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Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far away objects are and perceiving the surrounding environment. The key

Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far away objects are and perceiving the surrounding environment. The key issue for Company X is how to commercialize RealSense's depth recognition capabilities. This thesis addresses the problem by examining which markets to address and how to monetize this technology. The first part of the analysis identified potential markets for RealSense. This was achieved by evaluating current markets that could benefit from the camera's gesture recognition, 3D scanning, and depth sensing abilities. After identifying seven industries where RealSense could add value, a model of the available, addressable, and obtainable market sizes was developed for each segment. Key competitors and market dynamics were used to estimate the portion of the market that Company X could capture. These models provided a forecast of the discounted gross profits that could be earned over the next five years. These forecasted gross profits, combined with an examination of the competitive landscape and synergistic opportunities, resulted in the selection of the three segments thought to be most profitable to Company X. These segments are smart home, consumer drones, and automotive. The final part of the analysis investigated entrance strategies. Company X's competitive advantages in each space were found by examining the competition, both for the RealSense camera in general and other technologies specific to each industry. Finally, ideas about ways to monetize RealSense were developed by exploring various revenue models and channels.
ContributorsDunn, Nicole (Co-author) / Boudreau, Thomas (Co-author) / Kinzy, Chris (Co-author) / Radigan, Thomas (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Michael (Committee member) / WPC Graduate Programs (Contributor) / Department of Psychology (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor) / Department of Economics (Contributor) / School of Mathematical and Statistical Science (Contributor) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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The constant evolution of technology has greatly shifted the way in which we gain knowledge information. This, in turn, has an affect on how we learn. Long gone are the days where students sit in libraries for hours flipping through numerous books to find one specific piece of information. With

The constant evolution of technology has greatly shifted the way in which we gain knowledge information. This, in turn, has an affect on how we learn. Long gone are the days where students sit in libraries for hours flipping through numerous books to find one specific piece of information. With the advent of Google, modern day students are able to arrive at the same information within 15 seconds. This technology, the internet, is reshaping the way we learn. As a result, the academic integrity policies that are set forth at the college level seem to be outdated, often prohibiting the use of technology as a resource for learning. The purpose of this paper is to explore why exactly these resources are prohibited. By contrasting a subject such as Computer Science with the Humanities, the paper explores the need for the internet as a resource in some fields as opposed to others. Taking a look at the knowledge presented in Computer Science, the course structure, and the role that professors play in teaching this knowledge, this thesis evaluates the epistemology of Engineering subjects. By juxtaposing Computer Science with the less technology reliant humanities subjects, it is clear that one common policy outlining academic integrity does not suffice for an entire university. Instead, there should be amendments made to the policy specific to each subject, in order to best foster an environment of learning at the university level. In conclusion of this thesis, Arizona State University's Academic Integrity Policy is analyzed and suggestions are made to remove ambiguity in the language of the document, in order to promote learning at the university.
ContributorsMohan, Sishir Basavapatna (Author) / Brake, Elizabeth (Thesis director) / Martin, William (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook

The quality of user interface designs largely depends on the aptitude of the designer. The ability to generate mental abstract models and characterize a target user audience helps greatly when conceiving a design. The dry cleaning point-of-sale industry lacks quality user interface designs. These impaired interfaces were compared with textbook design techniques to discover how applicable published interface design concepts are in practice. Four variations of a software package were deployed to end users. Each variation contained different design techniques. Surveyed users responded positively to interface design practices that were consistent and easy to learn. This followed textbook expectations. Users however responded poorly to customization options, an important feature according to textbook material. The study made conservative changes to the four interface variations provided to end-users. A more liberal approach may have yielded additional results.
ContributorsSmith, Andrew David (Author) / Nakamura, Mutsumi (Thesis director) / Gottesman, Aaron (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2014-05
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Description
All of the modern technology tools that are being used today, have a purpose to support a variety of human tasks. Ambient Intelligence is the next step to transform modern technology. Ambient Intelligence is an electronic environment that is sensitive and responsive to human interaction/activity. We understand that Ambient Intelligence(AmI)

All of the modern technology tools that are being used today, have a purpose to support a variety of human tasks. Ambient Intelligence is the next step to transform modern technology. Ambient Intelligence is an electronic environment that is sensitive and responsive to human interaction/activity. We understand that Ambient Intelligence(AmI) concentrates on connectivity within a person's environment and the purpose of having a new connection is to make life simpler. Today, technology is in the transition of a new lifestyle where technology is discretely living with us. Ambient Intelligence is still in progress, but we can analyze the technology we have today, ties a relationship with Ambient Intelligence. In order to examine this concern, I investigated how much awareness/knowledge users that range from Generation X to Xennials, that had experience from replacing habitual items and technologies they use on a daily basis. A few questions I mainly wanted answered: - What kind of technologies, software, or tech services replace items you use daily? - What kind of benefits did the technology give you, did it change the way you think/act on any kind of activities? - What kind of expectations/concerns do you have for future technologies? To accomplish this, I gathered information from interviewing multiples groups: millennials and other older generations (33+ years old). I retrieved data from students at Arizona State University, Intel Corporation, and a local clinic. From this study, I've discovered from both groups, that both sides agree that modern technology is rapidly growing to a point that computers think as humans. Through multiple interviews and research, I have found that the technology today makes an impact through all aspects of our lives and through artificial intelligence. Furthermore, I will discuss and predict what will society will encounter later on as the new technology discretely arises.
ContributorsPascua, Roman Paolo Bustos (Author) / Yang, Yezhou (Thesis director) / Caviedes, Jorge (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices

Over the course of computing history there have been many ways for humans to pass information to computers. These different input types, at first, tended to be used one or two at a time for the users interfacing with computers. As time has progressed towards the present, however, many devices are beginning to make use of multiple different input types, and will likely continue to do so. With this happening, users need to be able to interact with single applications through a variety of ways without having to change the design or suffer a loss of functionality. This is important because having only one user interface, UI, across all input types is makes it easier for the user to learn and keeps all interactions consistent across the application. Some of the main input types in use today are touch screens, mice, microphones, and keyboards; all seen in Figure 1 below. Current design methods tend to focus on how well the users are able to learn and use a computing system. It is good to focus on those aspects, but it is important to address the issues that come along with using different input types, or in this case, multiple input types. UI design for touch screens, mice, microphones, and keyboards each requires satisfying a different set of needs. Due to this trend in single devices being used in many different input configurations, a "fully functional" UI design will need to address the needs of multiple input configurations. In this work, clashing concerns are described for the primary input sources for computers and suggests methodologies and techniques for designing a single UI that is reasonable for all of the input configurations.
ContributorsJohnson, David Bradley (Author) / Calliss, Debra (Thesis director) / Wilkerson, Kelly (Committee member) / Walker, Erin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.
ContributorsLe, Peter Thuan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in

In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in the women's lives and academic careers. In hopes of increasing the number of women computing professionals, this thesis aimed to understand the problem of a lack of women in technology and studied how hackathons could be a possible solution. The research followed Desert Hacks as it examines the typical participants as well as the hackathons effects on women's morale in technology. Two important questions during the investigation were what kind of women are attending hackathons and how do women feel about the technology industry after a hackathon? The results suggested that hackathon had an overall positive effect on women's motivation in the computing field. Additionally, most research participants believed that everyone has the potential to do well in the field and that gender inclusion is important for the industry. This ideology can foster a healthy environment for women to become more motivated in computing. Through these results, hackathons can be seen as another mean to help motivate women in the field and open up the possibility of future studies of women and hackathons.
ContributorsVo, Thong Bach (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.
ContributorsStark, Joshua Matthew (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
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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.

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