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Campus Kit: Gamifying the College Experience
abstract: When examining the average college campus, it becomes obvious that students feel rushed from one place to another as they try to participate in class, clubs, and extracurricular activities. One way that students can feel more comfortable and relaxed around campus is to introduce the aspect of gaming. Studies show that “Moderate videogame play has been found to contribute to emotional stability� (Jones, 2014). This demonstrates that the stress of college can be mitigated by introducing the ability to interact with video games. This same concept has been applied in the workplace, where studies have shown that “Gaming principles such as challenges, competition, rewards and personalization keep employees engaged and learning� (Clark, 2020). This means that if we manage to gamify the college experience, students will be more engaged which will increase and stabilize the retention rate of colleges which utilize this type of experience. Gaming allows students to connect with their peers in a casual environment while also allowing them to find resources around campus and find new places to eat and relax. We plan to gamify the college experience by introducing augmented reality in the form of an app. Augmented reality is “. . . a technology that combines virtual information with the real world� (Chen, 2019). College students will be able to utilize the resources and amenities available to them on campus while completing quests that help them within the application. This demonstrates the ability for video games to engage students using artificial tasks but real actions and experiences which help them feel more connected to campus. Our Founders Lab team has developed and tested an AR application that can be used to connect students with their campus and the resources available to them. (abstract
A Critique on Diversity & Inclusion: A year-long data journalism investigation surrounding D&I in big tech
abstract: In this creative thesis project I use digital "scrolleytelling" (an interactive scroll-based storytelling) to investigate diversity & inclusion at big tech companies. I wanted to know why diversity numbers were flatlining at Facebook, Apple, Amazon, Microsoft and Google, and took a data journalism approach to explore the relationship between what corporations were saying versus what they were doing. Finally, I critiqued diversity and inclusion by giving examples of how the current way we are addressing D&I is not fixing the problem
Mirabella at ASU: Insight, Integration, and Impact of University Based Retirement Communities
abstract: Through research, interviews, and analysis, our paper provides the local community with a resource that offers a comprehensive collection of insight into the Mirabella at ASU Life Plan Community and the projected impact it will have on the City of Tempe and Arizona State University. (abstract
Certified Circular: Implementing the Ethical Circular Economy on Campus
abstract: Our Founders Lab team — Jacob Benevento, Sydney Evans, and Alec Whiteley — participated in a year-long entrepreneurial journey that led to the creation and launch of our venture, Certified Circular. Certified Circular is a program that certifies on-campus events for implementing circular practices into their activities as well as off-campus businesses. The venture was formed in response to our group’s propelling question and industry selection which called on us to create and market a venture within the ethical circular economy. (abstract
An Exploration into Different Speed Profiles of Platooning Automated Vehicles and Their Effect on Achieving the Desired Time Headway
abstract: Automated vehicles are becoming more prevalent in the modern world. Using platoons of automated vehicles can have numerous benefits including increasing the safety of drivers as well as streamlining roadway operations. How individual automated vehicles within a platoon react to each other is essential to creating an efficient method of travel. This paper looks at two individual vehicles forming a platoon and tracks the time headway between the two. Several speed profiles are explored for the following vehicle including a triangular and trapezoidal speed profile. It is discovered that a safety violation occurs during platoon formation where the desired time headway between the vehicles is violated. The aim of this research is to explore if this violation can be eliminated or reduced through utilization of different speed profiles. (abstract
Audio Waveform Sample SVD Compression and Impact on Performance
abstract: Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which is used in most audio and video, reduces transmission time and results in much smaller file sizes. However, this compression can affect quality if it goes too far. The more compression there is on a waveform, the more degradation there is, and once a file is lossy compressed, this process is not reversible. This project will observe the degradation of an audio signal after the application of Singular Value Decomposition compression, a lossy compression that eliminates singular values from a signal’s matrix. (abstract
Let us now set aside all earthly cares: The Theology of Music in the Divine Liturgy of Saint John Chrysostom
abstract: This thesis examines the theological significance and use of chant in the Divine Liturgy of Saint Chrysostom, in both Eastern Orthodoxy and Eastern Catholicism. An overview of the Liturgy and its chant is given while examining contemporary and historical practices. Finally, this paper also offers an overview of trends and practices used by Eastern Christian faithful in the United States. (abstract
The Benefits of Being Russian in an American Business World
abstract: As the world becomes increasingly globally connected, more people than ever live away from their birth country. This means that more and more people will need to learn to adapt and integrate with new cultures and experiences. This can be a difficult process, because in their efforts to adapt, they might try to forget or abandon their previous culture in order to better assimilate to their new home. In this Creative Project, I examine my own transnational journey as a Russian living in America. I wanted to see how my identity as a person linked by two very different places has shaped who I am and what I want to be. Now that I am finishing college, how will my Russianness shape my possibilities in the future? In order to start this reflective process, I read 10 transitional novels to gain a sense of how other Russians processed their lives in America. I then used the insights I gained from these texts to design a set of questions that I asked myself and two other people, both with backgrounds that were similar to my own. Based on these discussions, I gained a greater appreciation for how my Russianness could be a real strength as I chart my future path in life. (abstract
Developing an Independent Video Game to Diversify University Recruitment
abstract: University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor� while the other players are part of “the Students.� To complete the game, The Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction and the group continues to work to gain traction and bring the idea to more prospective students. (abstract
Future Self-Identification on Depression, Perceived Alcohol Consumption, and Academic or Career Goal Changes in the Face of a Global Crisis
abstract: Graduating from college is an important time of life transitions and career development for undergraduates and their future. Future self-identification, the connection between an individual’s current and future self, can negatively predict depression and utilize self-control as a mechanism to achieve later academic goals. Investigating an individual’s future self- identification, depression scores, and behavioral outcomes in the face of the COVID-19 pandemic can help optimize college graduate success in an uncertain world. The present study aimed to (1) determine if earlier future self-identification moderated the changes between later outcomes (e.g., depression, perceived alcohol consumption, and academic and career goals) from pre-COVID-19 to during COVID-19, (2) investigate if psychological resources (e.g., self-control and emotion regulation) had any intermediary effects between earlier future self-identification and later depression and behavioral outcomes during the pandemic, and (3) test for any moderation effects of future self-identification on the relationship between available psychological resources before COVID-19 and during COVID-19. The present research demonstrated that students with greater earlier future self-identification were less likely to change their academic and career goals and were less likely to experience symptoms of depression during the pandemic. Additionally, self-control was demonstrated as an intermediary factor between earlier future self-identification and later academic and career goal changes. These findings may help college graduates develop resilience in other stressful situations. (abstract