Quanzhen Daoism (“The Way of Complete Perfection”) is a sect of Daoism founded by master Wang Chongyang (王重陽 1113-1170) in the twelfth century AD. The tradition is, in essence, the systemization and formalization of traditional Daoist practices through the implementation of Confucian and Buddhist infrastructure. Synthesizing Confucian practices of study and copying of classics, proper human relationships, and master-student succession, and Buddhist chujia (出家 “to leave the household”) and large public monastic systems, Quanzhen Daoism established systematic mechanisms which facilitated the zealous advancement of practitioners.
The Quanzhen sect formalized the Daoist tradition of “famous mountains and enlightened teachers” and integrated the respective practices of residing in a monastery and participating in fangdao (訪道) as required components of personal cultivation, constituting “monastery residence” and “travel” experiences. These two components complemented each other and eventually came to form the integral experiences of Quanzhen cultivation. The establishment of a uniform “household system,” inter-monastery exchange system, “Pure Rules,” “Collection of Orthodox Chants,” “percept transmission system,” and “name assignment system” streamlined the acclimation process for both entering the household of religion and participating in required ceremonies during travel.
Ultimately, the systemized infrastructure established by Quanzhen Daoism allowed for the formation of a complete ordered society outside of the secular world. This Quanzhen world, in turn, provided the framework for large-scale, practical implementation of Daoist techniques, the most ideologically significant of which are participation in arduous travel and actualization of “an irregular accordance with the Dao.”

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.