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The African-American community has played a historically significant role in the advancement of Arizona and our region. The future success of our state relies on our ability to strengthen our communities and empower them to meet and exceed their vast potential. This project between the community and the University was

The African-American community has played a historically significant role in the advancement of Arizona and our region. The future success of our state relies on our ability to strengthen our communities and empower them to meet and exceed their vast potential. This project between the community and the University was undertaken to help advance a better understanding of the changing dynamics of Arizona’s African-American population and the critical issues that require our collective attention in terms of education, health care, the economy, culture and leadership.
Created2009
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Washington State University Everett could benefit from a Blackboard® online orientation course prior to their first credited online course. Research included results from student satisfaction surveys and focus groups. It was determined through both quantitative and qualitative data that students who opt into an online orientation course have the potential

Washington State University Everett could benefit from a Blackboard® online orientation course prior to their first credited online course. Research included results from student satisfaction surveys and focus groups. It was determined through both quantitative and qualitative data that students who opt into an online orientation course have the potential for increased satisfaction and success with online coursework throughout their degree-completion experience. Once this determination was made, a fully-functioning Blackboard® orientation course was designed and developed. The course has been tested by faculty and is ready for Fall 2017 deployment as a voluntary online orientation for any student already admitted to WSU Everett.
ContributorsWilder, Corrie (Author) / Brumberger, Eva (Degree committee member) / D'Angelo, Barbara J. (Degree committee member) / Arizona State University (Publisher)
Created2017-03-20
Description

The field of radio broadcast requires the cohesion of several different skill sets in order to be a success. KHEA Radio has used a traditional form of teaching, which means taking a one-on-one approach. Taking this approach has worked for years in the past and has been the only option

The field of radio broadcast requires the cohesion of several different skill sets in order to be a success. KHEA Radio has used a traditional form of teaching, which means taking a one-on-one approach. Taking this approach has worked for years in the past and has been the only option for teaching. The down side to this method of teaching is that it requires one seasoned employee to stop their work and take the time to train a new employee. Because of the significant void in the area of instructional content for radio sound engineering, my co-worker and I had to troubleshoot this console and basically teach ourselves its functions. I saw the need for better instructional content on the Internet and in print based on my own experiences. The skills used to create the following instructional content were gained from course work at Arizona State University. The graduate department of Technical Communication makes every effort to equip students with varied skills that can be applied to different fields within the overall scheme of technical communication. This guide serves as a tool for radio broadcast novices to learn the basics of sound board operation.

ContributorsGarcia, Gerardo (Author) / D'Angelo, Barbara J. (Degree committee member) / Maid, Barry M. (Degree committee member) / Lauer, Claire (Degree committee member) / Arizona State University (Publisher)
Created2017-02-16
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YourBrandPartner.com exists to provide content to those seeking specific advice and information on purchasing custom promotional items. For this investigation, I conducted a usability test with a select user group to identify user experience issues. The primary goal of this research was to conduct general usability testing through large group survey

YourBrandPartner.com exists to provide content to those seeking specific advice and information on purchasing custom promotional items. For this investigation, I conducted a usability test with a select user group to identify user experience issues. The primary goal of this research was to conduct general usability testing through large group survey and a small in-person usability testing group. I designed surveys and tests to investigate if users experienced difficulties in finding the information they were looking for on the website. Based on the results of this study, I recommend reviewing the visual design of the website, increasing site speed, creating a better experience between the blog and e- commerce interactions, and creating an environment that is more accommodating of where the user is in the buying process. This full report includes expanded participant feedback, methodology behind the study, and full recommendations for improvement.

ContributorsWood, Amy (Author) / D'Angelo, Barbara J. (Degree committee member) / Batova, Tatiana (Degree committee member) / Maid, Barry M. (Degree committee member) / Arizona State University (Publisher)
Created2017-04-18
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Description

The purpose of this applied project was to research and recommend to Phoenix Children’s Hospital (PCH) improvements to their website in order to provide parents whose child has been newly diagnosed with cancer the most clear and appropriate health information. I conducted a study in order to analyze and evaluate

The purpose of this applied project was to research and recommend to Phoenix Children’s Hospital (PCH) improvements to their website in order to provide parents whose child has been newly diagnosed with cancer the most clear and appropriate health information. I conducted a study in order to analyze and evaluate the health information content currently provided to parents at PCH. This was done by through qualitative coding methods on both printed documents provided by The Emily Center Library, as well as interviews conducted with three Hematology/Oncology nurses at PCH. Additionally, I researched the current literature surrounding this topic in order to provide a background of information. Based on the results, I recommended that PCH offer parents a comprehensive cancer database in which all provided information would be searchable via their website. This database would also allow them to expand on their two topic focuses: home care and emotional support. Additionally, I recommended that parents are provided information on how to identify credible and non- credible sources on the Internet so that they can find information that is truly medically valuable when searching for information on their own. Lastly, I offered future recommendations that will require continued research so that PCH’s provided health information can continue to grow and improve.

ContributorsAudet, Tessa (Author) / Batova, Tatiana (Degree committee member) / D'Angelo, Barbara J. (Degree committee member) / Brumberger, Eva (Degree committee member) / Arizona State University (Publisher)
Created2017-04-17
Description

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

ContributorsGriffieth, Alan P (Author) / McDaniel, Troy (Thesis director) / Selgrad, Justin (Committee member) / Computing and Informatics Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Economics Program in CLAS (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The intent of this project was to design, build, and test a female-intended vibrator that incorporates elements of haptic feedback, biomimicry, and/or micro robotics. Device development was based on human-centered user design elements and the study of physiological arousal, as sexuality and sexual functioning are a part of a human’s

The intent of this project was to design, build, and test a female-intended vibrator that incorporates elements of haptic feedback, biomimicry, and/or micro robotics. Device development was based on human-centered user design elements and the study of physiological arousal, as sexuality and sexual functioning are a part of a human’s overall assessment of health and well-being. The thesis sought to fill the gap that prevents data collection of a female entire sexual response from initial arousal to final orgasm.

ContributorsDirks, Jessica (Author) / Ralston, Laurie (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Engineering Programs (Contributor) / Human Systems Engineering (Contributor)
Created2022-05
Description

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose

The process of learning a new skill can be time consuming and difficult for both the teacher and the student, especially when it comes to computer modeling. With so many terms and functionalities to familiarize oneself with, this task can be overwhelming to even the most knowledgeable student. The purpose of this paper is to describe the methodology used in the creation of a new set of curricula for those attempting to learn how to use the Dynamic Traffic Simulation Package with Multi-Resolution Modeling. The current DLSim curriculum currently relates information via high-concept terms and complicated graphics. The information in this paper aims to provide a streamlined set of curricula for new users of DLSim, including lesson plans and improved infographics.

ContributorsMills, Alexander (Author) / Zhou, Xuesong (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for

The goal of this project was to determine if the chosen research and testing method would result in a game where students would practice math in the best way. This was done by creating a video game using Unity that followed key principles for designing a math game and for how students should practice math in general. Testing was done on participants to determine the strategies they used in order to play the game and these strategies were then defined and categorized based on their effectiveness and how well they met the learning principles. Also, the participants were asked a before and after question to determine if the game improved their overall attitude towards math to make sure the game was helping them learn and was not a hindrance. There was an overall increase in the participants’ feelings towards math after playing the game as well as beneficial strategies, so the research and testing method was overall a success.
ContributorsVaillancourt, Tyler (Author) / Kobayashi, Yoshihiro (Thesis director) / Amresh, Ashish (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
Machine learning algorithms have a wide variety of applications and use cases. They are robust in the sense that they can continue to learn and improve long after they have been deployed without much programmer supervision. One key area that machine learning has been used for is in

Machine learning algorithms have a wide variety of applications and use cases. They are robust in the sense that they can continue to learn and improve long after they have been deployed without much programmer supervision. One key area that machine learning has been used for is in the detection and classification of objects in images and videos. This so-called computer vision has typically been used by companies to extract user information from the images and videos that they post. Meta (formerly known as Facebook) had been using such algorithms to automatically tag users in pictures that were uploaded to the Facebook website up until November 2021 [1]. Although these algorithms have been used to exploit user’s privacy, they can also be used to help ensure this privacy. For this creative project, I developed a machine learning model that could detect faces in a given picture and identify the area of the picture that these faces took up. Training a model from scratch can take millions of images of data and hundreds of hours on powerful GPUs. Since I didn’t have access to those resources, I began with a pre-trained model known as VGG16 by Karen Simonyan & Andrew Zisserman. From there, I took 90 pictures of myself and annotated where in the image my face was located. Since 90 pictures wouldn’t be enough data for this algorithm, I used an image augmentation algorithm to randomly crop, flip, change brightness, change gamma, and recolor the images to expand the dataset. In total, I used 5400 images to train the algorithm. The machine learning model had a loss value that hovered around 0.1 thanks to the VGG16 model. It was able to accurately detect my face and also adapt whenever I moved my face horizontally and vertically across a camera. However, the model struggled to draw a bounding box whenever I moved my face forward or backward in the camera shot.
ContributorsGutierrez, Ariel (Author) / Osburn, Steven (Thesis director) / Panchoo, Anthony (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05