A look at COVID-19 as a disease and how it affected the United States and Arizona in 2020. An analysis of decisions by surrounding states and health and government officials is used to comprise a return to play plan for Arizona high school athletics.
Americans today face an age of information overload. With the evolution of Media 3.0, the internet, and the rise of Media 3.5—i.e., social media—relatively new communication technologies present pressing challenges for the First Amendment in American society. Twentieth century law defined freedom of expression, but in an information-limited world. By contrast, the twenty-first century is seeing the emergence of a world that is overloaded with information, largely shaped by an “unintentional press”—social media. Americans today rely on just a small concentration of private technology powerhouses exercising both economic and social influence over American society. This raises questions about censorship, access, and misinformation. While the First Amendment protects speech from government censorship only, First Amendment ideology is largely ingrained across American culture, including on social media. Technological advances arguably have made entry into the marketplace of ideas—a fundamental First Amendment doctrine—more accessible, but also more problematic for the average American, increasing his/her potential exposure to misinformation. <br/><br/>This thesis uses political and judicial frameworks to evaluate modern misinformation trends, social media platforms and current misinformation efforts, against the background of two misinformation accelerants in 2020, the COVID-19 pandemic and U.S. presidential election. Throughout history, times of hardship and intense fear have contributed to the shaping of First Amendment jurisprudence. Thus, this thesis looks at how fear can intensify the spread of misinformation and influence free speech values. Extensive research was conducted to provide the historical context behind relevant modern literature. This thesis then concludes with three solutions to misinformation that are supported by critical American free speech theory.
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.
Neoliberal feminism has gained significant popularity in fourth-wave feminist media. In this paper, I analyze the 2017 limited television series "Big Little Lies" to uncover the intricacies of neoliberal feminist theory in practice, particularly how it speaks to gender, race, and class relations.
Today, some modern zoos, aquariums, and similar animal-exhibiting institutions continue to shift their priorities toward a focus on the conservation of wildlife. Conservation challenges span a broad subject area. The focus that any institution chooses can vary greatly in terms of magnitude and measures of significance. Many modern zoos often choose to make global conservation a central institutional priority: conservation of biodiversity, habitat protection, species extinction, and more. Some institutions, however, set conservation priorities on a smaller scale, focusing on contributions that have a more indirect effect on wild species and habitats, such as the welfare of populations in captivity, raising public awareness of conservation missions, and conservation education. By comparing the institutional priorities of two organizations within the Association of Zoos and Aquariums (AZA), the Arizona-Sonora Desert Museum and the Phoenix Zoo, I explore how each institution manages its living collections and works toward its respective conservation mission. I interviewed members of each institution and analyzed the similarities and differences between the organizations based on their management of living collections, and how different mission statements might shape their work. This included investigating the focus each institution has on animal welfare, in situ and ex situ conservation, and maintaining public interest. This also required defining what conservation and welfare mean to each institution and how that affects the management of their living collections. From a literature review and interviews with representatives from each institution, I was able to determine that despite any differences in style or in the language of respective mission statements, each institution prioritizes connecting the public and conservation of biodiversity. While they employ different approaches - one institution takes a regional interest in the Sonoran Desert ecosystem and landscape; the other takes a more global approach to its experiences, exhibits, and collections - the core values and ultimately the vision remain the same. Conservation may serve as the primary motivator for both the Museum and the Zoo, but my thesis is that this rationale could not be realized by itself for these institutions. Rather, conservation as a core value relies upon the support of other critical institutional priorities working together. In this way animal welfare, public engagement, and conservation relate to one another as institutional values and create the impact that the zoo and museum have on their local communities, as well as on conservation as a whole.
We created a website with the intent to educate on the Valley Metro light rail. We showcased different aspects of the light rail and presented an argument as to why it should be utilized and expanded. We also created a social media account that highlights art pieces along the light rail.
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.
Through this creative project, I analyzed how COVID-19 has affected the theatre industry. I created a mini-documentary following ASU’s production of Runaways, which was performed without an audience. The final product was a combination of pre-filmed and self-taped scenes. I documented how students were still able to learn and cultivate their skills during a time where most things are virtual. In addition, I analyzed how the shift to filmed theatre has changed the definition of live theatre, including increased accessibility. I also explored the importance of theatre through analyzing the themes of musical theatre performances such as Rent and Runaways. During a time where people cannot gather, artists are still finding a way to create and tell stories.
When earning a teaching certification, there is no curriculum when it comes to the treatment of students with a diagnosis as well as how to educate their fellow classmates. Diagnoses affect the process of child development of the diagnosed as well as the friends and family. Children of all different ages have different responses and reactions to the world of health. Looking at a developmental perspective, teachers can properly educate themselves and their students about these diagnoses. To be able to successfully inform students of diagnoses, there must be an overall understanding of how well they are able to acquire the knowledge. According to Jean Piaget, a key researcher in cognitive development, the age of the child correlates with their overall understanding and comprehension. In his theory, he explained how he believed that the environment of an organism affects how it will respond and adapt to the situations at hand. There are four stages that are connected to age, from infancy to adolescence and adulthood. Therefore, this project will focus on school-age children who are in the concrete operational stage. The concrete operational stage is made up of elementary and early adolescents and focuses on intelligence that is demonstrated through logical and precise thinking of concrete ideas (Huitt, W., & Hummel, J, 2003). This type of thinking applies to all parts of the child’s life and informs their behaviors on how to “adapt” to new information. Knowing this information, we will be able to create a curriculum of lectures, informational videos, worksheets and quizzes that can properly assess the student’s and their knowledge of the diagnoses.
We created a website with the intent to educate on the Valley Metro light rail. We showcased different aspects of the light rail and presented an argument as to why it should be utilized and expanded. We also created a social media account that highlights art pieces along the light rail.