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
As a student and then an Undergraduate Teaching Assistant (UGTA), I have had the opportunity to personally witness the learning process of both myself and approximately 75 additional incoming Civil Engineering students taking the Mechanics courses after me. While watching the student learning process as an UGTA, I realized that

As a student and then an Undergraduate Teaching Assistant (UGTA), I have had the opportunity to personally witness the learning process of both myself and approximately 75 additional incoming Civil Engineering students taking the Mechanics courses after me. While watching the student learning process as an UGTA, I realized that there were consistent points of confusion amongst the students that the teaching staff could not efficiently communicate with the electronic or physical classroom materials available. As a physical learner, I am able to learn more comprehensively if I have a physical model to manipulate, and often found myself in the position of wanting to be able to physically represent and manipulate the systems being studied in class.
ContributorsCamillucci, Allyson Nicole (Co-author, Co-author) / Hjelmstad, Keith (Thesis director) / Chatziefstratiou, Efthalia (Committee member) / Civil, Environmental and Sustainable Eng Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Visualizations are an integral component for communicating and evaluating modern networks. As data becomes more complex, info-graphics require a balance between visual noise and effective storytelling that is often restricted by layouts unsuitable for scalability. The challenge then rests upon researchers to effectively structure their information in a way that

Visualizations are an integral component for communicating and evaluating modern networks. As data becomes more complex, info-graphics require a balance between visual noise and effective storytelling that is often restricted by layouts unsuitable for scalability. The challenge then rests upon researchers to effectively structure their information in a way that allows for flexible, transparent illustration. We propose network graphing as an operative alternative for demonstrating community behavior over traditional charts which are unable to look past numeric data. In this paper, we explore methods for manipulating, processing, cleaning, and aggregating data in Python; a programming language tailored for handling structured data, which can then be formatted for analysis and modeling of social network tendencies in Gephi. We implement this data by applying an algorithm known as the Fruchterman-Reingold force-directed layout to datasets of Arizona State University’s research and collaboration network. The result is a visualization that analyzes the university’s infrastructure by providing insight about community behaviors between colleges. Furthermore, we highlight how the flexibility of this visualization provides a foundation for specific use cases by demonstrating centrality measures to find important liaisons that connect distant communities.
ContributorsMcMichael, Jacob Andrew (Author) / LiKamWa, Robert (Thesis director) / Anderson, Derrick (Committee member) / Goshert, Maxwell (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
From 2007 to 2017, the state of California experienced two major droughts that required significant governmental action to decrease urban water demand. The purpose of this project is to isolate and explore the effects of these policy changes on water use during and after these droughts, and to see how

From 2007 to 2017, the state of California experienced two major droughts that required significant governmental action to decrease urban water demand. The purpose of this project is to isolate and explore the effects of these policy changes on water use during and after these droughts, and to see how these policies interact with hydroclimatic variability. As explanatory variables in multiple linear regression (MLR) models, water use policies were found to be significant at both the zip code and city levels. Policies that specifically target behavioral changes were significant mathematical drivers of water use in city-level models. Policy data was aggregated into a timeline and coded based on categories including user type, whether the policy was voluntary or mandatory, the targeted water use type, and whether the change in question concerns active or passive conservation. The analyzed policies include but are not limited to state drought declarations, regulatory municipal ordinances, and incentive programs for household appliances. Spatial averages of available hydroclimatic data have been computed and validated using inverse distance weighting methods. The data was aggregated at the zip code level to be comparable to the available water use data for use in MLR models. Factors already known to affect water use, such as temperature, precipitation, income, and water stress, were brought into the MLR models as explanatory variables. After controlling for these factors, the timeline policies were brought into the model as coded variables to test their effect on water demand during the years 2000-2017. Clearly identifying which policy traits are effective will inform future policymaking in cities aiming to conserve water. The findings suggest that drought-related policies impact per capita urban water use. The results of the city level MLR models indicate that implementation of mandatory policies that target water use behaviors effectively reduce water use. Temperature, income, unemployment, and the WaSSI were also observed to be mathematical drivers of water use. Interaction effects between policies and the WaSSI were statistically significant at both model scales.
ContributorsHjelmstad, Annika Margaret (Author) / Garcia, Margaret (Thesis director) / Larson, Kelli (Committee member) / Civil, Environmental and Sustainable Eng Program (Contributor, Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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DescriptionAcoustic Ecology is an undervalued field of study of the relationship between the environment and sound. This project aims to educate people on this topic and show people the importance by immersing them in virtual reality scenes. The scenes were created using VR180 content as well as 360° spatial audio.
ContributorsNeel, Jordan Tanner (Author) / LiKamWa, Robert (Thesis director) / Feisst, Sabine (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
With a rapidly decreasing amount of resources for construction, wood and bamboo have been suggested as renewable materials for increased use in the future to attain sustainability. Through a literature review, bamboo and wood growth, manufacturing and structural attributes were compared and then scored in a weighted matrix to determine

With a rapidly decreasing amount of resources for construction, wood and bamboo have been suggested as renewable materials for increased use in the future to attain sustainability. Through a literature review, bamboo and wood growth, manufacturing and structural attributes were compared and then scored in a weighted matrix to determine the option that shows the higher rate of sustainability. In regards to the growth phase, which includes water usage, land usage, growth time, bamboo and wood showed similar characteristics overall, with wood scoring 1.11% higher than bamboo. Manufacturing, which captures the extraction and milling processes, is experiencing use of wood at levels four times those of bamboo, as bamboo production has not reached the efficiency of wood within the United States. Structural use proved to display bamboo’s power, as it scored 30% higher than wood. Overall, bamboo received a score 15% greater than that of wood, identifying this fast growing plant as the comparatively more sustainable construction material.
ContributorsThies, Jett Martin (Author) / Ward, Kristen (Thesis director) / Halden, Rolf (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Civil, Environmental and Sustainable Eng Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Current practice and a new technology for mitigating fugitive dust on construction sites are compared on the basis of economic, environmental and social impacts for this assessment. Fugitive dust can have serious health impacts, such as repertory illnesses and valley fever, on affected persons and is regulated by the Environmental

Current practice and a new technology for mitigating fugitive dust on construction sites are compared on the basis of economic, environmental and social impacts for this assessment. Fugitive dust can have serious health impacts, such as repertory illnesses and valley fever, on affected persons and is regulated by the Environmental Protection Agency and enforced by state and local agencies. Current practice consists of either relatively continuous application of potable water, a valuable resource, or application of expensive polymers, however, water application is considered the best available technology (BAT). The new technology, developed by the Center of Bio-medicated and Bio-inspired Geotechnics at Arizona State University, consists of application of Enzyme-Induced Carbonate Precipitate (EICP) to create an erosion-resistant crust. This crust is considered a "one and done" solution, until it is disturbed, however will last longer and stay more effective than quickly evaporating water. Future work will need to include how much disturbance is required to disturb the crust until ineffective towards mitigating fugitive dust. Results of the comparison show that a single EICP treatment produces 37 times less pollutants, uses 41 times less water and is 1.14 times cheaper than using water treatment to mitigate fugitive dust on a 7 acre site for 2 weeks (14 days). 14 days is the threshold at where EICP treatment becomes less expensive than water application for the purpose of mitigating fugitive dust. The EICP treatment benefits include lowering global warming inducing emissions, providing better air quality, becoming more cost effective, staying constantly effective to mitigate fugitive dust, and saving potable water.
ContributorsFabian, Aaron Jacob (Author) / Fox, Peter (Thesis director) / Kavazanjian, Edward (Thesis director) / Woolley, Miriam (Committee member) / Civil, Environmental and Sustainable Eng Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
Description
The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for

The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for designing dynamic and compelling digital gestural interfaces. At the core of this work is a Max external object which uses a custom API to extract data from the Leap Motion service and retrieve it in Max. From this data, a library of Max objects for determining more complex gesture and posture information was generated and refined. These objects can be are highly flexible and modular and can be used to create complex control schemes for a variety of systems. To demonstrate the use of this system in a performance context, an experimental musical instrument was designed in which the Leap is combined with an absolute orientation sensor and mounted on the head of a performer. This setup leverages the head mounted Leap Motion paradigm used in VR systems to construct an interactive sonic environment within the context of the user's environment. The user's gestures are mapped to the controls of a synthesis engine which utilizes several forms of synthesis including granular synthesis, frequency modulation, and delay modulation.
ContributorsJones, George Cooper (Author) / Hayes, Lauren (Thesis director) / Byron, Lahey (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
This study explores the results of an event hosted for undergraduate students in the Arts, Media and Engineering (AME) department at Arizona State University. 18 students were asked to sit and eat lunch with one another and share their opinions on personal and school-related topics. A follow-up survey consisting of

This study explores the results of an event hosted for undergraduate students in the Arts, Media and Engineering (AME) department at Arizona State University. 18 students were asked to sit and eat lunch with one another and share their opinions on personal and school-related topics. A follow-up survey consisting of eight questions was sent out to gauge how effective this event was in getting students to build stronger relationships with each other. Statistical analysis showed that 89% of students who attended would participate again and consider collaborating with another student at the event in future projects. From these results, a series of future interventions like the one mentioned in this paper could promote stronger relationships among students and add value to the department. A positive response from the students who participated could imply that students might be more inclined to reach out to classmates when in a setting made for that purpose.
ContributorsWheeler, Hannah M (Author) / Tinapple, David (Thesis director) / Olson, Loren (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Expansive soils in the United States cause extensive damage to roadways, buildings, and various structures. There are several treatment or methods of mitigation for these expansive soils. These treatments can be physical or chemical treatments that serve to provide more suitable building qualities for foundations and roadways alike. The main

Expansive soils in the United States cause extensive damage to roadways, buildings, and various structures. There are several treatment or methods of mitigation for these expansive soils. These treatments can be physical or chemical treatments that serve to provide more suitable building qualities for foundations and roadways alike. The main issue with expansive soils, is the volumetric variations, which are known as swelling and consolidation. These behaviors of the soil are usually stabilized through the use of lime solution, Portland Cement Concrete, and a newer technology in chemical treatments, sodium silicate solutions. Although the various chemical treatments show benefits in certain areas, the most beneficial method for stabilization comes from the combination of the chemical treatments. Lime and Portland cement concrete are the most effective in terms of increasing compressive strength and reduction of swell potential. However, with the introduction of silicate into either treatment, the efficacy of the treatments increases by a large amount lending itself more as an additive for the former processes. Sodium silicate solution does not lend itself to effectively increase the compressive strength of expansive soils. The sodium silicate solution treatment needs extensive research and development to further improve the process. A proposed experiment plan has been recommended to develop trends of pH and temperature and its influence on the effectiveness of the treatment. Nonetheless, due to the high energy consumption of the other processes, sodium silicate solution may be a proper step in decreases the carbon footprint, that is currently being created by the synthesis of Portland Cement Concrete and lime.
ContributorsMeza, Magdaleno (Author) / Zapata, Claudia (Thesis director) / Kavazanjian, Edward (Committee member) / Civil, Environmental and Sustainable Eng Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2018-12