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
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
A look at how the Vietnam War influenced immigrant and first-generation children's perception of culture. This thesis focuses on Vietnamese-American immigration as a whole, and on subjects on the American west coast. Interviews were conducted with eleven subjects to examine the most profound influences on culture and how native culture

A look at how the Vietnam War influenced immigrant and first-generation children's perception of culture. This thesis focuses on Vietnamese-American immigration as a whole, and on subjects on the American west coast. Interviews were conducted with eleven subjects to examine the most profound influences on culture and how native culture is passed on through the generations. Focuses include cultural identity, cultural inheritance, prominent native and adoptive cultural values, and culture as affected by adversity.
ContributorsTran, Yvana (Author) / Loebenberg, Abby (Thesis director) / Suk, Mina (Committee member) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Abstract "Empty Horizons": A Creative Writing Piece Max Harmon "Empty Horizons" is a creative writing piece composed of two different short stories sharing a common narrator. The first story "Can you dig it?" details a trip the narrator takes to South Dakota to go hunting shortly before starting college. On

Abstract "Empty Horizons": A Creative Writing Piece Max Harmon "Empty Horizons" is a creative writing piece composed of two different short stories sharing a common narrator. The first story "Can you dig it?" details a trip the narrator takes to South Dakota to go hunting shortly before starting college. On the trip the narrator contemplates certain aspects of his life and the events of the story serve as a vehicle to explore the narrator's mindset as an eighteen year old about to start a new phase in his life. The second story "Toads, Sharks and Beautiful Encounters with Uncertainty" takes place during the summer before the narrator begins his last semester in college as he attends the funeral of his recently deceased grandmother in Hawaii. During the trip to Hawaii, the narrator meets a girl his age and they are able to bond with each other over feelings of loss and uncertainty. In this story the narrator explores his feelings about life with college graduation on the horizon and comes to terms with some of the anxieties that have been plaguing him since the start of college. By detailing these two distinct and important time periods in the narrator's life the reader is able to gain a sense of understanding in regards to the narrator's own process of beginning life as an adult.
Created2014-12
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Description
Jacob D. Green's slave narrative breaks standards surrounding slave narratives and wrote a strong, unique story that allowed his audience to relate to his human characters. His narrative has unprecedented qualities that make his autobiography distinctive. An attempt to locate him in historical documents proved inconclusive and some of his

Jacob D. Green's slave narrative breaks standards surrounding slave narratives and wrote a strong, unique story that allowed his audience to relate to his human characters. His narrative has unprecedented qualities that make his autobiography distinctive. An attempt to locate him in historical documents proved inconclusive and some of his stories elaborated, but his narrative is still a valuable piece of literature that gives historians a glimpse into slavery in the United States and the abolition movement in England.
ContributorsLepore, Amanda Lynn (Author) / Schermerhorn, Calvin (Thesis director) / Soares, Rebecca (Committee member) / Barrett, The Honors College (Contributor) / School of Social Transformation (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2015-05
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Description
Based on paradigms in feminist theory and criticism, I conduct an analysis of two iconic works of twentieth century American feminist literature. Examining Herland (1915) by Charlotte Perkins Gilman and Rubyfruit Jungle (1973) by Rita Mae Brown, I assess their place within the canon of feminist literature--a canon traditionally thought

Based on paradigms in feminist theory and criticism, I conduct an analysis of two iconic works of twentieth century American feminist literature. Examining Herland (1915) by Charlotte Perkins Gilman and Rubyfruit Jungle (1973) by Rita Mae Brown, I assess their place within the canon of feminist literature--a canon traditionally thought of as Western. I cyclically explore how this canon parallels movements and institutions in actual feminism, and where the pitfalls in both can be traced. Due to the large span of time betwixt the two novels, I engage the historical progression American women experienced in the twentieth century and pair it with the progress feminist literature was likewise experiencing. Exploring the consequences of depicting women as people rather than male counterparts or others, I analyze the roles of the male gaze, male-less spaces, utopias, construction of female identity, motherhood, and how these culminate in feminine and sexual liberation. Utilizing philosophy from Christine de Pizan’s The Book of the City of Ladies and Simone de Beauvoir’s The Second Sex, I trace the origins of the male gaze and male-less spaces in literature and film and how women are essentially othered. I further employ the criticism of Adrienne Rich’s essay “Compulsory Heterosexuality and Lesbian Existence” to explore the roles of motherhood and heterosexual norms specifically. My findings deride the authors for their inability to construct legitimately liberated female protagonists. However, I simultaneously offer deference to the authors for engaging the tools and concepts they had available to them at the time in the interest of crafting powerful feminist narratives. I center on the claim that male-less spaces are difficult to fully as well accurately portray in literature, but the authors attempt to do so to move towards a liberation of women and should be lauded for the contributions they made.
ContributorsMazzarella, Annie Lisa (Author) / Soares, Rebecca (Thesis director) / Glover, Richard (Committee member) / Department of English (Contributor) / School of Politics and Global Studies (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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
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Description
Paraprosdokian is a collection of stories about all different types of lives in Phoenix, AZ. There are several stories that work together, involving lonely teenagers at punk house shows, while the rest standalone: the eclectic interactions of a waiter at a 24-hour diner, a blind fair ride operator with a

Paraprosdokian is a collection of stories about all different types of lives in Phoenix, AZ. There are several stories that work together, involving lonely teenagers at punk house shows, while the rest standalone: the eclectic interactions of a waiter at a 24-hour diner, a blind fair ride operator with a propensity for accidental murder, a hapless son of a clumsy dental assistant, a literary scholar stuck in an addiction to both Kafka and pornography, a kid who learns that writing is not a formula, and a high school death that nobody cares about. Some pieces unfold parts of 21st century culture that have been knotted in ambivalence, like how men raised on pornography reconcile with intimacy, while others are as simple as trying to encapsulate the experience of growing up in what is often perceived as an artless suburbia. The project aims at mixing prose with photography to create, as Ben Lerner describes it, “a constellation of language and image”—a complete artistic product. Using the work of a local Arizona photographer, the collection complicates a reader’s elementary notion of a “picture book” by forcing the reader to view photographs beyond exposition or symbolism. The title of the collection comes from a term used in comedic rhetoric that refers to a figure of speech in which the latter part of a statement or phrase reorients one’s understanding of the whole. Under this definition, the collection seeks to amend its author and reader’s orientation to Phoenix in a quest for empathy, giving pathetic characters a chance to speak without ever sacrificing a touch of humorous joy.
ContributorsFritz, Chandler Harrison (Author) / Soares, Rebecca (Thesis director) / Farmer, Steve (Committee member) / Department of English (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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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DescriptionA collection of chronological, interconnected short stories following the lives and changes of a family throughout the 20th century, connected through the generations by unifying objects carried in from story to story.
ContributorsGilboa, Inbal (Author) / Bell, Matt (Thesis director) / Soares, Rebecca (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The world of role playing games, or RPGs, is a complex, ever changing balance of egos, luck, skill, and fun. It is "always on the verge of destruction… a movement between order and chaos” (Sicart 2014, 3). This paper looks at the creation and implementation of one basic Generic Universal

The world of role playing games, or RPGs, is a complex, ever changing balance of egos, luck, skill, and fun. It is "always on the verge of destruction… a movement between order and chaos” (Sicart 2014, 3). This paper looks at the creation and implementation of one basic Generic Universal Role Playing System (GURPS) story skeleton, and how five groups of five to seven players created five extremely diverse, rich stories. A jointly told story is the sum of the experiences and interactions of the storytellers. The Game Master creates an ever-evolving story based on their own ideas and characters, and influenced by the choices of the Player Characters. Likewise, the Player Characters react and adapt to scenarios given to them by the Game Master, steering the story in subtler, but no less influential ways. Both the Game Master and the Player Characters are influenced in their decisions by out of game rivalries and the interplay of the different roles each player takes on. My research sought to explore how and why a jointly told narrative changes from the original source material. What change agents are due to the power of the Game Master? How do PCs most effectively change their story? To what extent does the story depend on the out-of-game interactions that are shaped by the real world? In this paper I will argue that agônistic play or the lack thereof is the driving force behind joint storytelling due to both the conflict within one player between player and character, and the conflict inherent in bringing multiple overlapping but incongruous social realities together to create a separate shared social reality.
ContributorsAbraham, Rebecca (Author) / Loebenberg, Abby (Thesis director) / Ingram-Waters, Mary (Committee member) / Barrett, The Honors College (Contributor)
Created2018-05