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
Situations present themselves in which someone needs to navigate inside of a building, for example, to the exit or to retrieve and object. Sometimes, vision is not a reliable sense of spatial awareness, maybe because of a smoky environment, a dark environment, distractions, etc. I propose a wearable haptic device,

Situations present themselves in which someone needs to navigate inside of a building, for example, to the exit or to retrieve and object. Sometimes, vision is not a reliable sense of spatial awareness, maybe because of a smoky environment, a dark environment, distractions, etc. I propose a wearable haptic device, a belt or vest, that provides haptic feedback to help people navigate inside of a building that does not rely on the user's vision. The first proposed device has an obstacle avoidance component and a navigation component. This paper discussed the challenges of designing and implementing this kind of technology in the context of indoor navigation, where GPS signal is poor. Analyzing accelerometer data for the purpose of indoor navigation and then using haptic cues from a wearable haptic device for the navigation were explored in this project, and the device is promising.
ContributorsBerk, Emily Marie (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs

Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs sixteen personality types and complete a survey that asked them questions about their behavior while games playing competitively online including their preferred in-game archetype and questions about how they interact with other players online. The survey also included the Grit Scale test, which which was intended to explore players' perseverance. Nearly 700 people participated in the study and all responses were analyzed based on their Myers-Briggs' personality type. While this study revealed that Myers-Briggs' personality type alone cannot determine a player's mindset while playing online, it was found to be an indicator of how they feel about socializing with others online. The implications of these results are discussed in this paper.
ContributorsKeyvani, Kurosh (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being

Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being subjective, unreliable, inaccurate, and susceptible to deliberate manipulation. Furthermore, critics also believe that the administrator of the test also influences the outcome as well. As a result, the polygraph machine, the contemporary device used for lie detection, has come under scrutiny when used as evidence in the courts. The purpose of this study is to use three entirely different tools and concepts to determine whether eye tracking systems, electroencephalogram (EEG), and Facial Expression Emotion Analysis (FACET) are reliable tools for lie detection. This study found that certain constructs such as where the left eye is looking at in regard to its usual position and engagement levels in eye tracking and EEG respectively could distinguish between truths and lies. However, the FACET proved the most reliable tool out of the three by providing not just one distinguishing variable but seven, all related to emotions derived from movements in the facial muscles during the present study. The emotions associated with the FACET that were documented to possess the ability to distinguish between truthful and lying responses were joy, anger, fear, confusion, and frustration. In addition, an overall measure of the subject's neutral and positive emotional expression were found to be distinctive factors. The implications of this study and future directions are discussed.
ContributorsSeto, Raymond Hua (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The goal of the ANLGE Lab's AR assembly project is to create/save assemblies as well as to replicate assemblies later with real-time AR feedback. In this iteration of the project, the SURF algorithm was used to provide object detection for 5 featureful objects (a Lego girl piece, a Lego guy

The goal of the ANLGE Lab's AR assembly project is to create/save assemblies as well as to replicate assemblies later with real-time AR feedback. In this iteration of the project, the SURF algorithm was used to provide object detection for 5 featureful objects (a Lego girl piece, a Lego guy piece, a blue Lego car piece, a window piece, and a fence piece). Functionality was added to determine the location of these 5 featureful objects within a frame as well by using the SURF keypoints associated with detection. Finally, the feedback mechanism by which the system detects connections between objects was improved to consider the size of the blocks in determining connections rather than using static values. Additional user features such as adding a new object and using voice commands were also implemented to make the system more user friendly.
ContributorsSelvam, Nikil Panneer (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
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Description
Cravingz is a web-based application that allows users to learn the maximum number of food items that they can purchase at a restaurant within a defined personal budget. We created two versions of this web-based application and asked 40 users to perform an A/B test to determine which version provides

Cravingz is a web-based application that allows users to learn the maximum number of food items that they can purchase at a restaurant within a defined personal budget. We created two versions of this web-based application and asked 40 users to perform an A/B test to determine which version provides the best user experience in terms of efficiency and performance. Users who participated in this study completed a set of tasks to test these applications. Our findings demonstrate that users prefer a web application that does not require them to input data repeatedly to view combinations for multiple restaurants. Although the version which required reentry of data was more visually-pleasing, users preferred the version in which inputting data was a one-time task.
ContributorsPandarinath, Agastya (Co-author) / Jain, Ayushi (Co-author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and

As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and older (N-45) were randomly assigned to one of the three conditions. They first went through a training phase that utilized their assigned condition to teach five tasks within the photo-editing program, and they were then tested on how well they learned these tasks as well as a transfer task. It was predicted that the multimedia condition would increase learning efficiency, produce more successes in the transfer task, and decrease cognitive load compared to the two unimodal conditions. The multimedia condition (text and audio) had no significant effect on transfer task successes or decreases in cognitive load compared to the unimodal conditions (text only and audio only). The multimedia condition, however, did produce significantly less errors on Tasks 2, 4, and 5 than the unimodal conditions. This suggests that redundancy principles may play an important role when designing learning platforms for elderly users, and that age needs to be considered as an additional factor during the technological design process.
ContributorsSwieczkowski, Hannah Elizabeth (Author) / Atkinson, Robert (Thesis director) / Chavez, Helen (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Technical interviews have become the standard for assessing candidates for software development roles. The purpose of this study is to determine whether time constraints impact the performance of individuals on HackerRank coding assessments. During the surveys and HackerRank assessment, subjects wore two physiological sensors: a galvanic skin response bracelet, Shimmer3+GSR

Technical interviews have become the standard for assessing candidates for software development roles. The purpose of this study is to determine whether time constraints impact the performance of individuals on HackerRank coding assessments. During the surveys and HackerRank assessment, subjects wore two physiological sensors: a galvanic skin response bracelet, Shimmer3+GSR that measures emotional intensity and an EEG headset, B-Alert X24 that measures cognitive workload, engagement, and distraction. Subjects were also monitored by external sensors, such as an eye tracker to measure visual attention and by a facial-based emotion recognition system through a webcam to measure their visual attention and emotions. Through these metrics, as well as a Big Five personality demographic survey and mental demand survey, the study examines the difference in performance between strictly timed assessments and timed assessments with time to revise.
Created2018-05
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Description
Physical activity has been shown to have lasting impacts on one's physical and mental wellbeing. The purpose of this study was to further this understanding by examining the effects of high team-based exercise on cognition and perception, and the role of gender and emotion in those differences. Participants were fitted

Physical activity has been shown to have lasting impacts on one's physical and mental wellbeing. The purpose of this study was to further this understanding by examining the effects of high team-based exercise on cognition and perception, and the role of gender and emotion in those differences. Participants were fitted with a biometric measure system (EEG headset, GSR bracelet, face-based emotion recognition system, and eye tracking system), while they engaged in diverse tasks, such as: a demographic survey, self-report of emotional intelligence test, tower of London test, motor speed test, viewing product and experience marketing videos, working memory capacity battery, completion of an online task on online store, and a system usability survey. By participating in this series of assessments, individuals of low and high exercise levels had diverse metrics collected which yield a view into their cognition and perception. This study found that gender and emotion does play a role in the effect on cognition and perception of individuals who exercise in team-based settings. Utilizing Welch's t-test, female participants of high team-based exercise were found to be less engaged during the tower of London test and a marketing video about baseball products that shows different experiences of the game and more distracted during a marketing video about baseball products that shows a particular baseball product than male participants of high team-based exercise during the same same exact test and marketing videos.
ContributorsLe, Tristan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
Crowdsourcing has become a popular method for collecting information from a large group of people at a low cost. This thesis looks at whether crowdsourcing is viable to collect data for Human Computer Interaction research and comparing collaborative crowdsourcing with individual crowdsourcing. It was hypothesized that collaborative crowdsourcing would provide

Crowdsourcing has become a popular method for collecting information from a large group of people at a low cost. This thesis looks at whether crowdsourcing is viable to collect data for Human Computer Interaction research and comparing collaborative crowdsourcing with individual crowdsourcing. It was hypothesized that collaborative crowdsourcing would provide higher quality results than individual crowdsourcing due to intrinsic motivation. The research draws upon the use of three things: top 10 usability problems, heuristic evaluation and WAMMI survey to measure the two groups. The two groups used these tools to analyze the website: Phoenix.Craigslist.com. The results were compared against each other and against a heuristic evaluation score given by an HCI researcher to determine their accuracy. The results of the experiment failed to confirm this hypothesis. In the end, both groups provided accurate results and were only marginally different from each other.
ContributorsGupta, Kartik (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.
ContributorsLe, Peter Thuan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12