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- Creators: Barrett, The Honors College
The ASU COVID-19 testing lab process was developed to operate as the primary testing site for all ASU staff, students, and specified external individuals. Tests are collected at various collection sites, including a walk-in site at the SDFC and various drive-up sites on campus; analysis is conducted on ASU campus and results are distributed virtually to all patients via the Health Services patient portal. The following is a literature review on past implementations of various process improvement techniques and how they can be applied to the ABCTL testing process to achieve laboratory goals. (abstract)
Ultimate Frisbee or "Ultimate," is a fast growing field sport that is being played competitively at universities across the country. Many mid-tier college teams have the goal of winning as many games as possible, however they also need to grow their program by training and retaining new players. The purpose of this project was to create a prototype statistical tool that maximizes a player line-up's probability of scoring the next point, while having as equal playing time across all experienced and novice players as possible. Game, player, and team data was collected for 25 different games played over the course of 4 tournaments during Fall 2017 and early Spring 2018 using the UltiAnalytics iPad application. "Amount of Top 1/3 Players" was the measure of equal playing time, and "Line Efficiency" and "Line Interaction" represented a line's probability of scoring. After running a logistic regression, Line Efficiency was found to be the more accurate predictor of scoring outcome than Line Interaction. An "Equal PT Measure vs. Line Efficiency" graph was then created and the plot showed what the optimal lines were depending on what the user's preferences were at that point in time. Possible next steps include testing the model and refining it as needed.
The first part studies socially-aware mobile networking and computing. First, it studies random access control and power control under a social group utility maximization (SGUM) framework. The socially-aware Nash equilibria (SNEs) are derived and analyzed. Then, it studies mobile crowdsensing under an incentive mechanism that exploits social trust assisted reciprocity (STAR). The efficacy of the STAR mechanism is thoroughly investigated. Next, it studies mobile users' data usage behaviors under the impact of social services and the wireless operator's pricing. Based on a two-stage Stackelberg game formulation, the user demand equilibrium (UDE) is analyzed in Stage II and the optimal pricing strategy is developed in Stage I. Last, it studies opportunistic cooperative networking under an optimal stopping framework with two-level decision-making. For both cases with or without dedicated relays, the optimal relaying strategies are derived and analyzed.
The second part studies radar sensor network coverage for physical security. First, it studies placement of bistatic radar (BR) sensor networks for barrier coverage. The optimality of line-based placement is analyzed, and the optimal placement of BRs on a line segment is characterized. Then, it studies the coverage of radar sensor networks that exploits the Doppler effect. Based on a Doppler coverage model, an efficient method is devised to characterize Doppler-covered regions and an algorithm is developed to find the minimum radar density required for Doppler coverage.
The third part studies cyber security and privacy in socially-aware networking and computing. First, it studies random access control, cooperative jamming, and spectrum access under an extended SGUM framework that incorporates negative social ties. The SNEs are derived and analyzed. Then, it studies pseudonym change for personalized location privacy under the SGUM framework. The SNEs are analyzed and an efficient algorithm is developed to find an SNE with desirable properties.