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- All Subjects: Business
- Creators: Department of Marketing
- Creators: Department of Supply Chain Management
- Status: Published
There is surprisingly little scientific literature describing whether a hockey slap shot positively or negatively transfers to a driving golf swing. Golf and hockey use a similar kinematic sequence to send the ball / puck towards a target, but does that directly translate to positive skill transfer between the two sports, or are there other important factors that could result in a negative skill transfer? The aim of this study is to look further into the two kinematic sequences and determine their intertask skill transfer type. A field experiment was conducted, following a specific research design, in order to compare performance between two groups, one being familiar with the skill that may transfer (hockey slapshot) and the other group being unfamiliar. Both groups had no experience in the skill being tested (driving golf swing) and various data was collected as all of the subjects performed 10 golf swings. The results of the data analysis showed that the group with experience in hockey had a higher variability of ball distance and ball speed. There are many factors of a hockey slapshot that are likely to develop a negative intertask skill transfer, resulting in this group's high inconsistency when performing a golf swing. On the other hand, the group with hockey experience also had higher mean club speed, showing that some aspects of the hockey slapshot resulted in a positive skill transfer, aiding their ability to perform a golf swing.
For our project, we explored the growth of the ASU BioDesign Clinical Testing Laboratory (ABCTL) from a standard university research lab to a COVID-19 testing facility through a business lens. The lab has pioneered the saliva-test in the Western United States. This thesis analyzes the laboratory from various business concepts and aspects. The business agility of the lab and it’s quickness to innovation has allowed the lab to enjoy great success. Looking into the future, the laboratory has a promising future and will need to answer many questions to remain the premier COVID-19 testing institution in Arizona.
The following creative project defends that, whether intentionally or not, mental illness and substance abuse are inevitably romanticized in young adult media and discusses the dangers of this romanticization. This project is divided into three parts. The first part consists of psychological evaluations of the main characters of two popular, contemporary forms of young adult media, Catcher in the Rye by J.D Salinger and Euphoria by Sam Levinson. These evaluations use textual evidence and the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) to determine what symptoms of psychopathology the characters appear to display. The second part consists of a self-written short story that is meant to accurately depict the life of a young adult struggling with mental illness and substance abuse. This story contains various aesthetic techniques borrowed from the two young adult media forms. The final part consists of an aesthetic statement which discusses in depth the aesthetic techniques employed within the short story, Quicksand by Anisha Mehra.
A large section of United States citizens live far away from supermarkets and do not have<br/>an easy way to get to one. This portion of the population lives in an area called a food desert.<br/>Food deserts are geographic areas in which access to affordable, healthy food, such as fresh<br/>produce, is limited or completely nonexistent due to the absence of convenient grocery stores.<br/>Individuals living in food deserts are left to rely on convenience store snacks and fast food for<br/>their meals because they do not have access to a grocery store with fresh produce in their area.<br/>Unhealthy foods also lead to health issues, as people living in food deserts are typically at a<br/>higher risk of diet-related conditions, such as obesity, diabetes, and cardiovascular disease.<br/>Harvest, a sustainable farming network, is a smartphone application that teaches and guides<br/>people living in small spaces through the process of growing fresh, nutritious produce in their<br/>own homes. The app will guide users through the entire process of gardening, from seed to<br/>harvest. Harvest would give individuals living in food deserts an opportunity to access fresh<br/>produce that they currently can’t access. An overwhelming response based on our user<br/>discussion and market analysis revealed that our platform was in demand. Development of a<br/>target market, brand guide, and full lifecycle were beneficial during the second semester as<br/>Harvest moved forward. Through the development of a website, social media platform, and<br/>smartphone application, Harvest grew traction for our platform. Our social media accounts saw a<br/>1700% growth rate, and this wider audience was able to provide helpful feedback.