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Description
Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and

Graph theory is a critical component of computer science and software engineering, with algorithms concerning graph traversal and comprehension powering much of the largest problems in both industry and research. Engineers and researchers often have an accurate view of their target graph, however they struggle to implement a correct, and efficient, search over that graph.

To facilitate rapid, correct, efficient, and intuitive development of graph based solutions we propose a new programming language construct - the search statement. Given a supra-root node, a procedure which determines the children of a given parent node, and optional definitions of the fail-fast acceptance or rejection of a solution, the search statement can conduct a search over any graph or network. Structurally, this statement is modelled after the common switch statement and is put into a largely imperative/procedural context to allow for immediate and intuitive development by most programmers. The Go programming language has been used as a foundation and proof-of-concept of the search statement. A Go compiler is provided which implements this construct.
ContributorsHenderson, Christopher (Author) / Bansal, Ajay (Thesis advisor) / Lindquist, Timothy (Committee member) / Acuna, Ruben (Committee member) / Arizona State University (Publisher)
Created2018
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Description
After freelancing on my own for the past year and a half, I have realized that one of the biggest obstacles to college entrepreneurs is a fear or apprehension to sales. As a computer science major trying to sell my services, I discovered very quickly that I had not been

After freelancing on my own for the past year and a half, I have realized that one of the biggest obstacles to college entrepreneurs is a fear or apprehension to sales. As a computer science major trying to sell my services, I discovered very quickly that I had not been prepared for the difficulty of learning sales. Sales get a bad rap and very often is the last thing that young entrepreneurs want to try, but the reality is that sales is oxygen to a company and a required skill for an entrepreneur. Due to this, I compiled all of my knowledge into an e-book for young entrepreneurs starting out to learn how to open up a conversation with a prospect all the way to closing them on the phone. Instead of starting from scratch like I did, college entrepreneurs can learn the bare basics of selling their own services, even if they are terrified of sales and what it entails. In this e-book, there are tips that I have learned to deal with my anxiety about sales such as taking the pressure off of yourself and prioritizing listening more than pitching. Instead of trying to teach sales expecting people to be natural sales people, this e-book takes the approach of helping entrepreneurs that are terrified of sales and show them how they can cope with this fear and still close a client. In the future, I hope young entrepreneurs will have access to more resources that handle this fear and make it much easier for them to learn it by themselves. This e-book is the first step.
ContributorsMead, Kevin Tyler (Author) / Sebold, Brent (Thesis director) / Kruse, Gabriel (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Some of the most talented, innovative, and experimental artists are students, but they are often discouraged by the price of higher education and lack of scholarship or funding opportunities. Additionally, the art industry has become stagnant. Traditional brick-and-mortar galleries are not willing to represent young, unknown artists. Their overhead is

Some of the most talented, innovative, and experimental artists are students, but they are often discouraged by the price of higher education and lack of scholarship or funding opportunities. Additionally, the art industry has become stagnant. Traditional brick-and-mortar galleries are not willing to represent young, unknown artists. Their overhead is simply too high for risky choices.
The Student Art Project is art patronage for the 21st century—a curated online gallery featuring exceptional student artists. The Student Art Project is a highly curated experience for buyers. Only five artists are featured each month. Buyers are not bombarded with thousands of different products and separate artists “shops”. They can read artists bios and find art they connect with.
Student artists apply through an online form. Once accepted to the program, artists receive a $200 materials stipend to create an exclusive collection of 5-10 pieces. Original artwork and limited edition prints are sold through our website. These collections can potentially fund an entire year of college tuition, a life-changing amount for many students.
Brick-and-mortar galleries typically take 40-60% of the retail price of artwork. The Student Art Project will only take 30%, which we will use to reinvest in future artists. Other art websites, like Etsy, require the artists to ship, invoice, and communicate with customers. For students, this means less time spent in the classroom and less time developing their craft. The Student Art Project handles all business functions for our artists, allowing them to concentrate on what really matters, their education.
ContributorsDangler, Rebecca Leigh (Author) / Trujillo, Rhett (Thesis director) / Coleman, Sean (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Department of Management (Contributor)
Created2015-05
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Description
The goal of this project is to gain market research insight into the handcrafted goods industry and apply this knowledge towards a business plan for a small crafts business: Creations by Songbird. We accomplish this goal by conducting primary and secondary research on the crafts selling industry to see who

The goal of this project is to gain market research insight into the handcrafted goods industry and apply this knowledge towards a business plan for a small crafts business: Creations by Songbird. We accomplish this goal by conducting primary and secondary research on the crafts selling industry to see who the target customer is and what their habits are. First, we conduct a literature review looking into the background of some known crafts sales platforms. We discover several consistent trends in product differentiation, retail price calculation, and search engine optimization that we will apply to our business plan. Next, we conduct primary market research in the form of observations, customer and business owner interviews, and surveys. We learn that Instagram is a widely used marketing tool and that Etsy and crafts shows are popular sales channels. Using the results of our research we conclude that the our target customers are women ages 18-24 and 50-59 who attend crafts shows several times per year and occasionally browse Etsy. Many of these women enjoy objects that are vintage style and on average they spend less than $50 per item. Applying the industry and market knowledge gleaned from our research we create a business plan that outlines a price/cost breakdown, marketing plan, and sales plan for Creations by Songbird. We plan to utilize Instagram as our main marketing tool and will sell records via crafts shows and Etsy. Based on our estimates, we conclude that Creations by Songbird will be a profitable business.
ContributorsWood, Sara (Co-author) / Ehmann, Victoria (Co-author) / Gray, Nancy (Thesis director) / Trujillo, Rhett (Committee member) / Department of Supply Chain Management (Contributor) / Department of Information Systems (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement

Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement of theatrical expression. As mechanics, lighting, sound, and visual media have made their way into the spotlight, advances in theatrical robotics continue to push for their inclusion in the director's toolbox. However, much of the technology available is gated by high prices and unintuitive interfaces, designed for large troupes and specialized engineers, making it difficult to access for small schools and students new to the medium. As a group of engineering students with a vested interest in the development of the arts, this thesis team designed a system that will enable troupes from any background to participate in the advent of affordable automation. The intended result of this thesis project was to create a robotic platform that interfaces with custom software, receiving commands and transmitting position data, and to design that software so that a user can define intuitive cues for their shows. In addition, a new pathfinding algorithm was developed to support free-roaming automation in a 2D space. The final product consisted of a relatively inexpensive (< $2000) free-roaming platform, made entirely with COTS and standard materials, and a corresponding control system with cue design, wireless path following, and position tracking. This platform was built to support 1000 lbs, and includes integrated emergency stopping. The software allows for custom cue design, speed variation, and dynamic path following. Both the blueprints and the source code for the platform and control system have been released to open-source repositories, to encourage further development in the area of affordable automation. The platform itself was donated to the ASU School of Theater.
ContributorsHollenbeck, Matthew D. (Co-author) / Wiebel, Griffin (Co-author) / Winnemann, Christopher (Thesis director) / Christensen, Stephen (Committee member) / Computer Science and Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Agent Based modeling has been used in computer science to simulate complex phenomena. The introduction of Agent Based Models into the field of economics (Agent Based Computational Economics ACE) is not new, however work on making model environments simpler to design for individuals without a background in computer science or

Agent Based modeling has been used in computer science to simulate complex phenomena. The introduction of Agent Based Models into the field of economics (Agent Based Computational Economics ACE) is not new, however work on making model environments simpler to design for individuals without a background in computer science or computer engineering is a constantly evolving topic. The issue is a trade off of how much is handled by the framework and how much control the modeler has, as well as what tools exist to allow the user to develop insights from the behavior of the model. The solutions looked at in this thesis are the construction of a simplified grammar for model construction, the design of an economic based library to assist in ACE modeling, and examples of how to construct interactive models.
ContributorsAnderson, Brandon David (Author) / Bazzi, Rida (Thesis director) / Kuminoff, Nicolai (Committee member) / Roberts, Nancy (Committee member) / Computer Science and Engineering Program (Contributor) / Economics Program in CLAS (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
In order to adequately introduce students to computer science and robotics in an exciting and engaging manner certain teaching techniques should be used. In recent years some of the most popular paradigms are Visual Programming Languages. Visual Programming Languages are meant to introduce problem solving skills and basic programming constructs

In order to adequately introduce students to computer science and robotics in an exciting and engaging manner certain teaching techniques should be used. In recent years some of the most popular paradigms are Visual Programming Languages. Visual Programming Languages are meant to introduce problem solving skills and basic programming constructs inherent to all modern day languages by allowing users to write programs visually as opposed to textually. By bypassing the need to learn syntax students can focus on the thinking behind developing an algorithm and see immediate results that help generate excitement for the field and reduce disinterest due to startup complexity and burnout. The Introduction to Engineering course at Arizona State University supports this approach by teaching students the basics of autonomous maze traversing algorithms and using ASU VIPLE, a Visual Programming Language developed to connect with and direct real-world robots. However, some startup time is needed to learn how to interface with these robots using ASU VIPLE. That is why the HTML5 Autonomous Robot Web Simulator was created -- by encouraging students to use the simulator the problem solving behind autonomous maze traversing algorithms can be introduced more quickly and with immediate affirmation. Our goal was to improve this simulator and add features so that the simulator could be accessed and used for a more wide variety of introductory Computer Science lessons. Features scattered across past implementations of robotic simulators were aggregated in a cross platform solution. Upon initial development, a classroom test group revealed usability concerns and a demonstration of students' mental models. Mean time for task completion was 8.1min - compared to 2min for the authors. The simulator was updated in response to test group feedback and new instructor requirements. The new implementation reduces programming overhead while maintaining a learning environment with support for even the most complex applications.
ContributorsRodewald, Spencer (Co-author, Co-author) / Patel, Ankit (Co-author) / Chen, Yinong (Thesis director) / Chattin, Linda (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description
This Creative Project contains a short movie that is comprised of interviews with various business owners and entrepreneurs based in Arizona. The purpose of this project was originally to explore "how businesses finance their initial venture" but quickly evolved into open-ended interviews. Originally, one of the listed goals for the

This Creative Project contains a short movie that is comprised of interviews with various business owners and entrepreneurs based in Arizona. The purpose of this project was originally to explore "how businesses finance their initial venture" but quickly evolved into open-ended interviews. Originally, one of the listed goals for the project was to ensure that the movie be entertaining for the viewer. In order to gain the richest experience, it was decided that at least 8-10 entrepreneurs be interviewed for a 25 minute video. Since the creator of the video had no prior videography experience, it was assumed to be feasible \u2014 but in order to maintain the integrity of the interviews, and in order to provide the viewer with a better background, the format was changed to a 44 minute movie with 5 featured businesses, though more than 30 businesses were considered. It became clear that the diversity of available interviewees and the complexity of the businesses and financing methods made it impractical to feature such a technical topic in the movie. Balancing the entertainment value of the film and its functional, educational purpose proved to be one of the challenges for the completion of the project. Each interview stands alone its own right, but it's highly recommended that the viewer watch the entire feature. The businesses are featured in the following order: DryClean U.S., Jeffrey Rivera (sole-proprietor), Arizona Hops and Vines, Rune Wines, and The Duquesne House Inn and Gardens. The viewer will find that the businesses featured include both service-based businesses and product-based businesses. In all, over 300 hours of planning, filming, writing, and video-editing contributed to successful completion of this project.
ContributorsElliott, Spencer William (Author) / Trujillo, Rhett (Thesis director) / Peck, Sidnee (Committee member) / Department of Management and Entrepreneurship (Contributor) / Department of Economics (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
What if unplanned free time could be spent with friends instead of trying to contact them? This app will do that by connecting you with friends who are ready to hang out. Kickback is a mobile app designed to connect individuals with their friends and businesses that offer opportunities to

What if unplanned free time could be spent with friends instead of trying to contact them? This app will do that by connecting you with friends who are ready to hang out. Kickback is a mobile app designed to connect individuals with their friends and businesses that offer opportunities to socialize in a group setting. The idea had been floating around in my head for a few years and this creative project gave me the opportunity to try my hand at making the idea into a reality. This thesis is a combination of technical efforts and business know-how that I had to learn in order to keep up along the way.
ContributorsFegard, Nathan (Author) / Sebold, Brent (Thesis director) / Trujillo, Rhett (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Since the release of Discord in March of 2015 it has become the choice VoIP client for 25 million users, pulling in more each day from many sources including online video games with no voice chat, such as League of Legends. With such an expansive user base and many servers

Since the release of Discord in March of 2015 it has become the choice VoIP client for 25 million users, pulling in more each day from many sources including online video games with no voice chat, such as League of Legends. With such an expansive user base and many servers hosting multiple users during all times of the day, for a server admin to always be monitoring users is unreasonable. AhriBot aims to solve this problem by providing general administration through a command system to a server while it is logged onto that server. Specifically, AhriBot will be tailored for use on servers where League of Legends is primarily being played. Using commands issued to AhriBot, users can get statistics about their current game. By providing a set of features for general users, and a more specific set of features for League of Legends, AhriBot provides a greater experience and will help players to have quicker access to information about the game without having to travel to multiple outside sources.
ContributorsKoehler, Brendan Joseph (Author) / Balasooriya, Janaka (Thesis director) / Faucon, Philippe (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12