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Since the release of Discord in March of 2015 it has become the choice VoIP client for 25 million users, pulling in more each day from many sources including online video games with no voice chat, such as League of Legends. With such an expansive user base and many servers

Since the release of Discord in March of 2015 it has become the choice VoIP client for 25 million users, pulling in more each day from many sources including online video games with no voice chat, such as League of Legends. With such an expansive user base and many servers hosting multiple users during all times of the day, for a server admin to always be monitoring users is unreasonable. AhriBot aims to solve this problem by providing general administration through a command system to a server while it is logged onto that server. Specifically, AhriBot will be tailored for use on servers where League of Legends is primarily being played. Using commands issued to AhriBot, users can get statistics about their current game. By providing a set of features for general users, and a more specific set of features for League of Legends, AhriBot provides a greater experience and will help players to have quicker access to information about the game without having to travel to multiple outside sources.
ContributorsKoehler, Brendan Joseph (Author) / Balasooriya, Janaka (Thesis director) / Faucon, Philippe (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The main objective of this thesis is to describe and analyze Clippr, an ASU startup founded by four students: Adam Lynch, Eric Gottfried, Ty Sivley, and Thomas Carpaneto. This paper will describe the formation of Clippr as a business, analyze the work and reasoning for dissolving the business, and suggest

The main objective of this thesis is to describe and analyze Clippr, an ASU startup founded by four students: Adam Lynch, Eric Gottfried, Ty Sivley, and Thomas Carpaneto. This paper will describe the formation of Clippr as a business, analyze the work and reasoning for dissolving the business, and suggest three pivots that could increase the chances of success for the future of Clippr. These three pivots are: mini salons, a concierge service, and an online resource. The idea for Clippr came from Sam, the team's friend's experience within the cosmetology industry. Sam graduated from cosmetology school in Phoenix and started his career as an assistant, which is the most common entry level position within the industry. Assistants do not get to work with clients and primarily do chores around the salon so he was not gaining any valuable experience. Eventually Sam found a position at a salon in Flagstaff. Unfortunately, he was not scheduled enough hours to pay his rent which forced him to travel back to Phoenix to cut his friend's and family's hair to make ends meet. Sam is not alone experiencing these issues within the industry, they are a common trend throughout the cosmetology field. It was found that there is a clear problem that affects every stylist: they struggle to reap the benefits of their self-employment. Most stylists become independent contractors where they are constrained by the salon's management. They are generally forced to work during the salon's hours of operations, promote specific products, adhere to a dress code, and forfeit their clients information. On the other hand, freelance workers outside of salons do enjoy greater freedoms within their work but with significant hurdles to overcome. They have a much harder time building a client base and face prohibitive start-up costs that make it harder to break into the industry.
ContributorsGottfried, Eric (Co-author) / Lynch, Adam (Co-author) / Sebold, Brent (Thesis director) / Balasooriya, Janaka (Committee member) / Computer Science and Engineering Program (Contributor) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
The purpose of this experiment was to research using Virtual Reality (VR) as a way for a home builder to experience their unbuilt home, similarly to home shoppers experiencing built homes through open houses and tours. It discusses the ideas and technologies involved, the process for developing a home in

The purpose of this experiment was to research using Virtual Reality (VR) as a way for a home builder to experience their unbuilt home, similarly to home shoppers experiencing built homes through open houses and tours. It discusses the ideas and technologies involved, the process for developing a home in VR, and the observations found from demoing it to people. The research was started based on the "presence" effect in VR. Presence describes the feeling when the user is convinced that they are truly in the virtual world. The research conducted found that the main immersion creator and breaker is the interactivity capable in the virtual home. Through demoing a virtual home, it was discovered that the user was less sensitive to the visual quality of the house, and more sensitive to any inconsistent interactions with the house. If the user could physically open a door, but then not a drawer, they were shaken out of their presence. The research conducted also found that VR can provide enough immersion to make the home owner feel "present" in their new home if the application is built with a focus on consistent interactions throughout the environment. This application is capable of severely disrupting the current market climate and reshaping the way home builders decide what house they want to build.
ContributorsConigliari, Jason (Author) / Mazzola, Daniel (Thesis director) / Ahmad, Altaf (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

Music streaming services have affected the music industry from both a financial and legal standpoint. Their current business model affects stakeholders such as artists, users, and investors. These services have been scrutinized recently for their imperfect royalty distribution model. Covid-19 has made these discussions even more relevant as touring income

Music streaming services have affected the music industry from both a financial and legal standpoint. Their current business model affects stakeholders such as artists, users, and investors. These services have been scrutinized recently for their imperfect royalty distribution model. Covid-19 has made these discussions even more relevant as touring income has come to a halt for musicians and the live entertainment industry. <br/>Under the current per-stream model, it is becoming exceedingly hard for artists to make a living off of streams. This forces artists to tour heavily as well as cut corners to create what is essentially “disposable art”. Rapidly releasing multiple projects a year has become the norm for many modern artists. This paper will examine the licensing framework, royalty payout issues, and propose a solution.

ContributorsKoudssi, Zakaria Corley (Author) / Sadusky, Brian (Thesis director) / Koretz, Lora (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Anthemy is a web app that I created so that Spotify users could connect with other uses and see their listening statistics. The app has a chat feature that matches concurrent users based on a variety of search criteria, as well as a statistics page that contains a breakdown of

Anthemy is a web app that I created so that Spotify users could connect with other uses and see their listening statistics. The app has a chat feature that matches concurrent users based on a variety of search criteria, as well as a statistics page that contains a breakdown of a user's top artists, songs, albums, and genres as well as a detailed breakdown of each of their liked playlists.

ContributorsJackman, Benjamin (Author) / Roumina, Kavous (Thesis director) / Mazzola, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2021-12
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ContributorsJackman, Benjamin (Author) / Roumina, Kavous (Thesis director) / Mazzola, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2021-12
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ContributorsJackman, Benjamin (Author) / Roumina, Kavous (Thesis director) / Mazzola, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor)
Created2021-12
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Description
Although Spotify’s extensive library of songs are often seen broken up by “Top 100” and main lyrical genres, these categories are primarily based on popularity, artist and general mood alone. If a user wanted to create a playlist based on specific or situationally specific qualifiers from their own downloaded library,

Although Spotify’s extensive library of songs are often seen broken up by “Top 100” and main lyrical genres, these categories are primarily based on popularity, artist and general mood alone. If a user wanted to create a playlist based on specific or situationally specific qualifiers from their own downloaded library, he/she would have to hand pick songs that fit the mold and create a new playlist. This is a time consuming process that may not produce the most efficient result due to human error. The objective of this project, therefore, was to develop an application to streamline this process, optimize efficiency, and fill this user need.

Song Sift is an application built using Angular that allows users to filter and sort their song library to create specific playlists using the Spotify Web API. Utilizing the audio feature data that Spotify attaches to every song in their library, users can filter their downloaded Spotify songs based on four main attributes: (1) energy (how energetic a song sounds), (2) danceability (how danceable a song is), (3) valence (how happy a song sounds), and (4) loudness (average volume of a song). Once the user has created a playlist that fits their desired genre, he/she can easily export it to their Spotify account with the click of a button.
ContributorsDiMuro, Louis (Author) / Balasooriya, Janaka (Thesis director) / Chen, Yinong (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05