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
Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far away objects are and perceiving the surrounding environment. The key

Company X has developed RealSenseTM technology, a depth sensing camera that provides machines the ability to capture three-dimensional spaces along with motion within these spaces. The goal of RealSense was to give machines human-like senses, such as knowing how far away objects are and perceiving the surrounding environment. The key issue for Company X is how to commercialize RealSense's depth recognition capabilities. This thesis addresses the problem by examining which markets to address and how to monetize this technology. The first part of the analysis identified potential markets for RealSense. This was achieved by evaluating current markets that could benefit from the camera's gesture recognition, 3D scanning, and depth sensing abilities. After identifying seven industries where RealSense could add value, a model of the available, addressable, and obtainable market sizes was developed for each segment. Key competitors and market dynamics were used to estimate the portion of the market that Company X could capture. These models provided a forecast of the discounted gross profits that could be earned over the next five years. These forecasted gross profits, combined with an examination of the competitive landscape and synergistic opportunities, resulted in the selection of the three segments thought to be most profitable to Company X. These segments are smart home, consumer drones, and automotive. The final part of the analysis investigated entrance strategies. Company X's competitive advantages in each space were found by examining the competition, both for the RealSense camera in general and other technologies specific to each industry. Finally, ideas about ways to monetize RealSense were developed by exploring various revenue models and channels.
ContributorsDunn, Nicole (Co-author) / Boudreau, Thomas (Co-author) / Kinzy, Chris (Co-author) / Radigan, Thomas (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Michael (Committee member) / WPC Graduate Programs (Contributor) / Department of Psychology (Contributor) / Department of Finance (Contributor) / School of Accountancy (Contributor) / Department of Economics (Contributor) / School of Mathematical and Statistical Science (Contributor) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description

Accessible STEAM (Science, Technology, Engineering, Art, and Mathematics) education is imperative in creating the future innovators of the world. This business proposal is for a K-8 STEAM Museum to be built in the Novus Innovation Corridor on Arizona State University (ASU)’s Tempe campus. The museum will host dynamic spaces that

Accessible STEAM (Science, Technology, Engineering, Art, and Mathematics) education is imperative in creating the future innovators of the world. This business proposal is for a K-8 STEAM Museum to be built in the Novus Innovation Corridor on Arizona State University (ASU)’s Tempe campus. The museum will host dynamic spaces that are constantly growing and evolving as exhibits are built by interdisciplinary capstone student groups- creating an internal capstone project pipeline. The intention of the museum is to create an interactive environment that fosters curiosity and creativity while acting as supplemental learning material to Arizona K-8 curriculum. The space intends to serve the greater Phoenix area community and will cater to underrepresented audiences through the development of accessible education rooted in equality and inclusivity.

ContributorsPeters, Abigail J (Author) / McCarville, Daniel R. (Thesis director) / Juarez, Joseph (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
This study aims to explore the prevalence of smartphone, smartwatch, and fitness tracker ownership among college students, and compare the popularity of each device in tracking health-related habits such as physical activity, eating, and sleep. In addition, this study aims to analyze the effectiveness of each device for achieving personal

This study aims to explore the prevalence of smartphone, smartwatch, and fitness tracker ownership among college students, and compare the popularity of each device in tracking health-related habits such as physical activity, eating, and sleep. In addition, this study aims to analyze the effectiveness of each device for achieving personal health goals in all three categories. Research for this study was conducted using an Institutional Review Board (IRB) approved survey that was distributed electronically to various Greek and student organizations around Arizona State University campuses. In total, 183 responses were considered, with participants ranging from ages 18 to 23. Participants were required to own or possess a smartphone to be eligible to complete the survey. After seven days of data collection, the results were then analyzed using Qualtrics. The results revealed that smartwatch and fitness tracker ownership is not prevalent within the Arizona State University demographic. In addition, after comparing device popularity across each habit-tracking category, it is apparent that the smartphone is the most used device for tracking. Finally, when looking at device effectiveness in relation to achieving health goals, smartwatches consistently scored higher than smartphones. Supplemental research should be conducted to further explore the prevalence and effectiveness of habit tracking. This research should include a larger sample size and a more evenly spread gender demographic.
ContributorsMeyer, Allison Hope (Author) / Levinson, Simin (Thesis director) / Carr, Natasha (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing u

This project looks at the impact that the internet has had on society, and how it has shaped the way that digitally native generations live their lives. More specifically, this thesis showcases what it means for younger generations to be digitally native and how engaging with technology while growing up affects the way that these individuals experience contemporary adolescence. Generation X is said to be the last group of people to experience life before the spread of the personal computer and internet access. Newer generations, such as Generation Z, have grown up having constant and easy access to the internet, all of the information it encompasses, and its additional functions. This access has shaped much of the generation as individuals as well as society as a whole. It can be argued that the human experience has been fundamentally different for those born after the creation of the internet and the rapid increase in accessible technology that followed. Through an interview with a participant from Generation X, I will showcase the transformative role that the internet and technology has played in major life events for a digitally native individual compared to that of individuals from older generations. As a member of Generation Z, I will compare my personal narrative regarding ten different life events occurring between the ages of five to 25 that I feel are common and impactful to the narrative a of non-digitally native individual. I expect to see that the internet and the creation of cyber culture that we see through social media has enhanced many of the defining events for younger generations growing up in some positive ways as well as some negative ways. Thus, growing up only knowing the internet and its purposes has altered the way that our experiences play out as we age, for good and for bad.
ContributorsTomchak, Marissa Janine (Author) / Ingram-Waters, Mary (Thesis director) / Brian, Jennifer (Committee member) / Department of Psychology (Contributor) / School of Politics and Global Studies (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.
ContributorsHorner, Kate Elizabeth (Author) / McNamara, Danielle (Thesis director) / McCarthy, Kathryn (Committee member) / Davis, Mary (Committee member) / Division of Teacher Preparation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is by far the most important component in the development of

Smart cities ""utilize information and communication technologies with the aim to increase the life quality of their inhabitants while providing sustainable development"". The Internet of Things (IoT) allows smart devices to communicate with each other using wireless technology. IoT is by far the most important component in the development of smart cities. Company X is a leader in the semiconductor industry looking to grow its revenue in the IoT space. This thesis will address how Company X can deliver IoT solutions to government municipalities with the goal of simultaneously increasing revenue through value-added engagement and decreasing spending by more efficiently managing infrastructure upgrades.
ContributorsJiang, Yichun (Co-author) / Davidoff, Eric (Co-author) / Dawoud, Mariam (Co-author) / Rodenbaugh, Ryan (Co-author) / Sinclair, Brynn (Co-author) / Simonson, Mark (Thesis director) / Hertzel, Mike (Committee member) / Department of Information Systems (Contributor) / Department of Finance (Contributor) / Department of Supply Chain Management (Contributor) / Department of Psychology (Contributor) / School of Sustainability (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support. Recent studies outlined some of the perceived benefits and costs

Body-worn camera technology is a relatively new player in the field of criminal justice. As much as they are being reported on or discussed, in reality, body-worn cameras have not been in use long enough to have strong empirical support. Recent studies outlined some of the perceived benefits and costs of the body-worn cameras. Research has been done on both officer and citizen perceptions of the cameras, but little has been done in regards to other stakeholders, especially those in the criminal justice system. This study takes 13 interviews of community and criminal justice stakeholders in Tempe, Arizona and examines trends to identify unifying themes. The study found that 11 out of 13 stakeholders believed that the positives of the body-worn cameras outweighed the negatives. There was agreement among the parties that the strongest benefit of the cameras would be the transparency that it provides police departments, while most regarded the largest negative to be a lack of available resources to deal with the amount of data produced. As this is a small qualitative dataset, further research should be conducted about stakeholder perceptions in other cities, as well as solutions to some of the concerns raised by Tempe interviewees.
ContributorsArenas, Lauren (Author) / White, Michael (Thesis director) / Gaub, Janne (Committee member) / Department of Psychology (Contributor) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming

Telemedicine is a multipurpose tool that allows medical professionals to use technology as a means to evaluate, diagnose, and treat patients remotely. This paper focuses on the challenges that developing telemedicine programs face, specifically discussing target population, user experience, and physician adoption. Various users of telemedicine share their experiences overcoming such challenges with the greater goal of this paper being to facilitate the growth of telemedicine programs.
ContributorsPalakodaty, Shivani Venkatasri (Author) / Liss, Julie (Thesis director) / Berisha, Visar (Committee member) / School of International Letters and Cultures (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description
Meloscape, an innovative music therapy iPad app, addresses the challenge of providing an authentic therapeutic experience virtually to older adults. Meloscape offers a user-friendly platform that goes beyond existing apps by providing standalone simulations of music therapy sessions that can also be used as a tool between in-person sessions. Developed

Meloscape, an innovative music therapy iPad app, addresses the challenge of providing an authentic therapeutic experience virtually to older adults. Meloscape offers a user-friendly platform that goes beyond existing apps by providing standalone simulations of music therapy sessions that can also be used as a tool between in-person sessions. Developed with a focus on research, accessibility, lifelong learning, and the unique needs of older adults, Meloscape features follow-along video sessions, guided meditations, personalized music selections, and journaling capabilities, creating a holistic and immersive music therapy experience. Meloscape strives to empower older adults to independently engage in music therapy, fostering cognitive and physical well-being and enriching their lives in profound ways.
ContributorsAsano, Mizuki (Author) / Bourne, Chloe (Co-author) / Olson, Loren (Thesis director) / Belgrave, Melita (Committee member) / Barrett, The Honors College (Contributor) / School of Music, Dance and Theatre (Contributor) / Department of Psychology (Contributor)
Created2023-12
ContributorsAsano, Mizuki (Author) / Bourne, Chloe (Co-author) / Olson, Loren (Thesis director) / Belgrave, Melita (Committee member) / Barrett, The Honors College (Contributor) / School of Music, Dance and Theatre (Contributor) / Department of Psychology (Contributor)
Created2023-12