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.

Displaying 1 - 10 of 41
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Description
This paper details the specification and implementation of a single-machine blockchain simulator. It also includes a brief introduction on the history & underlying concepts of blockchain, with explanations on features such as decentralization, openness, trustlessness, and consensus. The introduction features a brief overview of public interest and current implementations of

This paper details the specification and implementation of a single-machine blockchain simulator. It also includes a brief introduction on the history & underlying concepts of blockchain, with explanations on features such as decentralization, openness, trustlessness, and consensus. The introduction features a brief overview of public interest and current implementations of blockchain before stating potential use cases for blockchain simulation software. The paper then gives a brief literature review of blockchain's role, both as a disruptive technology and a foundational technology. The literature review also addresses the potential and difficulties regarding the use of blockchain in Internet of Things (IoT) networks, and also describes the limitations of blockchain in general regarding computational intensity, storage capacity, and network architecture. Next, the paper gives the specification for a generic blockchain structure, with summaries on the behaviors and purposes of transactions, blocks, nodes, miners, public & private key cryptography, signature validation, and hashing. Finally, the author gives an overview of their specific implementation of the blockchain using C/C++ and OpenSSL. The overview includes a brief description of all the classes and data structures involved in the implementation, including their function and behavior. While the implementation meets the requirements set forward in the specification, the results are more qualitative and intuitive, as time constraints did not allow for quantitative measurements of the network simulation. The paper concludes by discussing potential applications for the simulator, and the possibility for future hardware implementations of blockchain.
ContributorsRauschenbach, Timothy Rex (Author) / Vrudhula, Sarma (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide

Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide a rigorous, collaborative, and relevant academic program emphasizing an innovative, problem-based curriculum that develops literacy in the sciences, mathematics, and the arts, thus cultivating critical thinkers, creative problem-solvers, and compassionate citizens, who are able to thrive in our increasingly complex and technological communities." Computational thinking is an important part in developing a future problem solver Bioscience High School is looking to produce. Bioscience High School is unique in the fact that every student has a computer available for him or her to use. Therefore, it makes complete sense for the school to add computer science to their curriculum because one of the school's goals is to be able to utilize their resources to their full potential. However, the school's attempt at computer science integration falls short due to the lack of expertise amongst the math and science teachers. The lack of training and support has postponed the development of the program and they are desperately in need of someone with expertise in the field to help reboot the program. As a result, I've decided to create a course that is focused on teaching students the concepts of computational thinking and its application through Scratch and Arduino programming.
ContributorsLiu, Deming (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
My thesis project is a 26 minute 46 second film that documents the Arizona State hockey team's first season as an NCAA Division I program. ASU hockey was formerly a club team that competed in the American Collegiate Hockey Association (ACHA), but that all changed in the fall of 2014

My thesis project is a 26 minute 46 second film that documents the Arizona State hockey team's first season as an NCAA Division I program. ASU hockey was formerly a club team that competed in the American Collegiate Hockey Association (ACHA), but that all changed in the fall of 2014 after the program received a donation. The documentary explores the significance of the team, the emotion of the players and staff, and the results of the season.
ContributorsCasillas, Mauricio (Author) / Kurland, Brett (Thesis director) / Reed, Sada (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
We created an Android application, Impromp2, which allows users to search for and save events of interest to them in the Phoenix area. The backend, built on the Parse platform, gathers events daily using Web services and stores them in a database. Impromp2 was designed to improve upon similarly-purposed apps

We created an Android application, Impromp2, which allows users to search for and save events of interest to them in the Phoenix area. The backend, built on the Parse platform, gathers events daily using Web services and stores them in a database. Impromp2 was designed to improve upon similarly-purposed apps available for Android devices in several key ways, especially in user interface design and data interaction capability. This is a full-stack software project that explores databases and their performance considerations, Web services, user interface design, and the challenges of app development for a mobile platform.
ContributorsNorth, Joseph Robert (Author) / Balasooriya, Janaka (Thesis director) / Nakamura, Mutsumi (Committee member) / Faucon, Philippe (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
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Description
Since the 1960's, the sport of American football has maintained its stranglehold as the most popular sport in the United States. Both in viewership and participation, football has a massive lead on all other sports, but as of late many factors have led some to believe that trouble could be

Since the 1960's, the sport of American football has maintained its stranglehold as the most popular sport in the United States. Both in viewership and participation, football has a massive lead on all other sports, but as of late many factors have led some to believe that trouble could be on the horizon. With various issues including head injuries, player protests, and television viewership decline plaguing football and its professional league, the NFL, the door could be open for another collision sport from across the pond to surge in popularity: rugby. Played in 119 countries by millions of people, rugby is currently one of the most popular sports in the world, but because of American football's dominance in the U.S. it has yet to really find its footing here; however, despite its popularity paling in comparison to football, rugby is actually the single fastest-growing sport in the U.S. Both sports share some strong similarities, and with football facing a myriad of issues, there is real reason to believe that rugby could be on the rise while football could continue to falter. By reading through articles and statistics on the subject, this thesis was divided into four main analysis topics to compare and contrast the two sports: injury problems and how they affect viewership and participation, international following for each respective sport, culture around the games themselves and how it could appeal to American viewers, and potential for growth domestically. By examining these factors within both sports, I was able to come to the conclusion that rugby's potential to take hold in the U.S. is growing, and in the coming years as American football's safety and importance continue to be called into question, rugby could one day even supplant football as the most popular collision sport in the country.
ContributorsMartin, Drew Nicolas (Author) / Lynch, John (Thesis director) / Reed, Sada (Committee member) / School of Film, Dance and Theatre (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This study examined the brand personality types and social media practices of six college athletic Twitter accounts. Specifically, this study investigated whether certain brand personalities corresponded with specific social media practices on Twitter. The author conducted a content analysis of each school's tweets to measure brand personality and scraped data

This study examined the brand personality types and social media practices of six college athletic Twitter accounts. Specifically, this study investigated whether certain brand personalities corresponded with specific social media practices on Twitter. The author conducted a content analysis of each school's tweets to measure brand personality and scraped data in order to collect social media practice information. Results suggest that brand personality and social media practices are distinct. Extraversion was the most common personality type among all schools. In addition, schools that tweeted less frequently than others exhibited more brand personality and used more visual media.
ContributorsDave, Simran Sangita (Author) / Gilpin, Dawn (Thesis director) / Reed, Sada (Committee member) / Pucci, Jessica (Committee member) / School of Life Sciences (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
In this research paper I explore former male athletes, specifically professional football players entering local journalism. Research paired with interviews in regards to the topic explain why there are nearly 10 former NFL players in local markets where an NFL team is present, and why local journalists along with future

In this research paper I explore former male athletes, specifically professional football players entering local journalism. Research paired with interviews in regards to the topic explain why there are nearly 10 former NFL players in local markets where an NFL team is present, and why local journalists along with future journalists should not be worried about the number of former male athletes in local journalism. The paper also dives into the side-by-side statistics of why there is significantly more former college athletes in local journalism than former NFL players. The research focused on more than 100 television stations, revealing that 100 former or current collegiate or pro athletes are journalists for local stations where an NFL team is present. The data is solely reliant on the information that the journalists provided in their bios on the station websites. This could be seen as a possible limitation, however, the likelihood of these journalists either lying or not identifying as a former athlete is minimal due to the size of the accomplishment of actually participating in college as an athlete. The basis of my research is to figure out if former NFL players and former athletes in general are taking journalism jobs from aspiring journalists. I conclude that future journalists are not at risk of losing jobs when it comes to retired football players entering the field of local journalism. With that said, aspiring journalists need to continue to develop their social media skills to compete with athletes’ audiences on social networks.
ContributorsTotri, Anthony Matthew (Author) / Kurland, Brett (Thesis director) / Reed, Sada (Committee member) / Walter Cronkite School of Journalism & Mass Comm (Contributor, Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
For my thesis project, I have developed a cash register web application for the Arizona State University Barrett Dining Hall. I previously worked at the Barrett Dining Hall, and I would occasionally step in as a cashier. This work is how I came to be familiar with the system and

For my thesis project, I have developed a cash register web application for the Arizona State University Barrett Dining Hall. I previously worked at the Barrett Dining Hall, and I would occasionally step in as a cashier. This work is how I came to be familiar with the system and all its inefficiencies. The system requires multiple user inputs to implement even the most basic of tasks, is not user-friendly, and therefore very prone to error. In the event that multiple incorrect inputs are entered, the software will freeze, and the user will have to turn off the computer and turn it back on. In theory, this application is an improvement over the software system that is currently in place in that the user interface has been specifically designed to be user-friendly. This application reduces the number of required user inputs by automating certain tasks (such as pricing and determining the meal period), thereby reducing the chance of user error. It is also an improvement in that it allows students to log in to the system to view how many meals they have left, how much M&G is in their account, and how many guest passes they have left. This functionality is extremely important because this is a feature that is not currently in place, and is something that students have actively complained about. Currently, if students want to check on their meal plan, they have to either physically go to a dining hall and ask the cashier, or call a toll-free number. The two technologies used to develop this application are C# and XML. These technologies were chosen because I wanted to learn something new for this project to broaden my knowledge. I also happened to be taking a class at the start of this project that utilized C# and XML for Web Applications, and it seemed like the perfect opportunity to transfer over the skills I had been learning.
ContributorsLewis, Q. Mariha Paishance (Author) / Chen, Yinong (Thesis director) / Nakamura, Mutsumi (Committee member) / School of International Letters and Cultures (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Web-application development constantly changes \u2014 new programming languages, testing tools and programming methodologies are often proposed. The focus of this project is on the tool Selenium and the fairly new technique known as High Volume Automated Testing (HVAT). Both of these techniques were used to test the Just-in-Time Teaching and

Web-application development constantly changes \u2014 new programming languages, testing tools and programming methodologies are often proposed. The focus of this project is on the tool Selenium and the fairly new technique known as High Volume Automated Testing (HVAT). Both of these techniques were used to test the Just-in-Time Teaching and Learning Classroom Management System software. Selenium was used with a black-box testing technique and HVAT was employed in a white-box testing technique. Two of the major functionalities of this software were examined, which include the login and the professor functionality. The results of the black-box testing technique showed parts of the login component contain bugs, but the professor component is clean. HVAT white-box testing revealed error free implementation on the code level. We present an analysis on a new technique for HVAT testing with Selenium.
ContributorsEjaz, Samira (Author) / Balasooriya, Janaka (Thesis director) / Nakamura, Mutsumi (Committee member) / Wilkerson, Kelly (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05
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Description
Tenga is an e-commerce demo web application for students studying Distributed Software Development and Software Integration and Engineering at Arizona State University (ASU). The application, written in C#, aims to empower students to understand how complex systems are build. Complementing the two courses taught at ASU, it seeks to demonstrate

Tenga is an e-commerce demo web application for students studying Distributed Software Development and Software Integration and Engineering at Arizona State University (ASU). The application, written in C#, aims to empower students to understand how complex systems are build. Complementing the two courses taught at ASU, it seeks to demonstrate how the concepts taught in the two classes can be applied to the real world. In addition to the practical software development process, Tenga also bring in the topics that students are inexperienced with such as recommendation systems and ranking algorithms. Tenga is going to be used in classrooms to help students to learn fundamental issues in Web software development and software integration and to understand tools and skill sets required to built a web application.
ContributorsKawanzaruwa, Allen Tom (Author) / Chen, Yinong (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05