The right to cast a meaningful vote, equal in value to other votes, is a fundamental tenet US elections. Despite the 1964 Supreme Court decision formally establishing the one person, one vote principle as a legal requirement of elections, our democracy consistently falls short of it. With mechanisms including the winner-take-all format in the Electoral College, disproportioned geographic allocation of senators, extreme partisan gerrymandering in the House of Representatives, and first-past-the-post elections, many voters experience severe vote dilution. <br/><br/>In order to legitimize our democratic structures, American elections should be reformed so every person’s vote has equal weight, ensuring that the election outcomes reflect the will of the people. Altering the current election structure to include more proportional structures including rank choice voting and population-based representation, will result in a democracy more compatible with the one person, one vote principle.
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.
Virtual Reality is being widely adapted for use in the consumer market. There are adaptations of the technology for every purpose, from education, to gaming, and even medical. There are businesses being formed worldwide that incorporate the gaming utility in an arcade/internet café style. However, there are other plausible business models. There is the preexisting model that companies are currently using, another option is to add this technology to preexisting physical arcades, and to create a new business with practices decided by consumer statistics. These three models were tested in this study to determine the profitability, feasibility, and best practices for each. Each business model appears to be incredibly profitable based on the assumptions used for this study.
The first module of this thesis will create a statistically accurate representation of customers arriving at ticket purchasing channels. Each customer's attributes are: arrival time, origin and destination, number of destined tickets, and willingness to pay. Each attribute can be generated using a specific distribution.
The created customers will then be used to simulate the purchase of tickets and overall revenue for a flight network. With a valid simulation, airlines will be able to compare the performance of different RM engines under various circumstances.