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
The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of

The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of focus in accordance with available literature: the fans and their characteristics, the design of the game itself, and the relationship between fans and the game's developer. This investigation was conducted by first examining existing literature surrounding eSports fans, then collecting public domain data such as Reddit posts, forum posts, and YouTube videos, and last by studying interviews with developers and players. With this thesis, I apply a fan studies approach to eSports by creating a series of indicators based in each of the three focus areas which can be utilized as a systematic method of evaluating an eSport's popularity and growth.
ContributorsHilliker, Noah Henry (Author) / Ingram-Waters, Mary (Thesis director) / Schmidt, Peter (Committee member) / Anderson, Sky (Committee member) / School of Molecular Sciences (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
The importance of efficient design and development teams in in 21st century is evident after the compressive literate review was performed to digest various aspects of benefits and foundation of teamwork. Although teamwork may have variety of applications in many different industries, the new emerging biomedical engineering is growing significantly

The importance of efficient design and development teams in in 21st century is evident after the compressive literate review was performed to digest various aspects of benefits and foundation of teamwork. Although teamwork may have variety of applications in many different industries, the new emerging biomedical engineering is growing significantly using principles of teamwork. Studying attributes and mechanism of creating successful biomedical engineering teams may even contribute more to the fast paste growth of this industry. In comprehensive literate review performed, general importance of teamwork was studied. Also specific hard and soft attributes which may contribute to teamwork was studied. Currently, there are number of general assessment tools which assists managements in industry and academia to systematically bring qualified people together to flourish their talents and skills as members of a biomedical engineering teams. These assessment tools, although are useful, but are not comprehensive, incorporating literature review attributes, and also doesn't not contain student perspective who have experience as being part of a design and development team. Although there are many scientific researches and papers designated to this matter, but there is no study which purposefully studies development of an assessment tool which is designated to biomedical engineering workforce and is constructed of both literature, current assessment tools, and also student perspective. It is hypothesized that a more comprehensive composite assessment tool that incorporate both soft and hard team attributes from a combined professional and student perspective could be implemented in the development of successful Biomedical Engineering Design and Development teams and subsequently used in 21st century workforce.
ContributorsAfzalian Naini, Nima (Author) / Pizziconi, Vincent (Thesis director) / Ankeny, Casey (Committee member) / Harrington Bioengineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.
ContributorsChesler, Jayson Daniel (Author) / Hill, Retha (Thesis director) / Amresh, Ashish (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Abstract
The aim of the research performed was to increase research potential in the field of cell stimulation by developing a method to adhere human neural progenitor cells (hNPC’s) to a sterilized stretchable microelectrode array (SMEA). The two primary objectives of our research were to develop methods of sterilizing the polydimethylsiloxane

Abstract
The aim of the research performed was to increase research potential in the field of cell stimulation by developing a method to adhere human neural progenitor cells (hNPC’s) to a sterilized stretchable microelectrode array (SMEA). The two primary objectives of our research were to develop methods of sterilizing the polydimethylsiloxane (PDMS) substrate being used for the SMEA, and to derive a functional procedure for adhering hNPC’s to the PDMS. The proven method of sterilization was to plasma treat the sample and then soak it in 70% ethanol for one hour. The most successful method for cell adhesion was plasma treating the PDMS, followed by treating the surface of the PDMS with 0.01 mg/mL poly-l-lysine (PLL) and 3 µg/cm2 laminin. The development of these methods was an iterative process; as the methods were tested, any problems found with the method were corrected for the next round of testing until a final method was confirmed. Moving forward, the findings will allow for cell behavior to be researched in a unique fashion to better understand the response of adherent cells to physical stimulation by measuring changes in their electrical activity.
ContributorsBridgers, Carson (Co-author) / Peterson, Mara (Co-author) / Stabenfeldt, Sarah (Thesis director) / Graudejus, Oliver (Committee member) / Harrington Bioengineering Program (Contributor) / School of Human Evolution and Social Change (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading

As part of a group project, myself and four teammates created an interactive children's storybook based off of the "Young Lady's Illustrated Primer" in Neal Stephenson's novel The Diamond Age. This electronic book is meant to be read aloud by a caregiver with their child, and is designed for reading over long distances through the use of real-time voice and video calling. While one part of the team focused on building the electronic book itself and writing the program, myself and two others wrote the story and I provided illustrations. Our Primer tells the story of a young princess named Charname (short for character name) who escapes from a tower and goes on a mission to save four companions to help her on her quest. The book is meant for reader-insertion, and teaches children problem-solving, teamwork, and critical thinking skills by presenting challenges for Princess Charname to solve. The Primer borrows techniques from modern video game design, focusing heavily on interactivity and feelings of agency through offering the child choices of how to proceed, similar to choose-your-own-adventure books. If brought to market, the medium lends itself well to expanded quests and storylines for the child to explore as they learn and grow. Additionally, resources are provided for the narrator to help create an engaging experience for the child, based off of research on parent-child cooperative reading and cooperative gameplay. The final version of the Primer included a website to run the program, a book-like computer to access the program online, and three complete story segments for the child and narrator to read together.
ContributorsLax, Amelia Ann Riedel (Author) / Dove-Viebahn, Aviva (Thesis director) / Wetzel, Jon (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The Honors Thesis involved the use of vertically-aligned, piezoelectric nanowire sensor arrays configured by Dr. Henry A. Sodano and Dr. Aneesh Koka from the University of Florida, in order to acquire acceleration data. Originally, the project was focused on interfacing and calibrating the barium titanate (BaTio3) sensors to measure wall

The Honors Thesis involved the use of vertically-aligned, piezoelectric nanowire sensor arrays configured by Dr. Henry A. Sodano and Dr. Aneesh Koka from the University of Florida, in order to acquire acceleration data. Originally, the project was focused on interfacing and calibrating the barium titanate (BaTio3) sensors to measure wall shear stress, a fluid dynamic characteristic. In order to gain an understanding of these novel piezoelectric sensors, the experiments performed by Sodano and Koka were to be investigated, replicated, and results reproduced. After initial trial phases, signals failed to be consistently measured from the sensors and the project's emphasis was re-defined. The outlined goals were 1) to re-design the initial system used for signal acquisition, 2) test the improved signal acquisition system, 3) successfully measure output signals from the BaTiO3 nanowire sensors, and 4) determine the cause for inconsistent signal measurements from the piezoelectric nanawire sensors. Following a detailed review of the previous experimental procedures and the initial signal acquisition system, an improved acquisition system was designed and its expected behavior was tested and verified. Despite the introduction of the improved acquisition system, voltage outputs were unable to be measured as a function of shaker table acceleration. It was impossible to verify the effect of the improved signal acquisition system on the measured BaTiO3 nanowire sensor output. Based on an analysis of data collected using a commercial 3-axis acceleromoeter, it is hypothesized that the BaTiO3 nanowire sensors were broken after the first experimental trial due to an excessively applied force from an external source (i.e. shaker table, improper handling during experimentation, and/or improper handling during transportation).
ContributorsThomas, Jonah (Author) / Frakes, David (Thesis director) / LaBelle, Jeffrey (Contributor) / Barrett, The Honors College (Contributor)
Created2014-05
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Description
The purpose of this project was to examine the viability of protein biomarkers in pre-symptomatic detection of lung cancer. Regular screening has been shown to vastly improve patient survival outcome. Lung cancer currently has the highest occurrence and mortality of all cancers and so a means of screening would be

The purpose of this project was to examine the viability of protein biomarkers in pre-symptomatic detection of lung cancer. Regular screening has been shown to vastly improve patient survival outcome. Lung cancer currently has the highest occurrence and mortality of all cancers and so a means of screening would be highly beneficial. In this research, the biomarker neuron-specific enolase (Enolase-2, eno2), a marker of small-cell lung cancer, was detected at varying concentrations using electrochemical impedance spectroscopy in order to develop a mathematical model of predicting protein expression based on a measured impedance value at a determined optimum frequency. The extent of protein expression would indicate the possibility of the patient having small-cell lung cancer. The optimum frequency was found to be 459 Hz, and the mathematical model to determine eno2 concentration based on impedance was found to be y = 40.246x + 719.5 with an R2 value of 0.82237. These results suggest that this approach could provide an option for the development of small-cell lung cancer screening utilizing electrochemical technology.
ContributorsEvans, William Ian (Author) / LaBelle, Jeffrey (Thesis director) / Spano, Mark (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
Determining the characteristics of an object during a grasping task requires a combination of mechanoreceptors in the muscles and fingertips. The width of a person's finger aperture during the grasp may affect the accuracy of how that person determines hardness, as well. These experiments aim to investigate how an individual

Determining the characteristics of an object during a grasping task requires a combination of mechanoreceptors in the muscles and fingertips. The width of a person's finger aperture during the grasp may affect the accuracy of how that person determines hardness, as well. These experiments aim to investigate how an individual perceives hardness amongst a gradient of varying hardness levels. The trend in the responses is assumed to follow a general psychometric function. This will provide information about subjects' abilities to differentiate between two largely different objects, and their tendencies towards guess-chances upon the presentation of two similar objects. After obtaining this data, it is then important to additionally test varying finger apertures in an object-grasping task. This will allow an insight into the effect of aperture on the obtained psychometric function, thus ultimately providing information about tactile and haptic feedback for further application in neuroprosthetic devices. Three separate experiments were performed in order to test the effect of finger aperture on object hardness differentiation. The first experiment tested a one-finger pressing motion among a hardness gradient of ballistic gelatin cubes. Subjects were asked to compare the hardness of one cube to another, which produced the S-curve that accurately portrayed the psychometric function. The second experiment utilized the Phantom haptic device in a similar setup, using the precision grip grasping motion, instead. This showed a more linear curve; the percentage reported harder increased as the hardness of the second presented cube increased, which was attributed to both the experimental setup limitations and the scale of the general hardness gradient. The third experiment then progressed to test the effect of three finger apertures in the same experimental setup. By providing three separate testing scenarios in the precision grip task, the experiment demonstrated that the level of finger aperture has no significant effect on an individual's ability to perceive hardness.
ContributorsMaestas, Gabrielle Elise (Author) / Helms Tillery, Stephen (Thesis director) / Tanner, Justin (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2015-05