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Eminent Domain In The Wake Of The Kelo Decision, Matthew J. Rogers Jun 2011

Eminent Domain In The Wake Of The Kelo Decision, Matthew J. Rogers

Honors Theses

The controversial Supreme Court decision, Kelo v. The City of New London, allowed a local government to utilize eminent domain to transfer land from one private entity to another in order to enhance economic development. In response, state governments rushed to pass legislation in order to curtail the use of eminent domain. State governments, however, struggled to pass meaningful eminent domain legislation, since many powerful forces, such as major corporations, stood in their way. Opponents of eminent domain claim that the politically weakest in our society, namely the poor and racial minorities, are saddled with the resulting hardship emanating from …


Evidence Of A Rudimentary Colon In Leucoraja Erinacea, Alyssa M. Simeone Jun 2011

Evidence Of A Rudimentary Colon In Leucoraja Erinacea, Alyssa M. Simeone

Honors Theses

During the transition of animals from water onto land, the colon is believed to have evolved as an essential water-absorbing organ in terrestrial vertebrates to prevent desiccation. The class Chondrichthyes, comprised of sharks, rays, and skates, are isotonic to their marine environment, and thus do not require a functional colon. The Chondrichthyes are an excellent organism for developmental and physiological studies in evolutionary context because they have undergone little evolutionary change since their appearance 450 million years ago. Previous histochemical studies demonstrate potential water absorbing properties in the digestive tract of the little skate, Leucoraja erinacea (Theodosiou et al., 2007). …


Evolution Of Flow In Games, Paul J. Tunison Jun 2011

Evolution Of Flow In Games, Paul J. Tunison

Honors Theses

Every one wants to play a fun game, but ”fun” is a subjective quality. Flow, a psychological theory to define what ”fun” is, states that, for an activity to be considered fun, the chal-lenge it presents must correlate with that participant’s abilities such that the activity is neither too easy or too difficult. One of the biggest problems for game designers is balancing the difficulty of its content in such a way that it appeals to the largest audience possible. In order to broaden audiences, de-velopers need to invest effort into creating numerous, discrete balances that are aligned to varying …