Barrett, The Honors College at Arizona State University proudly showcases the work of undergraduate honors students by sharing this collection exclusively with the ASU community.

Barrett accepts high performing, academically engaged undergraduate students and works with them in collaboration with all of the other academic units at Arizona State University. All Barrett students complete a thesis or creative project which is an opportunity to explore an intellectual interest and produce an original piece of scholarly research. The thesis or creative project is supervised and defended in front of a faculty committee. Students are able to engage with professors who are nationally recognized in their fields and committed to working with honors students. Completing a Barrett thesis or creative project is an opportunity for undergraduate honors students to contribute to the ASU academic community in a meaningful way.

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Description

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
All modern multiplayer games are administered by having players connect to a remote server which is used to provide the ground truth for game state and player actions. This use of a central server provides a simple and intuitive way to administer game servers but also provides a single point

All modern multiplayer games are administered by having players connect to a remote server which is used to provide the ground truth for game state and player actions. This use of a central server provides a simple and intuitive way to administer game servers but also provides a single point of failure, as each server must be able to process all actions coming in and make a decision on whether the action is allowed or not, and how to update the game state accordingly. In cases where the server is under significant load, either from a very popular game release or from a deliberate attack, the game slows down or completely crashes. When there is a server action backlog, this can allow malicious actors to perform previously impossible actions. By instead using a decentralized platform, we can build a robust system that allows playing games through a P2P manner, filling in the need for central servers with consensus algorithms that provide the security on the part of a central authority. This project aims to show that a decentralized solution can be used to create a transparent, fully playable game of Monopoly with complex features that would be more scalable, reliable, and cost-effective compared to a centralized solution; meaning that games could be produced that costs pennies to publish and modify, taking seconds to propagate changes globally, and most importantly, cost nothing for upkeep. The codebase is available here: https://github.com/SirNeural/monopoly
ContributorsXu, Yun Hui (Author) / Boscovic, Dragan (Thesis director) / Foy, Joseph (Committee member) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
The Migration Framework and Simulator is a combination of C# framework / library and Unity simulation tool used for studying basic migration patterns across the US. Users interact with the
Unity simulation tool by implementing political policies or adjusting values via sliders, buttons, etc., which will alter the values in the

The Migration Framework and Simulator is a combination of C# framework / library and Unity simulation tool used for studying basic migration patterns across the US. Users interact with the
Unity simulation tool by implementing political policies or adjusting values via sliders, buttons, etc., which will alter the values in the framework. The user can then use the simulation interface to view different estimated population values for categories of people, such as regional differences, education levels, and more.
ContributorsLarsen, Joseph (Co-author) / Spangler, Braydon (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
This paper introduces MisophoniAPP, a new website for managing misophonia. It will briefly discuss the nature of this chronic syndrome, which is the experience of reacting strongly to certain everyday sounds, or “triggers”. Various forms of Cognitive Behavioral Therapy and the Neural Repatterning Technique are currently used to treat misophonia,

This paper introduces MisophoniAPP, a new website for managing misophonia. It will briefly discuss the nature of this chronic syndrome, which is the experience of reacting strongly to certain everyday sounds, or “triggers”. Various forms of Cognitive Behavioral Therapy and the Neural Repatterning Technique are currently used to treat misophonia, but they are not guaranteed to work for every patient. Few apps exist to help patients with their therapy, so this paper describes the design and creation of a new website that combines exposure therapy,
relaxation, and gamification to help patients alleviate their misophonic reflexes.
ContributorsNoziglia, Rachel Elisabeth (Author) / McDaniel, Troy (Thesis director) / Anderson, Derrick (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This thesis examines the applications of the Internet of Things and Artificial Intelligence within small-to-medium sized retail businesses. These technologies have become a common aspect of a modern business environment, yet there remains a level of unfamiliarity with these concepts for business owners to fully utilize these tools. The complexity

This thesis examines the applications of the Internet of Things and Artificial Intelligence within small-to-medium sized retail businesses. These technologies have become a common aspect of a modern business environment, yet there remains a level of unfamiliarity with these concepts for business owners to fully utilize these tools. The complexity behind IoT and AI has been simplified to provide benefits for a brick and mortar business store in regards to security, logistics, profit optimization, operations, and analytics. While these technologies can contribute to a business’s success, they potentially come with a high and unattainable financial cost. In order to investigate which aspects of businesses can benefit the most from these technologies, interviews with small-to-medium business owners were conducted and paired with an analysis of published research. These interviews provided specific pain points and issues that could potentially be solved by these technologies. The analysis conducted in this thesis gives a detailed summary of this research and provides a business model for two small businesses to optimize their Internet of Things and Artificial Intelligence to solve these pain points, while staying in their financial budget.
ContributorsAldrich, Lauren (Co-author) / Bricker, Danielle (Co-author) / Sebold, Brent (Thesis director) / Vermeer, Brandon (Committee member) / Computer Science and Engineering Program (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Customers in the modern world are accustomed to having immediate and simple access to an immense amount of information, and demand this immediacy in all businesses, especially in the restaurant industry. Now more than ever, restaurants are relying on third party delivery services such as UberEATS, Postmates, and GrubHub to

Customers in the modern world are accustomed to having immediate and simple access to an immense amount of information, and demand this immediacy in all businesses, especially in the restaurant industry. Now more than ever, restaurants are relying on third party delivery services such as UberEATS, Postmates, and GrubHub to satiate the appetite of their delivery market, and while this may seem like the natural progression, not all restaurant owners are comfortable moving in this direction. Pain points range from not wanting a third party to represent their business or the lack of supervision over the food in transit, and the time it takes to navigate the delivery landscape, to the fact that some food just doesn’t “travel” well. In addition to this, food delivery services can cause increased stress on a kitchen, and dig into the bottom line of an already slim restaurant margin. Simply put, customer reliance on these applications puts apprehensive restaurant owners at a competitive disadvantage.Our solution is simple—we want business owners to be able to take advantage of the huge market provided by third party delivery services, without the fear of compromising their brand. At DLVR Consulting, we listen to specific pain points of a customer and alleviate them through solutions developed by our in-house food, restaurant, and branding experts. Whether creating an entirely new “delivery” brand, menu curation, or payment processing service, we give the customer exactly what they need to feel comfortable using third-party delivery applications. In this plan, we will first take a deep dive into the problem and opportunity identified by both third-party research and first-hand interviews with successful restaurant owners and operators. After exploring the problem, we will propose our solution, who we will target with said solution, and what makes this solution unique and sellable. From here we will begin to explore the execution of our ideas, including our sales and marketing plans which will work in conjunction with our go-to-market strategy. We will explore key milestones and metrics we hope to meet in the coming year, as well as the team which will be taking DLVR from a plan to an implemented business. We will take a look at our three year financial forecast, and break this down further to monthly revenue, direct costs, and expenses. We will finish by taking a look at our required funding, and how we will attempt to gain said funding.
ContributorsClancy, Kevin (Co-author, Co-author) / Sebold, Brent (Thesis director) / Clancy, Keith (Committee member) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates are examined. The player can get
money more easily in a lower currency

This project is to design an idle game and evaluate players’ enjoyment corresponding to
different currency rates. In the game, the player can control a group of heroes against another
set of heroes. In this project, two different currency rates are examined. The player can get
money more easily in a lower currency rate. Two groups of players are formed, and there are 5
players in group A and group B respectively. Players in group A are assigned to play the idle
game with a higher currency rate and players in group B are assigned to play the game with a
lower currency rate. The idle game is created by using Unity and C# language. The feedback
from the players is collected by asking them to finish an 11-question survey. The analysis is
based on the game’s currency rate and survey results. It is concluded that a higher currency rate
lowers players’ enjoyment of the idle game.
ContributorsYang, Yijian (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
After freelancing on my own for the past year and a half, I have realized that one of the biggest obstacles to college entrepreneurs is a fear or apprehension to sales. As a computer science major trying to sell my services, I discovered very quickly that I had not been

After freelancing on my own for the past year and a half, I have realized that one of the biggest obstacles to college entrepreneurs is a fear or apprehension to sales. As a computer science major trying to sell my services, I discovered very quickly that I had not been prepared for the difficulty of learning sales. Sales get a bad rap and very often is the last thing that young entrepreneurs want to try, but the reality is that sales is oxygen to a company and a required skill for an entrepreneur. Due to this, I compiled all of my knowledge into an e-book for young entrepreneurs starting out to learn how to open up a conversation with a prospect all the way to closing them on the phone. Instead of starting from scratch like I did, college entrepreneurs can learn the bare basics of selling their own services, even if they are terrified of sales and what it entails. In this e-book, there are tips that I have learned to deal with my anxiety about sales such as taking the pressure off of yourself and prioritizing listening more than pitching. Instead of trying to teach sales expecting people to be natural sales people, this e-book takes the approach of helping entrepreneurs that are terrified of sales and show them how they can cope with this fear and still close a client. In the future, I hope young entrepreneurs will have access to more resources that handle this fear and make it much easier for them to learn it by themselves. This e-book is the first step.
ContributorsMead, Kevin Tyler (Author) / Sebold, Brent (Thesis director) / Kruse, Gabriel (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The main objective of this thesis is to describe and analyze Clippr, an ASU startup founded by four students: Adam Lynch, Eric Gottfried, Ty Sivley, and Thomas Carpaneto. This paper will describe the formation of Clippr as a business, analyze the work and reasoning for dissolving the business, and suggest

The main objective of this thesis is to describe and analyze Clippr, an ASU startup founded by four students: Adam Lynch, Eric Gottfried, Ty Sivley, and Thomas Carpaneto. This paper will describe the formation of Clippr as a business, analyze the work and reasoning for dissolving the business, and suggest three pivots that could increase the chances of success for the future of Clippr. These three pivots are: mini salons, a concierge service, and an online resource. The idea for Clippr came from Sam, the team's friend's experience within the cosmetology industry. Sam graduated from cosmetology school in Phoenix and started his career as an assistant, which is the most common entry level position within the industry. Assistants do not get to work with clients and primarily do chores around the salon so he was not gaining any valuable experience. Eventually Sam found a position at a salon in Flagstaff. Unfortunately, he was not scheduled enough hours to pay his rent which forced him to travel back to Phoenix to cut his friend's and family's hair to make ends meet. Sam is not alone experiencing these issues within the industry, they are a common trend throughout the cosmetology field. It was found that there is a clear problem that affects every stylist: they struggle to reap the benefits of their self-employment. Most stylists become independent contractors where they are constrained by the salon's management. They are generally forced to work during the salon's hours of operations, promote specific products, adhere to a dress code, and forfeit their clients information. On the other hand, freelance workers outside of salons do enjoy greater freedoms within their work but with significant hurdles to overcome. They have a much harder time building a client base and face prohibitive start-up costs that make it harder to break into the industry.
ContributorsGottfried, Eric (Co-author) / Lynch, Adam (Co-author) / Sebold, Brent (Thesis director) / Balasooriya, Janaka (Committee member) / Computer Science and Engineering Program (Contributor) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
Description

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains a Tutorial for teaching players the basics of the game

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains a Tutorial for teaching players the basics of the game and a Multiplayer mode that enables remote gameplay for up to four people.

ContributorsPimentel, Dion (Author) / Selgrad, Justin (Thesis director) / Kambhampati, Subbarao (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05