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 - 5 of 5
Filtering by

Clear all filters

131535-Thumbnail Image.png
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
132482-Thumbnail Image.png
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
131793-Thumbnail Image.png
Description
As the prevalence of augmented reality (AR) technology continues to increase, so too have methods for improving the appearance and behavior of computer-generated objects. This is especially significant as AR applications now expand to territories outside of the entertainment sphere and can be utilized for numerous purposes encompassing but

As the prevalence of augmented reality (AR) technology continues to increase, so too have methods for improving the appearance and behavior of computer-generated objects. This is especially significant as AR applications now expand to territories outside of the entertainment sphere and can be utilized for numerous purposes encompassing but not limited to education, specialized occupational training, retail & online shopping, design, marketing, and manufacturing. Due to the nature of AR technology, where computer-generated objects are being placed into a real-world environment, a decision has to be made regarding the visual connection between the tangible and the intangible. Should the objects blend seamlessly into their environment or purposefully stand out? It is not purely a stylistic choice. A developer must consider how their application will be used — in many instances an optimal user experience is facilitated by mimicking the real world as closely as possible; even simpler applications, such as those built primarily for mobile devices, can benefit from realistic AR. The struggle here lies in creating an immersive user experience that is not reliant on computationally-expensive graphics or heavy-duty models. The research contained in this thesis provides several ways for achieving photorealistic rendering in AR applications using a range of techniques, all of which are supported on mobile devices. These methods can be employed within the Unity Game Engine and incorporate shaders, render pipelines, node-based editors, post-processing, and light estimation.
ContributorsSchanberger, Schuyler Catherine (Author) / LiKamWa, Robert (Thesis director) / Jayasuriya, Suren (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
132683-Thumbnail Image.png
Description
Augmented Reality (AR) is a tool increasingly available to young learners and educators. This paper documents and analyzes the creation of an AR app used as a tool to teach fractions to young learners and enhance their engagement in the classroom. As an emerging technology reaching diffusion into the general

Augmented Reality (AR) is a tool increasingly available to young learners and educators. This paper documents and analyzes the creation of an AR app used as a tool to teach fractions to young learners and enhance their engagement in the classroom. As an emerging technology reaching diffusion into the general populace, AR presents a unique opportunity to engage users in the digital and real world. Additionally, AR can be enabled on most modern phones and tablets; therefore, it is extremely accessible and has a low barrier to entry. To integrate AR into the classroom in an affordable way, I created leARn, an AR application intended to help young learners understand fractions. leARn is an application intended to be used alongside traditional teaching methods, in order to enhance the engagement of students in the classroom. Throughout the development of the product, I not only considered usability and design, but also the effectiveness of the app in the classroom. Moreover, due to collaboration with Arizona State University Research Enterprises, I tested the application in a classroom with sixth, seventh and eighth grade students. This paper presents the findings from that testing period and analysis of the educational effectiveness of the concept based on data received from students.
ContributorsVan Dobben, Maureen Veronica (Author) / LiKamWa, Robert (Thesis director) / Swisher, Kimberlee (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05