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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
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"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."

ContributorsCapuano, Bailey Kellen (Co-author) / Preston, Michael (Co-author) / Kuhler, Madison (Co-author) / Chen, Yinong (Thesis director) / Hunt, Neil (Committee member) / Computer Science and Engineering Program (Contributor, 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.

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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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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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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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

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.

ContributorsCai, Mark William (Author) / Sopha, Matthew (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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This thesis attempts to explain Everettian quantum mechanics from the ground up, such that those with little to no experience in quantum physics can understand it. First, we introduce the history of quantum theory, and some concepts that make up the framework of quantum physics. Through these concepts, we reveal

This thesis attempts to explain Everettian quantum mechanics from the ground up, such that those with little to no experience in quantum physics can understand it. First, we introduce the history of quantum theory, and some concepts that make up the framework of quantum physics. Through these concepts, we reveal why interpretations are necessary to map the quantum world onto our classical world. We then introduce the Copenhagen interpretation, and how many-worlds differs from it. From there, we dive into the concepts of entanglement and decoherence, explaining how worlds branch in an Everettian universe, and how an Everettian universe can appear as our classical observed world. From there, we attempt to answer common questions about many-worlds and discuss whether there are philosophical ramifications to believing such a theory. Finally, we look at whether the many-worlds interpretation can be proven, and why one might choose to believe it.

ContributorsSecrest, Micah (Author) / Foy, Joseph (Thesis director) / Hines, Taylor (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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 National Hockey League is the highest league of hockey in the world. They have the highest attendance percentage out of the four major sports in North America (National Football League, National Basketball Association, Major League Baseball). However, the NHL is lacking insurmountably in the media rights revenue space compared

The National Hockey League is the highest league of hockey in the world. They have the highest attendance percentage out of the four major sports in North America (National Football League, National Basketball Association, Major League Baseball). However, the NHL is lacking insurmountably in the media rights revenue space compared to these other three major sports leagues in the United States. This paper is designed to find innovative solutions to remedy this problem, by incorporating the new Puck and Player Tracking technology into the television and streaming broadcasts. We first identified the core values of fans and their consumption habits and behaviors. We obtained an interview with the Senior Hockey Writer for ESPN, Greg Wyshynski, on the development and implementation of Puck and Player Tracking technology. From there, we created a survey to gauge the consumer perception of the Puck and Player Tracking technology, which allowed us to perform analytical tests to determine the best possible implementation strategy for the PPT technology into broadcasts. Using statistical testing methods, we identified that survey respondents found the least invasive augmented broadcast element was a small, gray puck trail displayed on the ice. From these findings, we proposed that the ideal implementation of the Puck and Player Tracking technology into television broadcasts should feature this element in all future traditional NHL television broadcasts and the player statistical broadcast should be offered as a second screen streamed broadcast. This implementation, compounded with other factors in the upcoming NHL media rights negotiations, creates a more valuable television product, which in turn will lead to a more competitive media rights deal.
ContributorsDiluchio, Ryan Patrick (Author) / McIntosh, Daniel (Thesis director) / Eaton, John (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Through the personal experience of volunteering at ASU Project Humanities, an organization that provides resources such as clothing and toiletries to the homeless population in Downtown Phoenix, I noticed efficiently serving the needs of the homeless population is an important endeavor, but the current processes for Phoenix nonprofits to collect

Through the personal experience of volunteering at ASU Project Humanities, an organization that provides resources such as clothing and toiletries to the homeless population in Downtown Phoenix, I noticed efficiently serving the needs of the homeless population is an important endeavor, but the current processes for Phoenix nonprofits to collect data are manual, ad-hoc, and inefficient. This leads to the research question: is it possible to improve this process of collecting statistics on client needs, tracking donations, and managing resources using technology? Background research includes an interview with ASU Project Humanities, articles by analysts, and related work including case studies of current technologies in the nonprofit community. Major findings include i) a lack of centralized communication in nonprofits collecting needs, tracking surplus donations, and sharing resources, ii) privacy assurance is important to homeless individuals, and iii) pre-existing databases and technological solutions have demonstrated that technology has the ability to make an impact in the nonprofit community. To improve the process, standardization, efficiency, and automation need to increase. As a result of my analysis, the thesis proposes a prototype solution which includes two parts: an inventory database and a web application with forms for user input and tables for the user to view. This solution addresses standardization by showing a consistent way of collecting data on need requests and surplus donations while guaranteeing privacy of homeless individuals. This centralized solution also increases efficiency by connecting different agencies that cater to these clients. Lastly, the solution demonstrates the ability for resources to be made available to each organization which can increase automation. In conclusion, this database and web application has the potential to improve nonprofit organizations’ networking capabilities, resource management, and resource distribution. The percentile of homeless individuals connected to these resources is expected to increase substantially with future live testing and large-scale implementation.
ContributorsKhurana, Baani Kaur (Author) / Bazzi, Rida (Thesis director) / Sankar, Lalitha (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05