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The U.S. Navy and other amphibious military organizations utilize a derivation of the traditional side stroke called the Combat Side Stroke, or CSS, and tout it as the most efficient technique available. Citing its low aerobic requirements and slow yet powerful movements as superior to the traditionally-best front crawl (freestyle),

The U.S. Navy and other amphibious military organizations utilize a derivation of the traditional side stroke called the Combat Side Stroke, or CSS, and tout it as the most efficient technique available. Citing its low aerobic requirements and slow yet powerful movements as superior to the traditionally-best front crawl (freestyle), the CSS is the go-to stroke for any operation in the water. The purpose of this thesis is to apply principles of Industrial Engineering to a real-world situation not typically approached from a perspective of optimization. I will analyze pre-existing data about various swim strokes in order to compare them in terms of efficiency for different variables. These variables include calories burned, speed, and strokes per unit distance, as well as their interactions. Calories will be measured by heart rate monitors, converting BPM to calories burned. Speed will be measured by stopwatch and observer. Strokes per unit distance will be measured by observer. The strokes to be analyzed include the breast stroke, crawl stroke, butterfly, and combat side stroke. The goal is to informally test the U.S. Navy's claim that the combat side stroke is the optimum stroke to conserve energy while covering distance. Because of limitations in the scope of the project, analysis will be done using data collected from literary sources rather than through experimentation. This thesis will include a design of experiment to test the findings here in practical study. The main method of analysis will be linear programming, followed by hypothesis testing, culminating in a design of experiment for future progress on this topic.

ContributorsGoodsell, Kevin Lewis (Author) / McCarville, Daniel R. (Thesis director) / Kashiwagi, Jacob (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2014-12
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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
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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This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.
ContributorsNist, Nicholas (Co-author) / Hester, James (Co-author) / Brooks, Dan (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / Department of Psychology (Contributor)
Created2015-05
Description
The Performance Based Studies Research Group (PBSRG) uses a leading model that helps people and procurement projects alike minimize risk while maximizing productivity. While there are a multitude of factors that propel this model, Information Measurement Theory (IMT) is the main element of the Best Value approach the group takes.

The Performance Based Studies Research Group (PBSRG) uses a leading model that helps people and procurement projects alike minimize risk while maximizing productivity. While there are a multitude of factors that propel this model, Information Measurement Theory (IMT) is the main element of the Best Value approach the group takes. I wanted to take the dominant information elements of IMT that helped me find my true self and increase my level of efficiency, and use them to find what it takes to become a successful veterinarian. In order to do this, the Kashiwagi Solution Model (KSM) within IMT was the perfect way to distinguish more successful, higher performing veterinarians from the less successful, lower performing veterinarians. In order to do this, a number of KSM-designed questions were created to score each veterinarian's level of perception. These, along with other background and performance questions, were put into a short survey and sent out. Once this was done, other elements of the veterinarians' lives could be compared side by side to their perception level. The results, of which 970 surveys were returned, found that the more expert a veterinarian is, the lower number of animals they will see per day and the better they know their customer satisfaction rating. These are both then theorized to work in conjunction to form the final correlation that the more perceptive the veterinarian, the higher their performance, aka their clinic's rating. In addition to this, no correlation was found between a veterinarian's level of thinking and their GPA from graduate school. It was concluded that though these correlations are found, I would recommend another project to be done in which all veterinarians of each surveyed clinic could be analyzed in order to gain more insight into any trends that exist between a veterinarian's level of thinking and their performance.
ContributorsBoon, Kurtis Ventry (Author) / Kashiwagi, Jacob (Thesis director) / Finney, Gina Lee (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
The Performance Based Studies Research Studies Group (PBSRG) at Arizona State University (ASU) has been studying the cause of increased cost and time in construction and other projects for the last 20 years. Through two longitudinal studies with a group of owners in the state of Minnesota (400 tests over

The Performance Based Studies Research Studies Group (PBSRG) at Arizona State University (ASU) has been studying the cause of increased cost and time in construction and other projects for the last 20 years. Through two longitudinal studies with a group of owners in the state of Minnesota (400 tests over six years) and the US Army Medical Command (400 tests over four years), the client/buyer has been identified as the largest risk and source of project cost and time deviations. This has been confirmed by over 1,500 tests conducted over the past 20 years. The focus of this research effort is to analyze the economic and performance impact of a delivery process of construction called the Job Order Contracting (JOC) process, to evaluate the value (in terms of time, cost, and customer satisfaction) achieved when utilizing JOC over other traditional methods to complete projects. JOC's strength is that it minimizes the need for the owner to manage, direct and control (MDC) through a lengthy traditional process of design, bid, and award of a construction contract. The study identifies the potential economic savings of utilizing JOC. This paper looks at the results of an ongoing study surveying eight different public universities. The results of the research show that in comparison to more traditional models, JOC has large cost savings, and is preferable among most owners who have used multiple delivery systems.
ContributorsLi, Hao (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Industrial, Systems (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12