This thesis project utilizes Bolman & Deal’s (2017) four frames to analyze how the Internship experience at TigerMountain Foundation, a South Phoenix community garden nonprofit, can be optimized to help the organization more effectively reach its goals. A brief explanation of the organizational context and structure is given as well as an overview of the relationship between community gardening and decreasing recidivism, as well as TigerMountain’s position in a food desert. TigerMountain Foundation can ultimately be framed internally as a human resource and symbolic organization and externally as a political organization. The Internship program presents a political benefit to the organization and can benefit from some human resource and structural additions to the onboarding process and overall experience. The recommended additions include providing a thorough onboarding packet to Interns at orientation that includes a questionnaire, includes a brief overview of the organization in human resource framing, a contact sheet, and instruction sheets for commonly used systems. Other additions to the Internship experience include setting up a ratio of how many Internship hours can be earned at the gardens and farmers’ markets compared to working administratively, requesting that Interns send in their updated availability weekly for scheduling purposes, and the implementation of an “on-call” system for farmers’ market shifts.
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.