus. Implementing epidemiology models allows us to predict infections by studying the dynamics of the disease. The correlation between infection amounts and hospitalization occupancies provide a methodology to estimate the amount of deferred and recouped amounts of regularly scheduled healthcare costs. Thus, the combination of the models allows to model the healthcare cost trend impact due to COVID-19. (abstract
Facial Expression Recognition For Affective Video Games
abstract: Affective video games are still a relatively new field of research and entertainment. Even so, being a form of entertainment media, emotion plays a large role in video games as a whole. This project seeks to gain an understanding of what emotions are most prominent during game play. From there, a system will be created wherein the game will record the player’s facial expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty to create a more tailored experience. The first portion of this project, understanding the relationship between emotions and games, was done by recording myself as I played three different games of different genres for thirty minutes each. The same system that would be used in the later game I created to evaluate emotions was used to evaluate these recordings. After the data was interpreted, I created three different versions of the same game, based on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The three versions of the game included one where no changes were made to the gameplay experience, it simply recorded the player’s face and extrapolated emotions from that recording, one where the speed increased in an attempt to maintain a certain level of positive emotions, and a third where, in addition to increasing the speed of the game, it also decreased the speed in an attempt to minimize negative emotions. These tests, together, show that the emotional experience of a player is heavily dependent on how tailored the game is towards that particular emotion. Additionally, in creating a system meant to interact with these emotions, it is easier to create a one-dimensional system that focuses on one emotion (or range of emotions) as opposed to a more complex system, as the system begins to become unstable, and can lead to undesirable gameplay effects. (abstract
Clear Scrims: Connecting Aspiring Gamers with Quality and Consistent Play
abstract: Esports is a rapidly growing virtual competitive space that is projected to surpass physical sports in the near future. Given that Esports is considered to be in its infancy, it has only been recently introduced at the high school level. Our group connected with local high school Esports teams in order to evaluate its efficiency. We found that players at this level are lacking a connection to other competitive teams and consistent practice. In the Esports world, practice with another team of equal level is called a “scrim�. In an effort to combat this issue, we created a platform named Clear Scrims to connect high school and collegiate Esport teams across the country with other teams of equivalent level. This platform will allow individuals to sign up, register with their competitive team, and provide available times to scrim. The platform then would be able to use their self-reported ingame rank to match them with worthy opponents for the most quality scrim experience. Teams playing into the growing sector of Esports need a structure like Clear Scrims to increase skill level and communication. In addition, our platform has a review component where teams and individuals score their opponent to see if they played as advertised. This component will help specify our matchmaking program but also work to dismantle the culture of bad manners or toxicity in Esports. Our site, Clear Scrims, will engender more competition and thus more opportunities for players to practice and hone in their skills. (abstract