Filtering by
- All Subjects: Athletes
- Creators: Turcheck, Abigail
In this project, I went through four stages of the history of women's basketball and talked about where sexism related to the sport comes from. I went through the birth of women's college basketball and the WNBA as well as where the game is today.
Canada Basketball Collective is a website on all things Canada Basketball and how the sport has grown in country from the National Team, all the way down the provincial system. Young athletes in country are becoming more involved and enthused about the sport than ever before. The sport is rooted in government run provincial teams, allowing athletes to represent their providences rather than AAU or modern day Academy teams. The traditional system is now unveiling a far bigger conversation of how people should define success in youth basketball. This thesis attempts to answer that question, and turn the conversation of how individuals define modern day success in youth sports.
This thesis project is part of the W.P. Carey Founders Lab, a collaborative entrepreneurship track that gives students the opportunity to create a start-up business based on a list of given problems or technologies. The technology selected utilized a piece of NASA technology (U.S. patent application 20200193857) that combines mixed, virtual, and augmented reality (MR, VR, and AR) with biofeedback metrics to help athletes get in the zone. The goal is to use the technology during practice so athletes can be better prepared to combat performance anxiety during high-pressure situations. The NASA patent states that if the user’s brain activity, sweat, or heartbeat indicate that they are stressed while completing the activity, the device will make it more difficult for the athlete to complete their task. ITZ’s device increases the difficulty of hitting a target with a ball by obscuring the vision with augmented reality graphics. The visual obstacles will subside if the user’s brain activity metrics indicate that they have become more calm or focused. Due to circumstances outside of the team's control, a prototype was unable to be obtained, and the idea was based on the patent and supporting documentation provided after a meeting with NASA.
This thesis project is part of the W.P. Carey Founders Lab, a collaborative entrepreneurship track that gives students the opportunity to create a start-up business based on a list of given problems or technologies. The technology selected utilized a piece of NASA technology (U.S. patent application 20200193857) that combines mixed, virtual, and augmented reality (MR, VR, and AR) with biofeedback metrics to help athletes get in the zone. The goal is to use the technology during practice so athletes can be better prepared to combat performance anxiety during high-pressure situations. The NASA patent states that if the user’s brain activity, sweat, or heartbeat indicate that they are stressed while completing the activity, the device will make it more difficult for the athlete to complete their task. ITZ’s device increases the difficulty of hitting a target with a ball by obscuring the vision with augmented reality graphics. The visual obstacles will subside if the user’s brain activity metrics indicate that they have become more calm or focused. Due to circumstances outside of the team's control, a prototype was unable to be obtained, and the idea was based on the patent and supporting documentation provided after a meeting with NASA.