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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This thesis examines contemporary cinematic adaptations of the Ovidian Pygmalion story. The films Blade Runner (1981), Lars and the Real Girl (2007), Ruby Sparks (2012), and Her (2013) are analyzed. This thesis seeks to understand why this particular myth is so resonant in today's popular culture and what this relevance

This thesis examines contemporary cinematic adaptations of the Ovidian Pygmalion story. The films Blade Runner (1981), Lars and the Real Girl (2007), Ruby Sparks (2012), and Her (2013) are analyzed. This thesis seeks to understand why this particular myth is so resonant in today's popular culture and what this relevance reveals about modern society. The roles of female subjugation, sexualization, and relationship with technology will be major areas of concern. Research includes film criticism, Ovidian scholarship, and new advances in computer technology.
ContributorsStory, Sara Katherine (Author) / Corse, Taylor (Thesis director) / Ellis, Lawrence (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor)
Created2015-05
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Description
This thesis examines how the physical construction of the ooloi Oankali aliens in Octavia Butler's trilogy Lilith's Brood enables the text to explore the limitations of a two-gender construct. It does so by positing the existence of other conscious organic life with a third gender outside the scope of Earth-bound

This thesis examines how the physical construction of the ooloi Oankali aliens in Octavia Butler's trilogy Lilith's Brood enables the text to explore the limitations of a two-gender construct. It does so by positing the existence of other conscious organic life with a third gender outside the scope of Earth-bound organisms. The ooloi must be understood by a definition of gender that takes into consideration socially constructed and performed roles. The physical bodies of the ooloi have a "boundary-crossing" identity that is unambiguous. Their transformative and healing abilities, physical characteristics, and place in the social structure of the Oankali makes them the targets of disgust and hatred by humans who fear difference. This thesis analyzes how Butler uses the ooloi to demonstrate the possibility that humans living on a future Earth can supersede their innately destructive qualities.
ContributorsBrady, Sarah Rachel (Author) / Hattenhauer, Darryl (Thesis director) / Cook, Paul (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
"The Problem of Hope: Literary Tragedy in Mid-Twentieth Century American Fiction" examines Arthur Miller's Death of a Salesman, Ralph Ellison's Invisible Man, and Sylvia Plath's The Bell Jar through the lens of tragedy. This thesis delves into how conflicts between internal and external identities can create a tragic individual, what

"The Problem of Hope: Literary Tragedy in Mid-Twentieth Century American Fiction" examines Arthur Miller's Death of a Salesman, Ralph Ellison's Invisible Man, and Sylvia Plath's The Bell Jar through the lens of tragedy. This thesis delves into how conflicts between internal and external identities can create a tragic individual, what kinds of success count toward achievement of the "American Dream," and whether the tragic "common man" is the socially normative one or the socially disenfranchised one. It raises a three-dimensional theoretical approach to American tragedy and, most importantly, considers the significance of tragic hope for American literature. This paper questions the construction of American identities across class, race, and gender according to social scripts. It seeks to uncover what forces these scripts exert on American cultural myths and rereads those myths through tragedy to explore Miller's idea of a noble common man. By moving from Miller to Ellison to Plath, this thesis traces the undercurrents of tragedy through some of the most identity-focused novels of mid-twentieth century American fiction to see how the overarching American narrative changed from 1940 to 1969 as the US underwent significant social changes domestically and image changes abroad. Ultimately, this paper concludes that tragedy in mid-twentieth century American fiction points toward a new idea of American success as a success that occurs beyond social scripts.
ContributorsMedeiros, Amy Marie (Author) / Holbo, Christine (Thesis director) / Sadowski-Smith, Claudia (Committee member) / Department of English (Contributor) / W. P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching,

The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching, the concepts of systems thinking, and the importance of systems thinking. I evaluated five different games, following the rubric for whether the five games met the specific criteria laid out in each section and suggested improvements for how the games can meet any criteria that they fell short in. I then evaluated the rubric itself for ease of use, clarity, and effectiveness and suggested improvements on how to make the tool more clear and understandable. I conclude that the tool is indeed useful and does achieve its purpose of helping game designers and developers understand the criteria needed to teach a basic understanding of systems, but the rubric could be improved in order to make it more useable.
ContributorsMorrow, Rachel Elizabeth Kaye (Author) / Hayes, Elisabeth (Thesis director) / Gee, James (Committee member) / Siyahhan, Sinem (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / School of International Letters and Cultures (Contributor)
Created2013-12
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Description
This thesis focuses on the play-space as a realm of impossible desire in the novels Hopscotch and Lolita. Play-space, which I borrow from Johan Huizinga's Homo Ludens, is a space within which play can erect its own epistemological system that regulates the game and the players. These novels are concerned

This thesis focuses on the play-space as a realm of impossible desire in the novels Hopscotch and Lolita. Play-space, which I borrow from Johan Huizinga's Homo Ludens, is a space within which play can erect its own epistemological system that regulates the game and the players. These novels are concerned with the free play of language which subverts a stable discourse about how desire operates within the play-space of the novels. To this end, I will employ the Derridean sense of free-play (writing) that is decidedly the result of the loss of the "center" of structure that historically served to orient and limit the "play of the structure." Thus, free play destabilizes the discourse of desire in its use of various ludic linguistic elements, like the word game, in addition to how these novels play with genre and the form of the novel. Both novels are fundamentally concerned with how the written word constructs a puzzle-like world in which each of the narrators direct their own subjectivities towards objects of desire which they cannot ultimately possess. These objects (Lolita and La Maga) are themselves constructed by the playful language of the solipsistic narrators whose desire, finding no object to which to attach itself, turns in on itself and drives them mad. In these novels, the quest for lost lovers becomes a more important game than the actual act of sexual congress. The ecstasy of desire is not in sexual consummation but the pursuit of the infinite puzzle, the cryptic code of desire, that Humbert and Oliveira follow through the American (waste)land and the Franco-Argentine intellectual scene, respectively. By exploring the play-space as a realm of the free play of language, we are aided in our reading of these difficult postmodern texts as deconstructions of stable narratives of desire.
Created2015-05
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Description
This paper examines and analyzes what Dr. Marcello Arnaldo Picucci termed “discovery narratives” in video games, which is something unique only to the interactive and dynamic video game medium. Discovery narratives exist to give players a level of freedom in engaging with the game’s story and world, requiring the player

This paper examines and analyzes what Dr. Marcello Arnaldo Picucci termed “discovery narratives” in video games, which is something unique only to the interactive and dynamic video game medium. Discovery narratives exist to give players a level of freedom in engaging with the game’s story and world, requiring the player to explore and interact with the game in specific ways to access these particular narratives. While Dr. Piccuci didn’t focus on discovery narratives too much and only lightly touched upon the topic with a few examples, this paper will categorize six different types of discovery narratives and explore an example of a game for each category. These categories are “Side-stories,” “Character Information,” “Sidequests,” “Main Quests,” “Challenge Narratives,” and “True Endings.” Before categorizing, though, the paper will make important clarifications regarding some possible areas of confusion or conflict in the analysis, such as the definition of narrative itself according to H. Porter Abbott, the methodology of the categorization, the other three models of narrative architecture besides discovery narratives, the distinction between “alternative narrative paths” and discovery narratives, and the external process of how these narratives are discovered. The categories of discovery narrative are not mutually exclusive, however, and in the final part of the paper, the game Dark Souls will be used as a prime example of how these different categories of discovery narrative can be mixed together in order to create a narrative that functions almost entirely on discovery. By exploring these different methods of discovery narrative and analyzing the games that use them, the unique narrative possibilities of video games will be much more understood.
ContributorsManganiello, Dominic Christopher (Author) / Irish, Jennifer (Thesis director) / Fette, Donald (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description

As of 2022, suicide is the second leading cause of death for young people ages 12-24. For adolescents who identify as part of the LGBTQIA+ communities, the rates of suicide contemplations and attempts are as high as four times more likely compared with their heterosexual or cisgender peers. As of

As of 2022, suicide is the second leading cause of death for young people ages 12-24. For adolescents who identify as part of the LGBTQIA+ communities, the rates of suicide contemplations and attempts are as high as four times more likely compared with their heterosexual or cisgender peers. As of 2022, 45% of LGBTQIA+ youths have contemplated suicide. LGBTQIA+ teens are also more likely to experience bullying and discrimination. Despite extensive research conducted by The Trevor Project pointing to the importance of representation in the media for these LGBTQIA+ teens, governors, state legislatures, and school boards around the United States have made it their mission to deny these teens access to literature that feature LGBTQIA+ characters. As of September 2022, one in four books that are banned across the country from school libraries contain LGBTQIA+ characters. In order to combat this lack of access to LGBTQIA+ Young Adult literature, I created a resource website that acts as a safe space for queer teens to explore literature that features teens who identify like they do. The purpose of my website is threefold. First, I aimed to create a joyous space for teens to discover LGBTQIA+ literature. Second, I provided resources and information about different sexualities and gender identities for anyone who might want more information on these topics. And third, I wanted to prove to website visitors that they are not alone, regardless of how they may be negatively treated at home or at school. To accomplish these three goals, I created specific pages on the website, such as book recommendation pages compiled with research of LGBTQIA+ YA books paired with my own knowledge and resource pages informed by outside research such as my hotlines, LGBTQIA+ terminology, statistics, and gender identity explained pages. I also include a handful of author interview pages, which highlight written interviews I conducted with a few critically acclaimed queer YA authors. I provide screenshots and explanations in the following pages.

ContributorsTomlinson, Jill (Author) / Blasingame, James (Thesis director) / Konigsberg, William (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor)
Created2022-12