This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

Displaying 1 - 10 of 151
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The processing power and storage capacity of portable devices have improved considerably over the past decade. This has motivated the implementation of sophisticated audio and other signal processing algorithms on such mobile devices. Of particular interest in this thesis is audio/speech processing based on perceptual criteria. Specifically, estimation of parameters

The processing power and storage capacity of portable devices have improved considerably over the past decade. This has motivated the implementation of sophisticated audio and other signal processing algorithms on such mobile devices. Of particular interest in this thesis is audio/speech processing based on perceptual criteria. Specifically, estimation of parameters from human auditory models, such as auditory patterns and loudness, involves computationally intensive operations which can strain device resources. Hence, strategies for implementing computationally efficient human auditory models for loudness estimation have been studied in this thesis. Existing algorithms for reducing computations in auditory pattern and loudness estimation have been examined and improved algorithms have been proposed to overcome limitations of these methods. In addition, real-time applications such as perceptual loudness estimation and loudness equalization using auditory models have also been implemented. A software implementation of loudness estimation on iOS devices is also reported in this thesis. In addition to the loudness estimation algorithms and software, in this thesis project we also created new illustrations of speech and audio processing concepts for research and education. As a result, a new suite of speech/audio DSP functions was developed and integrated as part of the award-winning educational iOS App 'iJDSP." These functions are described in detail in this thesis. Several enhancements in the architecture of the application have also been introduced for providing the supporting framework for speech/audio processing. Frame-by-frame processing and visualization functionalities have been developed to facilitate speech/audio processing. In addition, facilities for easy sound recording, processing and audio rendering have also been developed to provide students, practitioners and researchers with an enriched DSP simulation tool. Simulations and assessments have been also developed for use in classes and training of practitioners and students.
ContributorsKalyanasundaram, Girish (Author) / Spanias, Andreas S (Thesis advisor) / Tepedelenlioğlu, Cihan (Committee member) / Berisha, Visar (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Epilepsy affects numerous people around the world and is characterized by recurring seizures, prompting the ability to predict them so precautionary measures may be employed. One promising algorithm extracts spatiotemporal correlation based features from intracranial electroencephalography signals for use with support vector machines. The robustness of this methodology is tested

Epilepsy affects numerous people around the world and is characterized by recurring seizures, prompting the ability to predict them so precautionary measures may be employed. One promising algorithm extracts spatiotemporal correlation based features from intracranial electroencephalography signals for use with support vector machines. The robustness of this methodology is tested through a sensitivity analysis. Doing so also provides insight about how to construct more effective feature vectors.
ContributorsMa, Owen (Author) / Bliss, Daniel (Thesis director) / Berisha, Visar (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2015-05
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Description
Passive radar can be used to reduce the demand for radio frequency spectrum bandwidth. This paper will explain how a MATLAB simulation tool was developed to analyze the feasibility of using passive radar with digitally modulated communication signals. The first stage of the simulation creates a binary phase-shift keying (BPSK)

Passive radar can be used to reduce the demand for radio frequency spectrum bandwidth. This paper will explain how a MATLAB simulation tool was developed to analyze the feasibility of using passive radar with digitally modulated communication signals. The first stage of the simulation creates a binary phase-shift keying (BPSK) signal, quadrature phase-shift keying (QPSK) signal, or digital terrestrial television (DTTV) signal. A scenario is then created using user defined parameters that simulates reception of the original signal on two different channels, a reference channel and a surveillance channel. The signal on the surveillance channel is delayed and Doppler shifted according to a point target scattering profile. An ambiguity function detector is implemented to identify the time delays and Doppler shifts associated with reflections off of the targets created. The results of an example are included in this report to demonstrate the simulation capabilities.
ContributorsScarborough, Gillian Donnelly (Author) / Cochran, Douglas (Thesis director) / Berisha, Visar (Committee member) / Wang, Chao (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2014-05
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Description

Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage

Home advantage affects the game in almost all team sports across the world. Due to<br/>COVID and all of the precautions being taken to keep games played, more extensive research is able to be conducted about what factors truly go into creating a home advantage. Some common factors of home advantage include the crowd, facility familiarity, and travel. In the English Premier League, there are no fans allowed at any of the games; furthermore, in the NBA, a bubble was created at one neutral venue with no fans in attendance. Even with the NBA being at a neutral site, there was still a “home team” at every game. The sports betting industry struggled due to failing to shift betting lines in accordance with this decreased home advantage. With these leagues removing some of the factors that are frequently associated with home advantage, analysts are able to better see what the results would be of removing these variables. The purpose of this research is to determine if these adjustments made due to COVID had an impact on the home advantage in different leagues around the world, and if they did, to what extent. Individual game data from the past 10 seasons were used for analysis of both the NBA and the Premier League. The results show that there is a significant difference in win percentage between prior seasons and seasons behind closed doors. In addition to win percentage, many other game statistics see a significant shift as well. Overall, the significance of being the home team disappears in games following the COVID-19 break.

ContributorsOsborne, Ashley A (Author) / Sopha, Matthew (Thesis director) / McIntosh, Daniel (Committee member) / Department of Information Systems (Contributor) / Department of Marketing (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not

Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not believe that many people were watching one Esports championship series in the world in 2019. I believe that most people would not believe that fact. Nowadays the gaming industry has become 134 billion dollars industry (Warman), but most of the general public does not even know that Esports is a globally popular sport. The uniqueness of Esports is that fans are located everywhere in the world, unlike American football. This sport’s popularity is borderless and there are not that many sports leagues that have a huge global fan population in the sports industry. The reason Esports was able to capture popularity from everywhere in this world is because the gaming community is often beyond the border. For example, a person who lives in South Korea is teaming up with a man whom he has never met in person before and fighting against the players who are living on the other side of the world in a single match. This is how modern gaming society is. Those players are physically existing in different places, but there is no border that exists in this gaming virtual world and people are playing in the same match with the players who live in different places. This is one thing that we are not able to see in the traditional sports and the biggest strength of the Esports. The uniqueness of Esports is that all the players do not need to physically get together to play a game. If you want to play soccer, obviously all the 22 players need to be in the same field physically. People do not have a sense of local attachment from the beginning in the world of modern Esports because the gaming community is existing in the virtual world and the border does not exist in this virtual community. This unique environment is one of the biggest factors that makes Esports the fastest growing sport in the entire sports industry these days, and this rapid growth is supported by those younger gamers. Esports is still a new sport compared to other traditional sports, so they will follow a similar or different path that traditional sports took and will be part of those popular leagues in the future.
ContributorsSannomiya, Akie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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The purpose of this thesis is to cover the multiple aspects of Major League Baseball Expansion from 30 to 32 teams. The thesis can be divided into two parts with the first being the preparation and consideration for expansion, and the second half is about the execution and implementation of

The purpose of this thesis is to cover the multiple aspects of Major League Baseball Expansion from 30 to 32 teams. The thesis can be divided into two parts with the first being the preparation and consideration for expansion, and the second half is about the execution and implementation of adding two expansion teams to the league.
For years, Commissioner Rob Manfred has hinted and brought about the idea of adding two more teams to Major League Baseball (Mitchell). The growth of the game is of utmost importance, and they have made many changes to try to expand the growth of fans the past few years particularly catered to new and young fans. New rules like a pitch clock and mound visit limitations are examples of in game changes made to speed up the game, but they have also experimented with spring training and regular season games internationally or at new venues. In just the past decade, games have been played or planned (due to COVID-19 cancellations) in Monterrey, Mexico City, London, Tokyo, San Juan, Montreal, Las Vegas, Williamsport, and even Iowa. With the exception of the Williamsport Little League Classic and the Field of Dreams game in Iowa, all these locations had games to see what the atmosphere and logistics would be like with expansion in mind as a possibility in the future. With this in mind, this thesis will analyze and come to a conclusion on the following cities for the best fits for expansion: Monterrey, Mexico City, San Juan, Vancouver, Montreal, Las Vegas, Portland, Nashville, Raleigh, and San Antonio.
ContributorsLieberman, Jake Robert (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
While basketball has been traditionally regarded as an American sport, the National Basketball Association (NBA) has gained substantial traction outside the United States over the past decade. In order to further encourage attention from international fans and increase league profit, I propose that the league adds an expansion team to

While basketball has been traditionally regarded as an American sport, the National Basketball Association (NBA) has gained substantial traction outside the United States over the past decade. In order to further encourage attention from international fans and increase league profit, I propose that the league adds an expansion team to Mexico City. I believe that through thorough market research and conscientious brand development, the team be successfully integrated into both the local community as well as the league’s current fan base. Local infrastructure, player safety, border customs, and financials were all taken into consideration into this proposal. The purpose of this project is twofold: first, to advocate for league expansion of the NBA into Mexico City through discussion and exploration of both the anticipated opportunities and obstacles, and second, to design three brand concepts and then propose a final brand concept based off of qualitative and quantitative feedback systematically collected via a survey.
ContributorsArd, Dalin Max (Author) / Montoya, Detra (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The first chapter of the Seattle SuperSonics’ story is one full of pride, including a championship run in the 1970s, being one of the most popular teams of the 1990s, along with having an incredibly loyal fan base. The next chapter of that story is one filled with painful memories

The first chapter of the Seattle SuperSonics’ story is one full of pride, including a championship run in the 1970s, being one of the most popular teams of the 1990s, along with having an incredibly loyal fan base. The next chapter of that story is one filled with painful memories for those same loyal fans. In 2008, the team was stripped away from Seattle, eventually landing in Oklahoma City, leaving countless people heartbroken and a gaping hole in the professional sports landscape. For some people, that removal was where the story ended; for many, however, that was just the end of another chapter. The movement to bring the SuperSonics back to the city and their beloved fans began the day after the team left town, and has been going strong ever since. While the voices of fans cry out for a return, many critics say that a new team would no longer be able to flourish in Seattle, and that the NBA should stand pat where they are. This project seeks to determine the truth to that statement by investigating one central question: Should the Seattle SuperSonics be brought back to life? The question is viewed through a pair of perspectives over the course of this paper. The first is based in business, where I completed a thorough analysis that covers five major factors that are crucial to determining success. The second is that of the fans, which was accessed through a survey created to figure out what truly was important to them when looking at a new team. After these perspectives have been examined, the project will turn to the debate that asks which form of reentry would be more efficient for a rebuild: league expansion or relocation of a current franchise. I feel as though this topic is one that should be more well known across the realm of sports, and wanted to shine a light on it through this process. No fan would ever want to experience the kind of loss that comes with their favorite team being taken away, and I believe that acknowledging past failures can help leagues make better decisions in the future.
ContributorsKoufidakis, Nicholas (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Management and Entrepreneurship (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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The Arizona Fall League is a baseball league affiliated with Major League Baseball to provide further development to seven of each MLB team’s top minor league prospects. The games are played at the same stadiums as spring training in Arizona but historically draw a very low attendance in comparison. The

The Arizona Fall League is a baseball league affiliated with Major League Baseball to provide further development to seven of each MLB team’s top minor league prospects. The games are played at the same stadiums as spring training in Arizona but historically draw a very low attendance in comparison. The marketing strategies currently used to promote and advertise the Arizona Fall League are not sufficient to meet the goal of increased attendance and increased profits as a result. The league currently markets its core product to the customer, meaning the actual baseball game itself along with the highly talented players, rather than the actual product provided to fans, meaning the social utility they gain from their experiences at an Arizona Fall League game along with the game. The league needs to focus mainly on two target markets: men and women ages 18-25 and families with children under 18. In order to shift the focus to the actual product, the league’s marketing staff should run promotions (alongside their current promotions) in association with local sports bars or restaurants and places that provide entertainment, such as Top Golf. They also should revamp their social media accounts to integrate a more fan-focused base for their posts, making fans feel like they are a greater part of the experience. These improvements would drive up attendance and generate more profits for the Arizona Fall League.
ContributorsMcCann, Matthew Donald (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Finance (Contributor) / School of Accountancy (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
The concept of branding has been around for centuries, but personal branding is a relatively new concept that has been defined and executed by many public figures. With the rise of technological advancements like social media, professional athletes have ample opportunities to connect with consumers outside of their respective court.

The concept of branding has been around for centuries, but personal branding is a relatively new concept that has been defined and executed by many public figures. With the rise of technological advancements like social media, professional athletes have ample opportunities to connect with consumers outside of their respective court. Our thesis team conducted research with Dr. John Eaton and Professor Daniel McIntosh to analyze how athletes’ actions and behaviors affect consumers’ opinions about their brand.
We developed multiple surveys that were distributed to Marketing & Business Performance (MKT 300) students at Arizona State University and AWS Mechanical Turk Workers. The goal of obtaining information from both college students and paid survey-takers was to compile a diverse set of opinions regarding how consumers react to athletes’ social media and public behavior. This led us to analyze how consumers interact with athletes on social media platforms based on the sport they play and consequences of their actions. After examining our consumer research, interviewing executives in the legal background, and talking to some of the university’s top-prospective athletes to gain different viewpoints, we created consumer and athlete categories.
We established six main consumer categories and six main athlete social media strategy personas in order to create social media strategy recommendations. With this information, athletes have the opportunity to develop well-thought out social media strategies that are more tailored to their fan base(s). Athletes must be cognizant of how the content on their social media accounts and their public actions will affect consumers’ perceptions about who they are and their personal brand.
ContributorsRishwain, Demetra Nicole (Co-author) / Delgado, Samantha (Co-author) / Sminkey, Marie (Co-author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor, Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05