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- Creators: School of Life Sciences
In an effort to address these trends, we founded a student organization, The Political Literates, to fight political apathy by delivering political news in an easy to understand and unbiased manner. Inspired by our experience with this organization, we combine our insights with research to paint a new perspective on the state of the American political system.
This thesis analyzes various issues identified through our observations and research, with a heavy emphasis on using examples from the 2016 election. Our focus is how new technologies like data analytics, the Internet, smartphones, and social media are changing politics by driving political and social transformation. We identify and analyze five core issues that have been amplified by new technology, hindering the effectiveness of elections and further increasing political polarization:
● Gerrymandering which skews partisan debate by forcing politicians to pander to ideologically skewed districts.
● Consolidation of media companies which affects the diversity of how news is shared.
● Repeal of the Fairness Doctrine which allowed media to become more partisan.
● The Citizens United Ruling which skews power away from average voters in elections.
● A Failing Education System which does not prepare Americans to be civically engaged and to avoid being swayed by biased or untrue media.
Based on our experiment with the Political Literates and our research, we call for improving how critical thinking and civics is taught in the American education system. Critical thought and civics must be developed pervasively. With this, more people would be able to form more sophisticated views by listening to others to learn rather than win, listening less to irrelevant information, and forming a culture with more engagement in politics. Through this re-enlightenment, many of America’s other problems may evaporate or become more actionable.
Esports is the fastest growing sub sector within the entertainment industry, predicted to garner over 600 million viewers by 2022. However, there is a big category of esports - mobile esports - that are not yet recognized globally. This thesis project analyzes how mobile esports has risen in the Eastern countries of the world, primarily Southeast Asia, and compares it to the possibility of replication in the Western countries of the world, primarily the United States and Brazil. It examines the specific factors that caused mobile gaming and thus mobile esports to flourish in the East Region of the world. The thesis additionally incorporates current attitudes towards esports and mobile esports in the United States and discusses the viewpoints of consumers in those specific areas. This research uses primary data and literature synthesis to ultimately increase knowledge on how mobile esports has risen in popularity in various Asian countries and whether or not mobile esports can thrive in a different environment such as the United States.<br/><br/>This thesis takes data from the “Newzoo Global Esports Market Report” conducted in 2020 by Newzoo. This report does the following:<br/>- dives deep into the global and regional esports economy<br/>- provides a realistic estimate of the market’s future potential regarding revenue streams, audience numbers, key trends, and franchises<br/>- highlights financial and statistical trends for the esports industry in the future<br/><br/>Overall the thesis finds that mobile esports have succeeded in the Asian market due to an established demographic of esports fans and players, mobile first consumers, and wide technology network in Asia. Data analysis finds that currently many American gamers still find mobile gaming to be “boring” and ultimately that cultural attitude, generational shifts, and the ideal game need to align for mobile esports to succeed in the United States.
A large section of United States citizens live far away from supermarkets and do not have an easy way to get to one. This portion of the population lives in an area called a food desert. Food deserts are geographic areas in which access to affordable, healthy food, such as fresh produce, is limited or completely nonexistent due to the absence of convenient grocery stores. Individuals living in food deserts are left to rely on convenience store snacks and fast food for their meals because they do not have access to a grocery store with fresh produce in their area. Unhealthy foods also lead to health issues, as people living in food deserts are typically at a higher risk of diet-related conditions, such as obesity, diabetes, and cardiovascular disease. Harvest, a sustainable farming network, is a smartphone application that teaches and guides people living in small spaces through the process of growing fresh, nutritious produce in their own homes. The app will guide users through the entire process of gardening, from seed to harvest. Harvest would give individuals living in food deserts an opportunity to access fresh produce that they currently can’t access. An overwhelming response based on our user discussion and market analysis revealed that our platform was in demand. Development of a target market, brand guide, and full-lifecycle were beneficial during the second semester as Harvest moved forward. Through the development of a website, social media platform, and smartphone application, Harvest grew traction for our platform. Our social media accounts saw a 1700% growth rate, and this wider audience was able to provide helpful feedback.
The nineteenth-century invention of smallpox vaccination in Great Britain has been well studied for its significance in the history of medicine as well as the ways in which it exposes Victorian anxieties regarding British nationalism, rural and urban class struggles, the behaviors of women, and animal contamination. Yet inoculation against smallpox by variolation, vaccination’s predecessor and a well-established Chinese medical technique that was spread from east to west to Great Britain, remains largely understudied in modern scholarly literature. In the early 1700s, Lady Mary Wortley Montagu, credited with bringing smallpox variolation to Great Britain, wrote first about the practice in the Turkish city of Adrianople and describes variolation as a “useful invention,” yet laments that, unlike the Turkish women who variolate only those in their “small neighborhoods,” British doctors would be able to “destroy this [disease] swiftly” worldwide should they adopt variolation. Examined through the lens of Edward Said’s Orientalism, techno-Orientalism, and medical Orientalism and contextualized by a comparison to British attitudes toward nineteenth century vaccination, eighteenth century smallpox variolation’s introduction to Britain from the non-British “Orient” represents an instance of reversed Orientalism, in which a technologically deficient British “Occident” must “Orientalize” itself to import the superior medical technology of variolation into Britain. In a scramble to retain technological superiority over the Chinese Orient, Britain manufactures a sense of total difference between an imagined British version of variolation and a real, non-British version of variolation. This imagination of total difference is maintained through characterizations of the non-British variolation as ancient, unsafe, and practiced by illegitimate practitioners, while the imagined British variolation is characterized as safe, heroic, and practiced by legitimate British medical doctors. The Occident’s instance of medical technological inferiority brought about by the importation of variolation from the Orient, which I propose represents an eighteenth-century instance of what I call medical techno-Orientalism, represents an expression of British anxiety over a medical technologically superior Orient—anxieties which express themselves as retaliatory attacks on the Orient and variolation as it is practiced in the Orient—and as an expression of British desire to maintain medical technological superiority over the Orient.
The purpose of this paper is to raise awareness about the problem nonrevenue sports face today by analyzing the key factors of the failing Division 1 model and providing some unforeseen consequences in the elimination of nonrevenue sports. The first section will explore the elimination and financial trends of NCAA Division 1 in a historical and contemporary context. The second section will provide the deep-rooted problems associated with collegiate sports. Lastly, the third section will analyze unforeseen consequences for athletic departments that should be accounted for when contemplating the elimination of a nonrevenue program.
Human communication has been dramatically altered by the emergence of the internet and other communication technologies. Technology facilitates communication in a way that offers both benefits and potential dangers. For example, for those experiencing domestic or intimate partner violence, technology may be used by the perpetrator to extend the psychological and emotional aspects of abuse. This is accomplished by harassment via information communication technology, monitoring of devices, and deprivation of technology by taking or breaking devices. Technology also makes it possible to find domestic violence services and resources online and to communicate with others. With technology offering potential benefits and dangers, this study was conducted to gain insight about the role of technology in help-seeking behaviors and its potential to serve those leaving abusive relationships.