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Student Projects

The Institute for Communication Technology Management (CTM) serves to act as the bridge between technology professionals, students and faculty committed to improving technology management in organizations. In this spirit, it offers an innovative learning experience for Marshall students who want to work on cutting-edge projects. Student projects may be mentored by Marshall faculty and CTM staff who guide their progress and ensure that in addition to learning new concepts, students can actually employ them in their work. Our students have used this opportunity to hone their research skills and demonstrate their preparedness to be innovators, disruptors, and leaders of the future. Students frequently cite their projects in job interviews.

If you wish to collaborate with CTM for a project or have any questions, please email us at ctm@marshall.usc.edu and we'll get back to you as soon as possible!

Research Topic Proposals

For Fall 2017, we are encouraging students who are interested in an extracurricular experience to look at the following list of topics. If you see something that you'd like to examine further, let us know by sending an email with the subject - "Student Research Proposal" to ctm@marshall.usc.edu. 

1. Impact of IoT

The Internet of Things (IoT) is a system of intelligent mechanical and digital machines or objects that have the ability to receive controls and transfer status data over a network. Some areas where the impact of IoT could be beneficial to examine are:

  • Sporting Stadium Experience
  • Hospital Environment
  • Home Health Consumption
  • Construction Industry
  • Real Estate Markets
  • Workplace and Productivity
  • Mining/Refining/Forestry/Agriculture
  • Smart Cities and Government
  • Consumption of Entertainment
  • Hospitality/Restaurants

2. Autonomous Networked Transportation Systems

Rapid progress is being made autonomous and semi-autonomous cars, trucks, trains, boats, planes, and delivery vehicles. These changes will cause radicals shifts of power in the transportation and supply chain industries.  Students may wish to investigate the strategic options facing challenges and legacy players in the impacted markets.

3. Changes in Theatres and Home Entertainment

Broadband services and residential electronics are getting faster, cheaper, and more affordable.  These changes are redefining our understanding of home entertainment and their associated markets.  Changes within the home are driving changes to venue based entertainment markets as companies continually seek to enhance the in-person entertainment experience. Students may wish to consider how changes in one market are driving significant changes in the other markets.

4. Changing Market for Consumer Gaming Companies

The gaming market has changed significantly over time and with the advent of AR/VR, AI, big data, and IoT the rate of evolution will only accelerate. Students may wish to examine how recent advances in technology will change gaming markets, change consumption, and impact consumer electronic markets. 

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Featured Student Projects

From the 2016-17 academic year, we selected two projects that helped students expand their understanding of marketing segmentation and impact of IoT on health care.

From training for escape under a nuclear attack to studying the anxiety of performing musicians, applications of VR/AR in industry and research are plenty. 
This final presentation of a PwC-sponsored case competition talks about how media & entertainment companies can better connect with the US based Hispanic consumers to drive revenue growth.
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Institute for Communication Technology Management

USC Marshall Business School

1149 S. Hill Street, 9th Floor 
Los Angeles, CA 90015 Map