Matching Items (6)
Filtering by

Clear all filters

152808-Thumbnail Image.png
Description
The earliest Eocene marked the appearance of the first North American euprimates (adapids, omomyids). Despite the fact that leading hypotheses assert that traits involved in food acquisition underlie euprimate origination and early diversification, the precise role that dietary competition played in establishing euprimates as successful members of mammalian communities is

The earliest Eocene marked the appearance of the first North American euprimates (adapids, omomyids). Despite the fact that leading hypotheses assert that traits involved in food acquisition underlie euprimate origination and early diversification, the precise role that dietary competition played in establishing euprimates as successful members of mammalian communities is unclear. This is because the degree of niche overlap between euprimates and all likely mammalian dietary competitors ("the euprimate competitive guild") is unknown. This research determined which of three major competition hypotheses - non-competition, strong competition, and weak competition - characterized the late Paleocene-early Eocene euprimate competitive guild. Each of these hypotheses is defined by a unique temporal pattern of niche overlap between euprimates and their non-euprimate competitors, allowing an evaluation of the nature of dietary competitive interactions surrounding the earliest euprimates in North America. Dietary niches were reconstructed for taxa within the fossil euprimate competitive guild using molar morphological measures determined to discriminate dietary regimes in two extant mammalian guilds. The degree of dietary niche separation among taxa was then evaluated across a series of fossil samples from the Bighorn Basin, Wyoming just prior to, during, and after euprimate origination. Statistical overlap between each pair of euprimate and non-euprimate dietary niches was determined using modified multivariate pairwise comparisons using distances in a multidimensional principal component "niche" space. Results indicate that euprimate origination and diversification in North America was generally characterized by the absence of dietary competition. This lack of competition with non-euprimates is consistent with an increase in the abundance and diversity of euprimates during the early Eocene, signifying that the "success" of euprimates may not be the result of direct biotic interactions between euprimates and other mammals. An examination of the euprimate dietary niche itself determined that adapids and omomyids occupied distinct niches and did not engage in dietary competition during the early Eocene. Furthermore, changes in euprimate dietary niche size over time parallel major climatic shifts. Reconstructing how both biotic and abiotic mechanisms affected Eocene euprimates has the potential to enhance our understanding of these influences on modern primate communities.
ContributorsStroik, Laura (Author) / Schwart, Gary T (Thesis advisor) / Reed, Kaye E (Committee member) / Campisano, Christopher J (Committee member) / Gunnell, Gregg F. (Committee member) / Arizona State University (Publisher)
Created2014
135382-Thumbnail Image.png
Description
In competitive Taekwondo, Electronic Body Protectors (EBPs) are used to register hits made by players during sparring. EBPs are comprised of three main components: chest guard, foot sock, and headgear. This equipment interacts with each other through the use of magnets, electric sensors, transmitters, and a receiver. The receiver is

In competitive Taekwondo, Electronic Body Protectors (EBPs) are used to register hits made by players during sparring. EBPs are comprised of three main components: chest guard, foot sock, and headgear. This equipment interacts with each other through the use of magnets, electric sensors, transmitters, and a receiver. The receiver is connected to a computer programmed with software to process signals from the transmitter and determine whether or not a competitor scored a point. The current design of EBPs, however, have numerous shortcomings, including sensing false positives, failing to register hits, costing too much, and relying on human judgment. This thesis will thoroughly delineate the operation of the current EBPs used and discuss research performed in order to eliminate these weaknesses.
ContributorsSpell, Valerie Anne (Author) / Kozicki, Michael (Thesis director) / Kitchen, Jennifer (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description

This thesis will bring together students to engage in entrepreneurship by finding, measuring and sharing strategic market opportunities. From a student’s perspective, it will take a deep dive into the world of startup ecosystems, markets and trends utilizing both qualitative and quantitative market research techniques. The information gathered has been

This thesis will bring together students to engage in entrepreneurship by finding, measuring and sharing strategic market opportunities. From a student’s perspective, it will take a deep dive into the world of startup ecosystems, markets and trends utilizing both qualitative and quantitative market research techniques. The information gathered has been curated into a productive, meaningful manner, through a report titled “The State of Startups: A Student Perspective.” <br/>The first key theme of this thesis is that market intelligence can be a powerful tool. The second key theme is the power of knowledge implementation towards competitive strategies. The first section of the thesis will focus on identifying and understanding the current “startup” landscape as a basis on which to build strategic and impactful business decisions. This will be accomplished as the team conducts a landscape analysis focused on the student perspective of the student-based North American “entrepreneurial” ecosystem. The second section of the thesis will focus specifically on the personal experiences of student startup founders. This will be accomplished through the analysis of interviews with founders of the startups researched from the first section of the thesis. This will provide us with a direct insight into the student perspective of the student-based North American “entrepreneurial” ecosystem.

ContributorsRudick, Justin Harris (Co-author) / Callahan, Ryan (Co-author) / Minic, Jacob (Co-author) / Hybert, Jacob (Co-author) / Forshey, Cecilia (Co-author) / Byrne, Jared (Thesis director) / Olsen, Douglas (Committee member) / Curtiss, Ian (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
166053-Thumbnail Image.png
Description

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student

The college experience is enlightening, empowering, educational, but can also be overwhelming and stressful. If one investigates the atmosphere at your standard university campus, there is no doubt that all students are exhausted in their own unique way. The various responsibilities and obligations inherent in the academic course load, student organizations, sports teams, and other extracurricular activities that a student commits to fosters this stress. A common pattern, especially among students, is the progression from stress to exhaustion to lack of motivation, or helplessness. The Mayo Clinic published an article stating: “when stress begins to accumulate from negative or challenging events in life that just keep coming, you can find yourself in a state of feeling emotionally worn out and drained” (https://www.facebook.com/MayoClinicHealthSystem, 2020). That being said, the implementation of gamification in the college experience can significantly improve intrinsic motivation within students, thus reducing the stress and exhaustion. Gamification with regards to higher education is the use of game design elements in non-game contexts in order to engage and motivate learners. The primary purpose of gamification is to make learning more fun and interesting, as well as to increase learners’ engagement, motivation, and productivity. Video games and the concept of gamification in general have shown positive signs of relieved anxiety and increased enjoyment in many different aspects of life, such as education. The overarching goal of introducing gamification into the college environment is simple: To increase satisfaction, learning, participation, engagement, and retention among the student population.

ContributorsAbraham, Giovanna (Author) / Rollins, Jaden (Co-author) / Vickers, Jackson (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Department of Information Systems (Contributor) / Thunderbird School of Global Management (Contributor)
Created2022-05
131198-Thumbnail Image.png
Description
As ASU students, we saw that our peers had opinions regarding sustainable issues, but did not feel like their voices were being heard by the university. We saw a space we could fill to promote engagement and let students know that they could participate in finding sustainable solutions to

As ASU students, we saw that our peers had opinions regarding sustainable issues, but did not feel like their voices were being heard by the university. We saw a space we could fill to promote engagement and let students know that they could participate in finding sustainable solutions to problems they faced around campus. This created our venture which works to promote engagement through sustainable solutions. We ran a successful competition with students and local professionals by focusing on sustainability topics students were interested in. Promoting engagement can often come across as disingenuous and thus serve the opposite effect of its function. By centering around the topic of tailored sustainability related competitions, we can direct goodwill to the organizations by harnessing the positive feelings individuals have toward sustainability topics.
ContributorsDesmond, Sarah C (Co-author) / Williams, Brock (Co-author) / Byrne, Jared (Thesis director) / Miller, Clark (Committee member) / Department of Marketing (Contributor) / Department of Finance (Contributor) / School of Life Sciences (Contributor) / Department of Information Systems (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
165638-Thumbnail Image.png
Description

This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In

This project analyzes aspects of ESports and gaming in relation to college/university students and college/university campuses. The specific focus of the project was establishing that there was an interest in additional Esports and gaming engagement on campus and then determining what manner of engagement was most desired by students. In order to discover the most popular form of Esports and gaming engagement for students, we held two events: a recreational ESports Competition and tutorials to teach students how to mod video games. After carrying out these events we established that an Esports Competition was a more popular form of engagement. However, we also established that both forms of engagement would be successful with proper marketing and execution.

ContributorsRips, Joshua (Author) / Peles, Joseph (Co-author) / Chan, Brennan (Co-author) / Byrne, Jared (Thesis director) / Lee, Christopher (Committee member) / Barrett, The Honors College (Contributor) / Department of Finance (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2022-05