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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
Description
iWaandr is a travel platform that allows users to find and share unique experiences. It will be a website that users can find on the internet. Every user will be able to post their own experiences on the platform along with a description, important information, and a rating.

iWaandr is a travel platform that allows users to find and share unique experiences. It will be a website that users can find on the internet. Every user will be able to post their own experiences on the platform along with a description, important information, and a rating.
The problem we are trying to solve is that it still takes hours to search for and find unique non-touristy experiences around the world. At a time when people can use their smartphones to have a car show up to their doorstep in minutes, it is unacceptable that it still takes hours to find an non-touristy experience on the internet.
Our value proposition is that users will be able to be anywhere in the world and be able to find an authentic, non-touristy experience that interests them. iWaandr is the most complete experience discovery tool, providing the largest collection of unique and personal experiences around the world.
Our competition is the large incumbent travel and review companies like TripAdvisor and Airbnb. There are also less established competitors that see a similar gap in the market like Mapify and Cool Cousin. We also have niche competitors that are only focused on outdoor activities like AllTrails and Outbound Collective. Google and blogs would also be competitors because people search on Google for unique experiences.
Our innovation is that we are focusing on creating unique content while our competitors are focusing on new ways to display the same content. Our advantage isn’t in a feature we created because a company with more resources could easily copy it. In order to create unique and useful content, we had to figure out a way for users to intuitively and easily post an experience with as much relevant information as possible. This involved a lot of thought into our posting process. We believe our posting process allows users to consistently post unique and informative content.
The technology we are implementing is very similar to the FERN technology stack of Firebase as a database, ExpressJS and NodeJS as backend frameworks, and ReactJS as the front-end programming language. We chose this technology stack because it allows our platform to stay lean, and be efficient with data. This allows the platform to have increased performance and lower costs.
ContributorsChee, Christian Yoshiaki (Co-author) / Bingham, Joseph (Co-author) / Cho, Steve (Thesis director) / Witwer, Bob (Committee member) / Tech Entrepreneurship & Mgmt (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming

Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming such challenges with the greater goal of this paper being to facilitate the growth of telemedicine programs.
ContributorsPalakodaty, Shivani Venkatasri (Author) / Liss, Julie (Thesis director) / Berisha, Visar (Committee member) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.
ContributorsHorner, Kate Elizabeth (Author) / McNamara, Danielle (Thesis director) / McCarthy, Kathryn (Committee member) / Davis, Mary (Committee member) / Division of Teacher Preparation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support. Recent studies outlined some of the perceived benefits and costs

Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support. Recent studies outlined some of the perceived benefits and costs of the body-worn cameras. Research has been done on both officer and citizen perceptions of the cameras, but little has been done in regards to other stakeholders, especially those in the criminal justice system. This study takes 13 interviews of community and criminal justice stakeholders in Tempe, Arizona and examines trends to identify unifying themes. The study found that 11 out of 13 stakeholders believed that the positives of the body-worn cameras outweighed the negatives. There was agreement among the parties that the strongest benefit of the cameras would be the transparency that it provides police departments, while most regarded the largest negative to be a lack of available resources to deal with the amount of data produced. As this is a small qualitative dataset, further research should be conducted about stakeholder perceptions in other cities, as well as solutions to some of the concerns raised by Tempe interviewees.
ContributorsArenas, Lauren (Author) / White, Michael (Thesis director) / Gaub, Janne (Committee member) / Department of Psychology (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Three dimensional printing is a growing field and an excellent medium for rapid prototyping. Its expansion has accelerated over recent years due to the increased affordability of the technology. It is now at the point where the startup cost to get into the field is down to the hobbyist price

Three dimensional printing is a growing field and an excellent medium for rapid prototyping. Its expansion has accelerated over recent years due to the increased affordability of the technology. It is now at the point where the startup cost to get into the field is down to the hobbyist price point. This means that there is an extremely high demand for affordable printing media. Current media such as ABS and PLA is extremely easy to form, but expensive and petroleum intensive to create. A recycling system that could work with a large variety of waste products could change the way that the maker community recycles. This Honors Thesis, or "Creative Project" will be centered on the product launch of small business 3DCycler. Although this launch will require pulling information and skills from various branches of both Business and Science, the scope of this project will be limited to specifically the market entrance of our small business/ product. Within this blanket goal, the project aims to define our target market/ its niche(s), develop proper IP/ lockout strategies, define future manufacturing strategies, and to fully define our beta product. The research was empirical in nature. Through data gathering techniques (e.g., consultations, interviews, survey), exploration was performed. Through these techniques the company 3DCycler took several calculated pivots in order to prepare the company for a strategic product launch and eventual acquisition.
ContributorsFarber-Schaefer, Blaine (Author) / Cho, Steve (Thesis director) / Goodman, Tom (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is by far the most important component in the development of

Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is by far the most important component in the development of smart cities. Company X is a leader in the semiconductor industry looking to grow its revenue in the IoT space. This thesis will address how Company X can deliver IoT solutions to government municipalities with the goal of simultaneously increasing revenue through value-added engagement and decreasing spending by more efficiently managing infrastructure upgrades.
ContributorsJiang, Yichun (Co-author) / Davidoff, Eric (Co-author) / Dawoud, Mariam (Co-author) / Rodenbaugh, Ryan (Co-author) / Sinclair, Brynn (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Mike (Committee member) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / Department of Psychology (Contributor) / School of Sustainability (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Due to the prevalence of digital communication, the importance of digital communication for romantic relationship formation and maintenance, and the associations between online behavior and romantic conflict, it is important to investigate conflict enabled by and conducted through digital communication platforms. Additionally, because of the overrepresentation of self-report measures in

Due to the prevalence of digital communication, the importance of digital communication for romantic relationship formation and maintenance, and the associations between online behavior and romantic conflict, it is important to investigate conflict enabled by and conducted through digital communication platforms. Additionally, because of the overrepresentation of self-report measures in studying online relational behavior, it is not known whether current methods of studying in-person conflict apply to digital conflict. The present study thus aimed to examine 1) the efficacy of participant-uploaded screenshots for observing online relationship experiences, and 2) the applicability of the adapted SPAFF coding system (D-SPAFF) to romantic dyadic digital communication. We found acceptable participant compliance and rich data was acquired using this method. We also found affective behavior in screenshots was related to similar concurrent and prospective relationship outcomes as found in the literature. Finally, there were a few unexpected affective behaviors related to relationship outcomes. Our study supports a nuanced theoretical framework for the investigation of online relationship interactions. Future research should continue to validate this method and investigate the unique affordances and mechanisms of digital interactions.
ContributorsTrimble, Ava (Author) / Mukarram, Maheeyah (Co-author) / Ha, Thao (Thesis director) / Quiroz, Selena (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2022-05
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Description
This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing u

This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing up affects the way that these individuals experience contemporary adolescence. Generation X is said to be the last group of people to experience life before the spread of the personal computer and internet access. Newer generations, such as Generation Z, have grown up having constant and easy access to the internet, all of the information it encompasses, and its additional functions. This access has shaped much of the generation as individuals as well as society as a whole. It can be argued that the human experience has been fundamentally different for those born after the creation of the internet and the rapid increase in accessible technology that followed. Through an interview with a participant from Generation X, I will showcase the transformative role that the internet and technology has played in major life events for a digitally native individual compared to that of individuals from older generations. As a member of Generation Z, I will compare my personal narrative regarding ten different life events occurring between the ages of five to 25 that I feel are common and impactful to the narrative a of non-digitally native individual. I expect to see that the internet and the creation of cyber culture that we see through social media has enhanced many of the defining events for younger generations growing up in some positive ways as well as some negative ways. Thus, growing up only knowing the internet and its purposes has altered the way that our experiences play out as we age, for good and for bad.
ContributorsTomchak, Marissa Janine (Author) / Ingram-Waters, Mary (Thesis director) / Brian, Jennifer (Committee member) / Department of Psychology (Contributor) / School of Politics and Global Studies (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to

Through the use of Arizona State University’s Founders Lab, our group of four Barrett, the Honors College Students completed a research thesis regarding the interest of college students in a sleep light technology product. The National Aeronautics and Space Administration (NASA) pioneered a sleep light technology with the ability to regulate melatonin production and circadian rhythm, resulting in an improvement of sleep quality. The technology was originally invented for astronauts to improve their sleep while in space on a spacecraft. Utilizing this technology, our group performed extensive market research with the intention of determining if college students would be interested in purchasing a consumer product incorporating the sleep light technology. We created a brand called Rhythm Illumination and began by building a website and brand guide. Next, we utilized Google Forms to generate responses to a variety of questions regarding current sleep habits, current sleep problems, and whether or not there was interest in a product like this. After determining that college students have room for sleep quality improvement and there is interest in this kind of product, we worked towards our goal of gaining traction for the product. We decided to utilize both Google Analytics results and a Zoom event’s attendance as proof of interest in our product. Google Analytics revealed over one hundred unique users on our Rhythm Illumination website. We also had eleven event attendees. Between these two tools, our team was able to conclude that there is interest among college students for a consumer product utilizing NASA’s sleep light technology

ContributorsVijayaraghavan, Shalini (Author) / Amaya, Alexander (Co-author) / Rodgers, Tess (Co-author) / Toledo, Pedro (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Human Evolution & Social Change (Contributor) / School of Life Sciences (Contributor)
Created2022-05