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Description
Information Measurement Theory (IMT) is a decision-making system developed by ASU's Dr. Dean Kashiwagi that emphasizes the inefficiencies caused by decision-making and personal bias. Zen Buddhism is an ancient philosophical system designed to reduce life's suffering. IMT introduces readers to common-sense notions which are spun into more complex topics that

Information Measurement Theory (IMT) is a decision-making system developed by ASU's Dr. Dean Kashiwagi that emphasizes the inefficiencies caused by decision-making and personal bias. Zen Buddhism is an ancient philosophical system designed to reduce life's suffering. IMT introduces readers to common-sense notions which are spun into more complex topics that reveal flaws in our normal modes of thinking. This style is often employed by Buddhist teachers, and the rigidly logical structure of IMT already proves many points tangent to Buddhist philosophy. In my thesis, I have exploited the similarities of IMT and Zen Buddhism to create a website introducing curious Western readers to the beauty of Zen in a refreshingly frank manner. This project will demonstrate the power of information theory and dominant communication to break down barriers towards understanding. Ultimately, this should offer an exciting new path for prospective students of Zen and help to build understanding between ideologically disparate groups.
ContributorsNess, Stuart Conrad (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Chemical Engineering Program (Contributor) / Economics Program in CLAS (Contributor)
Created2015-05
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Description
Use of deductive logic and leadership/management techniques has truly impacted the way that I view and observe myself in the world around me. Through my understanding of Information Measurement Theory (IMT) and the many components of the Kashiwagi Solution Model (KSM), I have made significant progress in self-improvement as I

Use of deductive logic and leadership/management techniques has truly impacted the way that I view and observe myself in the world around me. Through my understanding of Information Measurement Theory (IMT) and the many components of the Kashiwagi Solution Model (KSM), I have made significant progress in self-improvement as I gradually move towards self-alignment. Although this project diverges from the traditional dissertation, the personal and intellectual value instilled in my application of the concepts I have learned, clearly represents my progress towards the inner peace that I seek. Self-evaluation is a critical ability that enables one to learn from information and experience. IMT and KSM introduce concepts that refine this ability and as a result help one to discover the importance of critical thinking through applied, deductive logic. In establishing the natural laws that encompass the world around us, as well as attempting to understand any and all dominant information that is ready to be discovered, life becomes simpler and easier. Through my own understanding of the many practices of IMT and KSM, I have learned to re-evaluate the dominant components of my environment. Thus, I have managed to reach clearer and more sensible conclusions about not only myself, but more importantly about my place in the world around me.
ContributorsGuthrie, Alec N (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor)
Created2015-05
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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05
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Description
Ethanol is a widely used biofuel in the United States that is typically produced through the fermentation of biomass feedstocks. Demand for ethanol has grown significantly from 2000 to 2015 chiefly due to a desire to increase energy independence and reduce the emissions of greenhouse gases associated with transportation. As

Ethanol is a widely used biofuel in the United States that is typically produced through the fermentation of biomass feedstocks. Demand for ethanol has grown significantly from 2000 to 2015 chiefly due to a desire to increase energy independence and reduce the emissions of greenhouse gases associated with transportation. As demand grows, new ethanol plants must be developed in order for supply to meet demand. This report covers some of the major considerations in developing these new plants such as the type of biomass used, feed treatment process, and product separation and investigates their effect on the economic viability and environmental benefits of the ethanol produced. The dry grind process for producing ethanol from corn, the most common method of production, is examined in greater detail. Analysis indicates that this process currently has the highest capacity for production and profitability but limited effect on greenhouse gas emissions compared to less common alternatives.
ContributorsSchrilla, John Paul (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Chemical Engineering Program (Contributor)
Created2015-05
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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DescriptionThis creative project provides documentation and an exploration of my interactions with individuals encountered while hitchhiking up the west coast.
ContributorsGerber, Evan Howard (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / W. P. Carey School of Business (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05