Matching Items (47)
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The jobless recovery of the Great Recession has led policymakers and citizens alike to ask what can be done to better protect regions from the cascading effects of an economic downturn. Economic growth strategies that aim to redevelop a waterfront for tourism or attract high growth companies to the area,

The jobless recovery of the Great Recession has led policymakers and citizens alike to ask what can be done to better protect regions from the cascading effects of an economic downturn. Economic growth strategies that aim to redevelop a waterfront for tourism or attract high growth companies to the area, for example, have left regions vulnerable by consolidating resources in just a few industry sectors or parts of town. A promising answer that coincided with growing interest in regional innovation policy has been to promote entrepreneurship for bottom-up, individual-led regional development. However, these policies have also failed to maximize the potential for bottom-up development by focusing on high skill entrepreneurs and high tech industry sectors, such as green energy and nanotechnology. This dissertation uses the extended case method to determine whether industry cluster theory can be usefully extended from networks of high skill innovators to entrepreneurs in traditional trades. It uses U.S. Census data and in-person interviews in cluster and non-cluster neighborhoods in Dayton, Ohio to assess whether traditional entrepreneurs cluster and whether social networks explain high rates of neighborhood self-employment. Entrepreneur interviews are also conducted in Raleigh, North Carolina to explore regional resilience by comparing the behavior of traditional entrepreneurs in the ascendant tech-hub region of Raleigh and stagnant Rustbelt region of Dayton. The quantitative analysis documents, for the first time, a minor degree of neighborhood-level entrepreneur clustering. In interviews, entrepreneurs offered clear examples of social networks that resemble those shown to make regional clusters successful, and they helped clarify that a slightly larger geography may reveal more clustering. Comparing Raleigh and Dayton entrepreneurs, the study found few differences in their behavior to explain the regions' differing long-term economic trends. However, charitable profit-seeking and trial and error learning are consistent behaviors that may distinguish traditional, small scale entrepreneurs from larger export-oriented business owners and contribute to a region's ability to withstand recessions and other shocks. The research informs growing policy interest in bottom-up urban development by offering qualitative evidence for how local mechanics, seamstresses, lawn care businesses and many others can be regional assets. Future research should use larger entrepreneur samples to systematically test the relationship between entrepreneur resilience behaviors to regional economic outcomes.
ContributorsAuer, Jennifer Claire (Author) / Chapman, Jeffrey (Thesis advisor) / Johnston, Erik W., 1977- (Committee member) / Jurik, Nancy (Committee member) / Arizona State University (Publisher)
Created2013
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Newer communication technologies (CTs) will always vie with more mature technologies for the attention of time-constrained legislators. As continual advances in CT make new methods of communication available to legislators, it is important to understand how newly introduced CTs influence novel and changing legislator behaviors. The mixed-method research presented in

Newer communication technologies (CTs) will always vie with more mature technologies for the attention of time-constrained legislators. As continual advances in CT make new methods of communication available to legislators, it is important to understand how newly introduced CTs influence novel and changing legislator behaviors. The mixed-method research presented in this study provides deep insights into the relationships between legislators and the CTs they use. This study offers many contributions, among them: it effectively bridges a gap between existing Internet Enabled CT (IECT) behavioral studies on non-legislators by expanding them to include legislator behavior; it expands existing narrowly focused research into the use of CT by legislators by including both IECT and mature CTs such as face-to-face meetings and telephone; it provides a fresh perspective on the factors that make CTs important to legislators, and it uncovers legislator behaviors that are both useful, and potentially harmful, to the process of democracy in the United States. In addition, this study confirms and extends existing research in areas such as minority party constituent communication frequency, and extends the topic of legislator CT behavior into some unanticipated areas such as constituent selective behaviors and the use of text messaging during floor debates which effectively enable lobbyists and paid consultants to participate real-time in floor debates in the Arizona House and Senate.

ContributorsWest, Joe, 1959- (Author) / Corley, Elizabeth A (Thesis advisor) / Johnston, Erik W., 1977- (Committee member) / Svara, James H. (Committee member) / Arizona State University (Publisher)
Created2014
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Most of challenges facing today's government cannot be resolved without collaborative efforts from multiple non-state stakeholders, organizations, and active participation from citizens. Collaborative governance has become an important form of management practice. Yet the success of this inclusive management approach depends on whether government agencies and all other involved parties

Most of challenges facing today's government cannot be resolved without collaborative efforts from multiple non-state stakeholders, organizations, and active participation from citizens. Collaborative governance has become an important form of management practice. Yet the success of this inclusive management approach depends on whether government agencies and all other involved parties can collectively deliberate and work toward the shared goals. This dissertation examines whether information technology (IT) tools and prior cooperative interactions can be used to facilitate the collaboration process, and how IT tools and prior cooperative interactions can, if at all, get citizens and communities more engaged in collaborative governance. It focuses on the individual and small groups engaged in deliberating on a local community problem, which is water sustainability in the Phoenix metropolitan area. Experiments were conducted to compare how people deliberate and interact with each other under different IT-facilitated deliberation environments and with different prehistory of interactions. The unique experimental site for this research is a designed deliberation space that can seat up to 25 participants surrounded by the immersive 260-degree seven-screen communal display. In total, 126 students from Arizona State University participated in the experiment. The experiment results show that the deliberation spaces can influence participants' engagement in the collaborative efforts toward collective goals. This dissertation demonstrates the great potential of well-designed IT-facilitated deliberation spaces for supporting policy deliberation and advancing collaborative governance. This dissertation provides practical suggestions for public managers and community leaders on how to design and develop the desired features of IT-facilitated interaction environments for face-to-face and computer-mediated online public deliberation activities. This dissertation also discusses lessons and strategies on how to build a stronger sense of community for promoting community-based efforts to achieve collective goals.

ContributorsHu, Qian (Author) / Cayer, N. Joseph (Thesis advisor) / Lan, Zhiyong (Thesis advisor) / Johnston, Erik W., 1977- (Committee member) / Shangraw, Ralph (Committee member) / Arizona State University (Publisher)
Created2011
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The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth

The video game graphics pipeline has traditionally rendered the scene using a polygonal approach. Advances in modern graphics hardware now allow the rendering of parametric methods. This thesis explores various smooth surface rendering methods that can be integrated into the video game graphics engine. Moving over to parametric or smooth surfaces from the polygonal domain has its share of issues and there is an inherent need to address various rendering bottlenecks that could hamper such a move. The game engine needs to choose an appropriate method based on in-game characteristics of the objects; character and animated objects need more sophisticated methods whereas static objects could use simpler techniques. Scaling the polygon count over various hardware platforms becomes an important factor. Much control is needed over the tessellation levels, either imposed by the hardware limitations or by the application, to be able to adaptively render the mesh without significant loss in performance. This thesis explores several methods that would help game engine developers in making correct design choices by optimally balancing the trade-offs while rendering the scene using smooth surfaces. It proposes a novel technique for adaptive tessellation of triangular meshes that vastly improves speed and tessellation count. It develops an approximate method for rendering Loop subdivision surfaces on tessellation enabled hardware. A taxonomy and evaluation of the methods is provided and a unified rendering system that provides automatic level of detail by switching between the methods is proposed.
ContributorsAmresh, Ashish (Author) / Farin, Gerlad (Thesis advisor) / Razdan, Anshuman (Thesis advisor) / Wonka, Peter (Committee member) / Hansford, Dianne (Committee member) / Arizona State University (Publisher)
Created2011
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Description
Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack

Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack of tools for visualizing urban areas at night. This is mainly due to difficulties in gathering the light system data, placing the light systems at suitable locations, and rendering millions of lights with complex light intensity distributions (LID). Unlike daytime images, a city can have millions of light sources at night, including street lights, illuminated signs, and light shed from building interiors through windows. In this paper, a Procedural Lighting tool (PL), which predicts the positions and properties of street lights, is presented. The PL tool is used to accomplish three aims: (1) to generate vector data layers for geographic information systems (GIS) with statistically estimated information on lighting designs for streets, as well as the locations, orientations, and models for millions of streetlights; (2) to generate geo-referenced raster data to suitable for use as light maps that cover a large scale urban area so that the effect of millions of street light can be accurately rendered at real time, and (3) to extend existing 3D models by generating detailed light-maps that can be used as UV-mapped textures to render the model. An interactive graphical user interface (GUI) for configuring and previewing lights from a Light System Database (LDB) is also presented. The GUI includes physically accurate information about LID and also the lights' spectral power distributions (SPDs) so that a light-map can be generated for use with any sensor if the sensors luminosity function is known. Finally, for areas where more detail is required, a tool has been developed for editing and visualizing light effects over a 3D building from many light sources including area lights and windows. The above components are integrated in the PL tool to produce a night time urban view for not only a large-scale area but also a detail of a city building.
ContributorsChuang, Chia-Yuan (Author) / Femiani, John (Thesis advisor) / Razdan, Anshuman (Committee member) / Amresh, Ashish (Committee member) / Arizona State University (Publisher)
Created2011
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Urban areas face a host of sustainability problems ranging from air and water quality, to housing affordability, and sprawl reducing returns on infrastructure investments, among many others. To address such challenges, cities have begun to envision generational sustainability transitions, and coalesce transition arenas in context to manage those transitions. Transition

Urban areas face a host of sustainability problems ranging from air and water quality, to housing affordability, and sprawl reducing returns on infrastructure investments, among many others. To address such challenges, cities have begun to envision generational sustainability transitions, and coalesce transition arenas in context to manage those transitions. Transition arenas coordinate the efforts of diverse stakeholders in a setting conducive to making evidence-based decisions that guide a transition forward. Though espoused and studied in the literature, transition arenas still require further research on the specifics of agent selection, arena setting, and decision-making facilitation. This dissertation has three related contributions related to transition arenas. First, it describes a process that took place within Phoenix that focused on identifying, recruiting, and building the capacity of potential transition agents for a transition arena. As part of this, a first draft suggestion of plausible steps to take for identifying, recruiting, and building a team of transition agents is proposed followed by a brief discussion on how this step-by-step process could be evaluated in subsequent work. Second, building on such engagement, this dissertation then offers criteria for transition agent selection based on a review of the literature that includes the setting in which a transition arena occurs, and strategies to support successful facilitation of decision-making in that setting. Third, those criteria are operationalized to evaluate the facilitation of a specific decision (draft of a new transportation plan) in a specific transition arena: the Citizens Committee for the future of Phoenix Transportation. The goal of this dissertation is to articulate a first-draft framework for guiding the development and scientific evaluation of transition arenas. Future work is required to empirically validate the framework in other real-world transition arenas. A feasible research agenda is provides to support this work.
ContributorsHarlow, John (Author) / Hekler, Eric (Thesis advisor) / Golub, Aaron (Thesis advisor) / Johnston, Erik W., 1977- (Committee member) / Wiek, Arnim (Committee member) / Arizona State University (Publisher)
Created2015
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Many individual-level behavioral interventions improve health and well-being. However, most interventions exhibit considerable heterogeneity in response. Put differently, what might be effective on average might not be effective for specific individuals. From an individual’s perspective, many healthy behaviors exist that seem to have a positive impact. However, few existing tools

Many individual-level behavioral interventions improve health and well-being. However, most interventions exhibit considerable heterogeneity in response. Put differently, what might be effective on average might not be effective for specific individuals. From an individual’s perspective, many healthy behaviors exist that seem to have a positive impact. However, few existing tools support people in identifying interventions that work for them, personally.

One approach to support such personalization is via self-experimentation using single-case designs. ‘Hack Your Health’ is a tool that guides individuals through an 18-day self-experiment to test if an intervention they choose (e.g., meditation, gratitude journaling) improves their own psychological well-being (e.g., stress, happiness), whether it fits in their routine, and whether they enjoy it.

The purpose of this work was to conduct a formative evaluation of Hack Your Health to examine user burden, adherence, and to evaluate its usefulness in supporting decision-making about a health intervention. A mixed-methods approach was used, and two versions of the tool were tested via two waves of participants (Wave 1, N=20; Wave 2, N=8). Participants completed their self-experiments and provided feedback via follow-up surveys (n=26) and interviews (n=20).

Findings indicated that the tool had high usability and low burden overall. Average survey completion rate was 91%, and compliance to protocol was 72%. Overall, participants found the experience useful to test if their chosen intervention helped them. However, there were discrepancies between participants’ intuition about intervention effect and results from analyses. Participants often relied on intuition/lived experience over results for decision-making. This suggested that the usefulness of Hack Your Health in its current form might be through the structure, accountability, and means for self-reflection it provided rather than the specific experimental design/results. Additionally, situations where performing interventions within a rigorous/restrictive experimental set-up may not be appropriate (e.g., when goal is to assess intervention enjoyment) were uncovered. Plausible design implications include: longer experimental and phase durations, accounting for non-compliance, missingness, and proximal/acute effects, and exploring strategies to complement quantitative data with participants’ lived experiences with interventions to effectively support decision-making. Future work should explore ways to balance scientific rigor with participants’ needs for such decision-making.
ContributorsPhatak, Sayali Shekhar (Author) / Buman, Matthew P (Thesis advisor) / Hekler, Eric B. (Committee member) / Huberty, Jennifer L (Committee member) / Johnston, Erik W., 1977- (Committee member) / Swan, Pamela D (Committee member) / Arizona State University (Publisher)
Created2019
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This thesis consists of three projects employing complexity economics methods to explore firm dynamics. The first is the Firm Ecosystem Model, which addresses the institutional conditions of capital access and entrenched competitive advantage. Larger firms will be more competitive than smaller firms due to efficiencies of scale, but the persistence

This thesis consists of three projects employing complexity economics methods to explore firm dynamics. The first is the Firm Ecosystem Model, which addresses the institutional conditions of capital access and entrenched competitive advantage. Larger firms will be more competitive than smaller firms due to efficiencies of scale, but the persistence of larger firms is also supported institutionally through mechanisms such as tax policy, capital access mechanisms and industry-favorable legislation. At the same time, evidence suggests that small firms innovate more than larger firms, and an aggressive firm-as-value perspective incentivizes early investment in new firms in an attempt to capture that value. The Ecological Firm Model explores the effects of the differences in innovation and investment patterns and persistence rates between large and small firms.

The second project is the Structural Inertia Model, which is intended to build theory around why larger firms may be less successful in capturing new marketshare than smaller firms, as well as to advance fitness landscape methods. The model explores the possibility that firms with larger scopes may be less effective in mitigating the costs of cooperation because conditions may arise that cause intrafirm conflicts. The model is implemented on structured fitness landscapes derived using the maximal order of interaction (NM) formulation and described using local optima networks (LONs), thus integrating these novel techniques.

Finally, firm dynamics can serve as a proxy for the ease at which people can voluntarily enter into the legal cooperative agreements that constitute firms. The third project, the Emergent Firm model, is an exploration of how this dynamic of voluntary association may be affected by differing capital institutions, and explores the macroeconomic implications of the economies that emerge out of the various resulting firm populations.
ContributorsApplegate, Joffa Michele (Author) / Janssen, Marcus A (Thesis advisor) / Hoetker, Glenn (Committee member) / Johnston, Erik W., 1977- (Committee member) / Shutter, Shade (Committee member) / Arizona State University (Publisher)
Created2018
Description
Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure

Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure floating in the atmosphere of Saturn. Players take on the role of HUE, an artificial intelligence trapped in the body of a maintenance robot, as he explores this strange world and uncovers its secrets. Using acrobatic movement abilities, players will solve puzzles, evade enemies, and explore the world from top to bottom. The world, known as the Strobilus Megastructure, is conical in shape, with living quarters and environmental system in the upper sections and factories and resource mining in the lower sections. The game world is split up into 10 major areas and countless minor and connecting areas. Special movement abilities like wall running and anti-gravity allow players to progress further down in the world. These abilities also allow players to solve more complicated puzzles, and to find more difficult to reach items. The story revolves around six artificial intelligences that were created to maintain the station. Many centuries ago, these AI helped humankind maintain their day-to-day lives and helped researchers working on new scientific breakthroughs. This led to the discovery of faster-than-light travel, and humanity left the station and our solar system to explore the cosmos. HUE, the AI in charge of human relations, fell into depression and shut down. Awakening several hundred years in the future, HUE sets out to find the other AI. Along the way he helps them reconnect and discovers the history and secrets of the station. Distant is intended for players looking for three things: A fantastic world full of discovery, a rich, character driven narrative, and challenging acrobatic gameplay. Players of any age or background are recommended to give it a try, but it will require investment and a willingness to improve. Distant is intended to change players, to force them to confront difficulty and different perspectives. Most games involve upgrading a character; Distant is a game that upgrades the player.
ContributorsGarttmeier, Colin Reiser (Author) / Collins, Daniel (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space

The purpose of the Oculus Exercise research project we conducted was to find a way to entice individuals to attend a gym more often and for longer periods of time. We have found that many activities are being augmented by the increasingly popular virtual reality technology, and within that space "gamifying" the activity seems to attract more users. Given the idea of making activities more entertaining to users through "gamification", we decided to incorporate virtual reality, using the Oculus Rift, to immerse users within a simulated environment to potentially drive the factors previously identified in respect to gym utilization. To start, we surveyed potential users to gauge potential interest in virtual reality and its usage in physical exercise. Based on the initial responses, we saw that there was a definite interest in "gamifying" physical exercises using virtual reality, and proceeded to design a prototype using Unreal Engine 4 -- which is an engine for creating high quality video games with support for virtual reality -- to experiment how it would affect a standard workout routine. After considering several options, we decided to move forward with designing our prototype to augment a spin machine with virtual reality due to its common usage within a gym, and the consistent cardiovascular exercise it entails, as well as the safety intrinsic to it being a mostly stationary device. By analyzing the results of a survey after experimenting upon a user test group, we can begin to correlate the benefits and the drawbacks of using virtual reality in physical exercise, and the feasibility of doing so.
ContributorsCarney, Nicholas (Co-author) / West, Andrew (Co-author) / Dobkins, Jacob (Co-author) / Amresh, Ashish (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor)
Created2016-05