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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

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.

ContributorsRangarajan, Padmapriya (Co-author) / Klein, Jonathan (Co-author) / Li, Shimei (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

CubeSats can encounter a myriad of difficulties in space like cosmic rays, temperature<br/>issues, and loss of control. By creating better, more reliable software, these problems can be<br/>mitigated and increase the chance of success for the mission. This research sets out to answer the<br/>question: how do we create reliable flight software

CubeSats can encounter a myriad of difficulties in space like cosmic rays, temperature<br/>issues, and loss of control. By creating better, more reliable software, these problems can be<br/>mitigated and increase the chance of success for the mission. This research sets out to answer the<br/>question: how do we create reliable flight software for CubeSats? by providing a concentrated<br/>list of the best flight software development practices. The CubeSat used in this research is the<br/>Deployable Optical Receiver Aperture (DORA) CubeSat, which is a 3U CubeSat that seeks to<br/>demonstrate optical communication data rates of 1 Gbps over long distances. We present an<br/>analysis over many of the flight software development practices currently in use in the industry,<br/>from industry leads NASA, and identify three key flight software development areas of focus:<br/>memory, concurrency, and error handling. Within each of these areas, the best practices were<br/>defined for how to approach the area. These practices were also developed using experience<br/>from the creation of flight software for the DORA CubeSat in order to drive the design and<br/>testing of the system. We analyze DORA’s effectiveness in the three areas of focus, as well as<br/>discuss how following the best practices identified helped to create a more reliable flight<br/>software system for the DORA CubeSat.

ContributorsHoffmann, Zachary Christian (Author) / Chavez-Echeagaray, Maria Elena (Thesis director) / Jacobs, Daniel (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of

HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of a static silhouette of a face and a wave-like form to represent the mouth. Audio content analysis was performed on audio sampled from the character’s voice lines. Pitch and amplitude derived from the analysis was used to animate the character’s visual features such as it’s brightness, color, and mouth movement. The mouth’s movement and color was manipulated with the audio’s pitch. The lights of Wave were controlled by the amplitude of the audio. Design considerations were made to accommodate those with visual disabilities such as color blindness and epilepsy. Overall the final audio visualization satisfied the project sponsor and built upon existing audio visualization work. User feedback will be a necessity for improving the audio visualization in the future.

ContributorsNguyen, Joshep D (Author) / Chavez-Echaegaray, Helen (Thesis director) / Waggoner, Trae (Committee member) / Department of Psychology (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In this Barrett Honors Thesis, I developed a model to quantify the complexity of Sankey diagrams, which are a type of visualization technique that shows flow between groups. To do this, I created a carefully controlled dataset of synthetic Sankey diagrams of varying sizes as study stimuli. Then, a pair

In this Barrett Honors Thesis, I developed a model to quantify the complexity of Sankey diagrams, which are a type of visualization technique that shows flow between groups. To do this, I created a carefully controlled dataset of synthetic Sankey diagrams of varying sizes as study stimuli. Then, a pair of online crowdsourced user studies were conducted and analyzed. User performance for Sankey diagrams of varying size and features (number of groups, number of timesteps, and number of flow crossings) were algorithmically modeled as a formula to quantify the complexity of these diagrams. Model accuracy was measured based on the performance of users in the second crowdsourced study. The results of my experiment conclusively demonstrates that the algorithmic complexity formula I created closely models the visual complexity of the Sankey Diagrams in the dataset.

ContributorsGinjpalli, Shashank (Author) / Bryan, Chris (Thesis director) / Hsiao, Sharon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In theory, Electric Vehicle (EV) ownership and renewable energy seem like a perfect solution to our climate crisis; however, unless done properly, the effects can be less than ideal. We need to find a way to maximize the impact of our efforts to reduce carbon emissions, which is exactly what

In theory, Electric Vehicle (EV) ownership and renewable energy seem like a perfect solution to our climate crisis; however, unless done properly, the effects can be less than ideal. We need to find a way to maximize the impact of our efforts to reduce carbon emissions, which is exactly what the heart of my paper gets to. Carbon emissions are bad for the environment because they comprise a large majority of greenhouse gases. Greenhouse gases have recently become dramatically out of balance and have resulted in an increase in respiratory diseases from smog and air pollution, as well as extreme weather and an increase in wildfires. Getting these greenhouse gases back in balance and maintaining an ecological balance is the goal of sustainability. According to the Environmental Protection Agency (the EPA), transportation makes up 29% of greenhouse gas emissions in the US followed closely by electricity generation at 28%, which makes Electric Vehicles the perfect target for reducing greenhouse gas emissions<br/>Arizona has many unique constraints when it comes to its electric infrastructure and its electric generation energy mix, which means the impacts of EV ownership become extremely complicated.<br/> In my paper, I aim to address the question: What are the carbon impact effects of Electric Vehicles (EVs) in Arizona through the lens of 1) the time of day that charging occurs, 2) the infrastructure needed to support EV penetration and 3) the incentives given to the public to help provide the impetus for making greener choices? Using the best available research on how EVs are being adopted to reduce emissions, I will provide conclusive recommendations and a framework for how Arizona can best reduce carbon emissions through EVs.

ContributorsSherman, Jessica Janiece (Author) / Keeler, Lauren (Thesis director) / Shaeffer, Lisa (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This project explores how modern mobile technology can be used to provide support for domestic violence victims. The goal of the project is to create a proof-of-concept iOS mobile application that maintains a discreet safety front and provides domestic violence victims with resources and safety planning. The design and implementation

This project explores how modern mobile technology can be used to provide support for domestic violence victims. The goal of the project is to create a proof-of-concept iOS mobile application that maintains a discreet safety front and provides domestic violence victims with resources and safety planning. The design and implementation are disguised as a hair salon app to maintain a low profile on the user’s phone. The HairHelp app features quick exit navigation, a secure database to store a user’s private and personal documents in case of emergency, and a checklist of safety planning measures. The steps taken in this project serve as the foundation for a larger project in the long term.

ContributorsShovkovy, Sophia (Author) / Balasooriya, Janaka (Thesis director) / Wilkey, Douglas (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

In 2018, the United States generated 37.4 million more U.S. tons of paper and cardboard material compared to in 1960 (EPA, 2020). As the United States produces a disproportionate amount of packaging waste every year when accounting for population size, it has become increasingly difficult to mitigate waste production, lessen

In 2018, the United States generated 37.4 million more U.S. tons of paper and cardboard material compared to in 1960 (EPA, 2020). As the United States produces a disproportionate amount of packaging waste every year when accounting for population size, it has become increasingly difficult to mitigate waste production, lessen the environmental impact of generating more paperboard materials, and move towards a more ethical circular economy. In efforts to adopt the principles of a green economy, deviate from the linear supply chain model, minimize packaging waste, and encourage more sustainable lifestyles, we developed a business centered around a circular, service based model called Room & Cardboard. Our initiative collects cardboard waste generated in and around the ASU community and repurposes it for dorm-style furniture available for students to rent throughout the school year. Using cardboard, we have built prototypes for two products (desk lamps and shoe racks) that are sturdy, visually pleasing, and recyclable. Our initiative helps to reduce cardboard packaging waste by upcycling cardboard waste into products that will increase the lifespan of the cardboard material. At the end of the product’s life span, in cases of severe damage, we will turn the product into a seed board made with blended cardboard paste that can then be used to plant a succulent we will make available to students to buy as dorm decor. The feedback on our initiative through online surveys and in-person tabling has generated enough traction for Dean Rendell of Barrett, the Honors College at Arizona State University to consider a test-drive of our products in the upcoming Fall semester.

ContributorsWerner, Isabella (Co-author) / Islam, Shauda (Co-author) / Norvell, Macey (Co-author) / Byrne, Jared (Thesis director) / Marseille, Alicia (Committee member) / Jordan, Amanda (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

When you are sitting at the terminal waiting for your flight or taking the bus to get to work, have you ever thought about who used your seat last? More importantly, have you ever thought about the last time that seat was cleaned? Sadly, it is uncertain to see if

When you are sitting at the terminal waiting for your flight or taking the bus to get to work, have you ever thought about who used your seat last? More importantly, have you ever thought about the last time that seat was cleaned? Sadly, it is uncertain to see if it was properly sanitized in the last hour, yesterday, in the last week, or even last month. Especially during these tough times, everyone wants to be assured that they are always in a safe and healthy environment. Through the Founders Lab, our team is collaborating with an engineering capstone team to bring automated seat cleaning technology into the market. This product is a custom-designed seat cover that is tear-resistant and provides a sanitary surface for anyone to sit on. When someone leaves the seat, a pressure sensor is triggered, and the cover is replaced with a secondary cover that was stored in a UV radiated container. The waterproof fabric and internal filters prevent spills and food crumbs from remaining when the user changes. The reason for bringing this product into the market is due to the unsanitary conditions in many high traffic areas. This technology can be implemented in public transportation, restaurants, sports stadiums, and much more. It will instantly improve the efficiency of sanitation for many businesses and keep a promise to its users that they will never bring something they sat on back home. #Safeseating

ContributorsNimmagadda, Viraj (Co-author) / Jawahar, Nandita (Co-author) / Yang, Tiger (Co-author) / Byrne, Jared (Thesis director) / Sebold, Brent (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Generating an astounding $110.7 billion annually in domestic revenue alone [1], the world of accounting is one deceptively lacking automation of its most business-critical processes. While accounting tools do exist for the common person, especially when it is time to pay their taxes, such innovations scarcely exist for many larger

Generating an astounding $110.7 billion annually in domestic revenue alone [1], the world of accounting is one deceptively lacking automation of its most business-critical processes. While accounting tools do exist for the common person, especially when it is time to pay their taxes, such innovations scarcely exist for many larger industrial tasks. Exceedingly common business events, such as Business Combinations, are surprisingly manual tasks despite their $1.1 trillion valuation in 2020 [2]. This work presents the twin accounting solutions TurboGAAP and TurboIFRS: an unprecedented leap into these murky waters in an attempt to automate and streamline these gigantic accounting tasks once entrusted only to teams of experienced accountants.
A first-to-market approach to a trillion-dollar problem, TurboGAAP and TurboIFRS are the answers for years of demands from the accounting sector that established corporations have never solved.

ContributorsKuhler, Madison Frances (Co-author) / Capuano, Bailey (Co-author) / Preston, Michael (Co-author) / Chen, Yinong (Thesis director) / Hunt, Neil (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

This podcast considers the history of online courses in higher education and research into them, focusing on how well they serve a diverse student population. It considers how online learning developed, and how studies into the practices and effectiveness of online courses find inequality in academic outcomes and access. The

This podcast considers the history of online courses in higher education and research into them, focusing on how well they serve a diverse student population. It considers how online learning developed, and how studies into the practices and effectiveness of online courses find inequality in academic outcomes and access. The podcast explores how research approaches bring to light these inequalities or fail to consider them. The future of online learning is also considered.

ContributorsWare, Rachel (Author) / Schmidt, Peter (Thesis director) / Nkrumah, Tara (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05