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
The introduction of novel information technology within contemporary healthcare settings presents a critical juncture for the industry and thus lends itself to the importance of better understanding the impact of this emerging "health 2.0" landscape. Simply, how such technology may affect the healthcare system is still not fully realized, despite

The introduction of novel information technology within contemporary healthcare settings presents a critical juncture for the industry and thus lends itself to the importance of better understanding the impact of this emerging "health 2.0" landscape. Simply, how such technology may affect the healthcare system is still not fully realized, despite the ever-growing need to adopt it in order to serve a growing patient population. Thus, two pertinent questions are posed: is HIT useful and practical and, if so, what is the best way to implement it? This study examined the clinical implementation of specific instances of health information technology (HIT) so as to weigh its benefits and risks to ultimately construct a proposal for successful widespread adoption. Due to the poignancy of information analysis within HIT, Information Measurement Theory (IMT) was used to measure the effectiveness of current HIT systems as well as to elucidate improvements for future implementation. The results indicate that increased transparency, attention to patient-focused approaches and proper IT training will not only allow HIT to better serve the community, but will also decrease inefficient healthcare expenditure.
ContributorsMaietta, Myles Anthony (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Life Sciences (Contributor)
Created2015-05
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Description
The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying

The value of data in the construction industry is driven by the actual worth or usefulness the data can provide. The revolutionary method of Best Value Performance Information Procurement System implemented into the industry by the Performance Based Studies Research Group at ASU optimizes the value of data. By simplifying the details and complexity of a construction project through dominant and logical thinking, the Best Value system delivers efficient, non-risk success. The Best Value model's implementation into industry projects is observed in the PBSRG Minnesota projects in order to improve data collection and metric analysis. The Minnesota projects specifically have an issue with delivering Best Value transparency, the notion that the details of project data should be used to support dominant ideas. By improving and simplifying the data collection tools of PBSRG, Best Value transparency can be achieved more easily and effective, in turn improved the Best Value system.
ContributorsMisiak, Erik Richard (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor)
Created2015-05
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Description
The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the

The current model of revenue generation for some free to play video games is preventing the companies controlling them from growing, but with a few changes in approach these issues could be alleviated. A new style of video games, called a MOBA (Massive Online Battle Arena) has emerged in the past few years bringing with it a new style of generating wealth. Contrary to past gaming models, where users must either purchase the game outright, view advertisements, or purchase items to gain a competitive advantage, MOBAs require no payment of any kind. These are free to play computer games that provides users with all the tools necessary to compete with anyone free of charge; no advantages can be purchased in this game. This leaves the only way for users to provide money to the company through optional purchases of purely aesthetic items, only to be purchased if the buyer wishes to see their character in a different set of attire. The genre’s best in show—called League of Legends, or LOL—has spearheaded this method of revenue-generation. Fortunately for LOL, its level of popularity has reached levels never seen in video games: the world championships had more viewers than game 7 of the NBA Finals (Dorsey). The player base alone is enough to keep the company afloat currently, but the fact that they only convert 3.75% of the players into revenue is alarming. Each player brings the company an average of $1.32, or 30% of what some other free to play games earn per user (Comparing MMO). It is this low per player income that has caused Riot Games, the developer of LOL, to state that their e-sports division is not currently profitable. To resolve this issue, LOL must take on a more aggressive marketing plan. Advertisements for the NBA Finals cost $460,000 for 30 seconds, and LOL should aim for ads in this range (Lombardo). With an average of 3 million people logged on at any time, 90% of the players being male and 85% being between the ages of 16 and 30, advertising via this game would appeal to many companies, making a deal easy to strike (LOL infographic 2012). The idea also appeals to players: 81% of players surveyed said that an advertisement on the client that allows for the option to place an order would improve or not impact their experience. Moving forward with this, the gaming client would be updated to contain both an option to order pizza and an advertisement for Mountain Dew. This type of advertising was determined based on community responses through a sequence of survey questions. These small adjustments to the game would allow LOL to generate enough income for Riot Games to expand into other areas of the e-sports industry.
ContributorsSeip, Patrick (Co-author) / Zhao, BoNing (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Department of Economics (Contributor) / Department of Supply Chain Management (Contributor)
Created2015-05
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
Ethanol is a widely used biofuel in the United States that is typically produced through the fermentation of biomass feedstocks. Demand for ethanol has grown significantly from 2000 to 2015 chiefly due to a desire to increase energy independence and reduce the emissions of greenhouse gases associated with transportation. As

Ethanol is a widely used biofuel in the United States that is typically produced through the fermentation of biomass feedstocks. Demand for ethanol has grown significantly from 2000 to 2015 chiefly due to a desire to increase energy independence and reduce the emissions of greenhouse gases associated with transportation. As demand grows, new ethanol plants must be developed in order for supply to meet demand. This report covers some of the major considerations in developing these new plants such as the type of biomass used, feed treatment process, and product separation and investigates their effect on the economic viability and environmental benefits of the ethanol produced. The dry grind process for producing ethanol from corn, the most common method of production, is examined in greater detail. Analysis indicates that this process currently has the highest capacity for production and profitability but limited effect on greenhouse gas emissions compared to less common alternatives.
ContributorsSchrilla, John Paul (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Chemical Engineering Program (Contributor)
Created2015-05
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Description
This paper explores the intersection between principles of Information Measurement Theory (IMT) and sales techniques to identify a best value approach for sales professionals. Developed at Arizona State University and supported by numerous academic publications, IMT is a thinking paradigm that utilizes deductive logic and reasoning to understand how the

This paper explores the intersection between principles of Information Measurement Theory (IMT) and sales techniques to identify a best value approach for sales professionals. Developed at Arizona State University and supported by numerous academic publications, IMT is a thinking paradigm that utilizes deductive logic and reasoning to understand how the world works and identify best value practices that minimize risk, decision making, and stress. One core concept of IMT is that individuals have no influence on the people around them, an idea that directly contradicts with traditional beliefs of the sales industry. The goal of this paper is to understand the qualities that make a sales professional successful from an IMT perspective, while outlining best value practices to apply in the real world. Comparison research for the sales industry was conducted by analyzing classic and modern sales literature, author participation in an industry-leading, professional sales training program, and input from sales professionals. The analysis identifies how top sales experts utilize techniques that allow them to efficiently uncover dominant information about their prospects' needs and then use that information to sell a valuable product to their customers. The analysis also outlines the common personality traits amongst well-aligned sales professionals. By adopting the practices and thinking paradigms outlined in this paper, individuals can maximize their potential in a sales career.
ContributorsFrelka, Benjamin (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
There is a disconnect between the way people are taught to find success and happiness, and the results observed. Society teaches us that success will lead to happiness. Instead, it is argued that success is engrained in happiness. Case studies of four, established, successful people: Jack Ma, Elon Musk, Ricardo

There is a disconnect between the way people are taught to find success and happiness, and the results observed. Society teaches us that success will lead to happiness. Instead, it is argued that success is engrained in happiness. Case studies of four, established, successful people: Jack Ma, Elon Musk, Ricardo Semler, and William Gore, have been conducted in order to observe an apparent pattern. This data, coupled with the data from Michael Boehringer's story, is used to formulate a solution to the proposed problem. Each case study is designed to observe characteristics of the individuals that allow them to be successful and exhibit traits of happiness. Happiness will be analyzed in terms of passion and desire to perform consistently. Someone who does what they love, paired with the ability to perform on a regular basis, is considered to be a happy person. The data indicates that there is an observable pattern within the results. From this pattern, certain traits have been highlighted and used to formulate guidelines that will aid someone falling short of success and happiness in their lives. The results indicate that there are simple questions that can guide people to a happier life. Three basic questions are defined: is it something you love, can you see yourself doing this every day and does it add value? If someone can answer yes to all three requirements, the person will be able to find happiness, with success following. These guidelines can be taken and applied to those struggling with unhappiness and failure. By creating such a formula, the youth can be taught a new way of thinking that will help to eliminate these issues, that many people are facing.
ContributorsBoehringer, Michael Alexander (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Management (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Department of Finance (Contributor) / Sandra Day O'Connor College of Law (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The two authors completed the entirety of their schooling within the United States, from preschool to university. Both authors experienced loss of interest towards their education each successive year and assumed the nature of learning and education was to blame. The two students took a class on the Kashiwagi Information

The two authors completed the entirety of their schooling within the United States, from preschool to university. Both authors experienced loss of interest towards their education each successive year and assumed the nature of learning and education was to blame. The two students took a class on the Kashiwagi Information Measurement Theory their second years at Arizona State University and applied the concepts taught in that class to past experiences in the United States education system to determine the cause behind their waning interest in their education. Using KSM principles the authors identified that the environment produced by and ineffectual and inefficient educational system is what resulted in their, and the majority of their peers, growing dissatisfaction in their education. A negative correlation was found between GPA and control. As the control in a students environment increased, their GPA decreased. The data collected in this thesis also supports the conclusions that as a student is exposed to a high stress environment, their GPA and average amount of sleep per night decrease.
ContributorsKulanathan, Shivaan (Co-author) / Westlake, Kyle (Co-author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Gunnoe, Jake (Committee member) / Computer Science and Engineering Program (Contributor) / Chemical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The deductive logic and leadership techniques presented in Dr. Dean Kashiwagi's Information Measurement Theory (IMT) and the Kashiwagi Solution Model (KSM) provide the tools to implement positive change within one's life and environment. By altering the way that I perceive the world, I have made progress in self-improvement through action.

The deductive logic and leadership techniques presented in Dr. Dean Kashiwagi's Information Measurement Theory (IMT) and the Kashiwagi Solution Model (KSM) provide the tools to implement positive change within one's life and environment. By altering the way that I perceive the world, I have made progress in self-improvement through action. This project utilizes self-evaluation as a method to learn from dominant information and experience. In establishing that natural laws govern the world, there is no randomness; events and decisions are all cause-and-effect. When seen through this lens, life becomes simpler and manageable. Through my own implementation of IMT and KSM, I live a more productive lifestyle and feel that I have a meaningful plan for my future.
ContributorsRoot, Shawn Michael (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
The purpose of this work is to set up a dichotomy between trends of Nationalism and Assimilation, using the post Diaspora Armenian population as a sample. Armenian-American youth is the focus of study, as they are said to be in the unique position of having one foot in each door

The purpose of this work is to set up a dichotomy between trends of Nationalism and Assimilation, using the post Diaspora Armenian population as a sample. Armenian-American youth is the focus of study, as they are said to be in the unique position of having one foot in each door as far as cultures are concerned. The paper uses micro level survey data on young Armenians combined with macro level social trends in densely Armenian diaspora areas such as the San Fernando Valley, to find trends in recent rates of cultural integration. One of the major distinctions made is between the ‘traditional’ and the ‘symbolic’. The first is a more authentic grasp of one’s heritage, but is argued to be nearly impossible to maintain when moving to a dominant culture. The second is inheritable and teachable to children by rote, but only provides a shell of cultural artifacts. Dr. Bakalian summarizes the sentiment in the contrast of ‘being’ vs. ‘feeling’. Nationalism in moderation can contribute to maintaining ancestry and contribute to worldwide diversity. Nationalism in excess can lead to xenophobia and isolationism. Assimilation in moderation can allow for a certain group to learn and borrow the best parts from another nation. Assimilation in excess can breed resentment and the eventual loss or total symbolization of a once rich culture. In a country like the U.S. which assimilates through benign osmosis rather than oppression, it is difficult to make any conclusive recommendation which would teach something that arguably cannot be taught. Perhaps the best we can do is to push for teaching symbolic culture to inspire travel back to a ‘motherland’ to spark traditional values.
ContributorsKaprelian, Armen Girair (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Department of Economics (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05