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
Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure

Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure floating in the atmosphere of Saturn. Players take on the role of HUE, an artificial intelligence trapped in the body of a maintenance robot, as he explores this strange world and uncovers its secrets. Using acrobatic movement abilities, players will solve puzzles, evade enemies, and explore the world from top to bottom. The world, known as the Strobilus Megastructure, is conical in shape, with living quarters and environmental system in the upper sections and factories and resource mining in the lower sections. The game world is split up into 10 major areas and countless minor and connecting areas. Special movement abilities like wall running and anti-gravity allow players to progress further down in the world. These abilities also allow players to solve more complicated puzzles, and to find more difficult to reach items. The story revolves around six artificial intelligences that were created to maintain the station. Many centuries ago, these AI helped humankind maintain their day-to-day lives and helped researchers working on new scientific breakthroughs. This led to the discovery of faster-than-light travel, and humanity left the station and our solar system to explore the cosmos. HUE, the AI in charge of human relations, fell into depression and shut down. Awakening several hundred years in the future, HUE sets out to find the other AI. Along the way he helps them reconnect and discovers the history and secrets of the station. Distant is intended for players looking for three things: A fantastic world full of discovery, a rich, character driven narrative, and challenging acrobatic gameplay. Players of any age or background are recommended to give it a try, but it will require investment and a willingness to improve. Distant is intended to change players, to force them to confront difficulty and different perspectives. Most games involve upgrading a character; Distant is a game that upgrades the player.
ContributorsGarttmeier, Colin Reiser (Author) / Collins, Daniel (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The transition from high school to college is associated with considerable life strain for adolescents, including higher reported levels of daily stress and negative affect (NA), and alterations in stress physiology have been linked to poor health. The purpose of this thesis was to use an ecological momentary assessment design

The transition from high school to college is associated with considerable life strain for adolescents, including higher reported levels of daily stress and negative affect (NA), and alterations in stress physiology have been linked to poor health. The purpose of this thesis was to use an ecological momentary assessment design to study associations between momentary experiences of negative affect and cortisol levels in a sample of adolescents transitioning to college. I also examined the potential moderating effects of two potential vulnerability or protective factors, alone status and perceived social support from friends. Adolescents provided salivary samples and completed paper-and-pencil diary reports of socioemotional experiences and alone status five times per day for three consecutive weekdays, as well as completed self-report questionnaires on perceived social support from friends. Within-person increases in momentary negative affect were associated with momentary cortisol reactivity. Alone status significantly moderated this association such that the association between momentary negative affect and momentary cortisol levels was only significant when individuals were with others and not when they were alone. Perceived social support from friends did not significantly moderate the within-person associations between negative affect and momentary cortisol levels. The findings add to our understanding of physiological correlates of socioemotional experiences, as well as contexts in which these associations may be exaggerated or attenuated. The findings inform our understanding of potential pathways by which physiological reactivity to socioemotional experiences may affect the health of adolescents as well as how prevention efforts could reduce potential poor health outcomes associated with heightened stress reactivity.
ContributorsKomarnisky, Sydney-Paige Milan (Author) / Doane, Leah (Thesis director) / Knight, George (Committee member) / Luecken, Linda (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / Department of Psychology (Contributor)
Created2014-12
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Description
The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot

Bots tamper with social media networks by artificially inflating the popularity of certain topics. In this paper, we define what a bot is, we detail different motivations for bots, we describe previous work in bot detection and observation, and then we perform bot detection of our own. For our bot detection, we are interested in bots on Twitter that tweet Arabic extremist-like phrases. A testing dataset is collected using the honeypot method, and five different heuristics are measured for their effectiveness in detecting bots. The model underperformed, but we have laid the ground-work for a vastly untapped focus on bot detection: extremist ideal diffusion through bots.
ContributorsKarlsrud, Mark C. (Author) / Liu, Huan (Thesis director) / Morstatter, Fred (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
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Description
In 2010, two gamma-ray /x-ray bubbles were detected in the center of the Milky Way Galaxy. These bubbles extend symmetrically ≈ 30, 000 light years above and below the Galactic Center, with a width of ≈ 27, 000 light years. These bubbles emit gamma-rays at energies between 1 and 100

In 2010, two gamma-ray /x-ray bubbles were detected in the center of the Milky Way Galaxy. These bubbles extend symmetrically ≈ 30, 000 light years above and below the Galactic Center, with a width of ≈ 27, 000 light years. These bubbles emit gamma-rays at energies between 1 and 100 giga-electronvolts, have approximately uniform surface brightness, and are expanding at ≈ 30, 000 km/s. We believe that these Fermi Bubbles are the result of an astrophysical jet pulse that occurred millions of years ago. Utilizing high-performance computing and Euler’s Gas Dynamics Equations, we hope to find a realistic simulation that will tell us more about the age of these Fermi Bubbles and better understand the mechanism that powers the bubbles.
ContributorsWagner, Benjamin Leng (Author) / Gardner, Carl (Thesis director) / Jones, Jeremiah (Committee member) / Computing and Informatics Program (Contributor) / Department of Information Systems (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how the nature of defining free-space gestures influence user's preference and

Along with the number of technologies that have been introduced over a few years ago, gesture-based human-computer interactions are becoming the new phase in encompassing the creativity and abilities for users to communicate and interact with devices. Because of how the nature of defining free-space gestures influence user's preference and the length of usability of gesture-driven devices, defined low-stress and intuitive gestures for users to interact with gesture recognition systems are necessary to consider. To measure stress, a Galvanic Skin Response instrument was used as a primary indicator, which provided evidence of the relationship between stress and intuitive gestures, as well as user preferences towards certain tasks and gestures during performance. Fifteen participants engaged in creating and performing their own gestures for specified tasks that would be required during the use of free-space gesture-driven devices. The tasks include "activation of the display," scroll, page, selection, undo, and "return to main menu." They were also asked to repeat their gestures for around ten seconds each, which would give them time and further insight of how their gestures would be appropriate or not for them and any given task. Surveys were given at different time to the users: one after they had defined their gestures and another after they had repeated their gestures. In the surveys, they ranked their gestures based on comfort, intuition, and the ease of communication. Out of those user-ranked gestures, health-efficient gestures, given that the participants' rankings were based on comfort and intuition, were chosen in regards to the highest ranked gestures.
ContributorsLam, Christine (Author) / Walker, Erin (Thesis director) / Danielescu, Andreea (Committee member) / Barrett, The Honors College (Contributor) / Ira A. Fulton School of Engineering (Contributor) / School of Arts, Media and Engineering (Contributor) / Department of English (Contributor) / Computing and Informatics Program (Contributor)
Created2015-05
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Description
Sleep is an extremely important component of living a healthy life than can impact development and behavior starting in childhood. We expanded on past research regarding this topic to determine the role of childhood sleep and the onset of problem behaviors (externalizing and internalizing behaviors) among a sample of school-aged

Sleep is an extremely important component of living a healthy life than can impact development and behavior starting in childhood. We expanded on past research regarding this topic to determine the role of childhood sleep and the onset of problem behaviors (externalizing and internalizing behaviors) among a sample of school-aged children. We predicted that lower sleep duration, decreased sleep efficiency, and prolonged sleep latency along with negative sleep habits would be associated with problem behaviors. Our sample was made up of 381 school-aged children (M = 8.49 years old, 49.6% female, 56% Caucasian) who were recruited through the Arizona Twin Study when the children were 12 months old. Mixed-model regressions included sex, socioeconomic status, and zygosity as covariates. Correlations and mixed-model regressions showed a significant relationship between negative sleep habits and problem behaviors (both externalizing and internalizing). Our results revealed that those who experience higher amounts of parent-reported negative sleep habits also demonstrate externalizing behaviors (aggression) and internalizing behaviors (anxiety). The findings in the current study are consistent with past research on this topic and suggest that poor sleep impacts daytime functioning and behavior.
ContributorsLee, Jenna Nicole (Author) / Valiente, Carlos (Thesis director) / Doane, Leah (Committee member) / Department of Psychology (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Academic success in childhood is crucial for later academic, occupational, and life success (Heckman, 2006; Kuncel, Hezlett, & Ones, 2004; Spengler, Brunner, Damian, Lüdtke, Martin, & Roberts, 2015). Recent research suggests sleep is important for academic success but lacks objective measures of sleep (Buckhalt, El-Sheikh, Keller, & Kelly, 2009; Curcio,

Academic success in childhood is crucial for later academic, occupational, and life success (Heckman, 2006; Kuncel, Hezlett, & Ones, 2004; Spengler, Brunner, Damian, Lüdtke, Martin, & Roberts, 2015). Recent research suggests sleep is important for academic success but lacks objective measures of sleep (Buckhalt, El-Sheikh, Keller, & Kelly, 2009; Curcio, Ferrara, & De Gennaro, 2006; Dewald, Meijer, Oort, Kerkhof, & Bögels, 2010; Philbrook, Hinnant, Elmore-Staton, Buckhalt, & El-Sheikh, 2017). The purpose of this study was to examine the relations between sleep and academic success among children through objective measures of sleep in order to expand on the literature. Our sample consisted of 381 twins (50.4% male; 56% Caucasian; 36.5% same sex dizygotic) participating in an 8-year assessment from a longitudinal twin study. Actigraphy was used to assess sleep while various measures were used to assess academic success. A series of mixed model regressions were used to test the main predictions, with family entered as a random effect. Sex, age, Hispanic, SES, and zygosity were controlled for. Significant negative relations were revealed between sleep latency and reading and sleep latency and school liking. Additionally, SES was the most consistent significant positive predictor of our measures of academic success. These results suggest sleep and effects of SES should be considered when developing ways to help children’s school performance.
ContributorsAlvarez, Rachel Marie (Author) / Valiente, Carlos (Thesis director) / Doane, Leah (Committee member) / School of Criminology and Criminal Justice (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This project serves as an extra learning tool for students enrolled in HEB 101 (Hebrew) at Arizona State University. This tool was developed using Axure Prototyping Software and can be used by anyone. The tool follows the HEB 101 course curriculum which also works alongside the textbook for the class

This project serves as an extra learning tool for students enrolled in HEB 101 (Hebrew) at Arizona State University. This tool was developed using Axure Prototyping Software and can be used by anyone. The tool follows the HEB 101 course curriculum which also works alongside the textbook for the class (Hebrew From Scratch part 1). The tool fully covers the seven units that students learn in HEB 101. Each unit follows a standard structure. There is a unit title page which lays out the major concepts covered in the unit (i.e. personal pronouns, question words, prepositions, etc.) and links to different pages within the unit. Each unit has seven to ten lesson pages which introduce Hebrew concepts and provide exercises and examples to help the students practice the material they learned both in class and in the tool. Each unit also has links to Quizlet pages that have the units' vocab set up in a flashcard format so that they can study for upcoming quizzes and exams in the class. The Quizlet page for each unit also provides a randomly generated vocab quiz for the students. There is also a unit quiz for every unit which tests the students on the major concepts of the unit. There are also unit vocab pages that provide all the vocab covered in the unit. This tool provides students with numerous ways of practicing and mastering the material covered in the lectures. The main benefit of this tool for students is that it provides audio files for each vocabulary word learned in HEB 101 which will allow them to have quick access to the pronunciation of the words they are learning. This tool will be used in future HEB 101 classes.
ContributorsOsuna, Esteban Rene (Author) / Shemer, Judith (Thesis director) / Mirguet, Francoise (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Alcohol use remains a large part of collegiate life and is a major public health concern. Alcohol use generally peaks during the early twenties and declines with age. These declines, referred to as "maturing out," are presumed to be the result of the acquisition of adult roles (e.g. marriage, parenthood,

Alcohol use remains a large part of collegiate life and is a major public health concern. Alcohol use generally peaks during the early twenties and declines with age. These declines, referred to as "maturing out," are presumed to be the result of the acquisition of adult roles (e.g. marriage, parenthood, employment) incompatible with alcohol use. Recent empirical evidence suggests that variables other than role transitions (e.g. personality) during emerging adulthood may also be important in understanding this process. Conceptually, changes in identity that occur during emerging adulthood may also be linked to the process of maturing out of heavy drinking, though no studies have yet addressed this possibility. Utilizing data from a large sample of graduating college students during senior year and the two following years (N = 907), the current study examined relations between aspects of emerging adult identity development (identity exploration, instability, self-focus, feeling in-between, and experimentation/possibilities) and drinking outcomes (alcohol use and problems). Using multiple regression, changes in emerging adult identity development accounted for significant variability in alcohol use over and above relationship and employment status. Decreases in experimentation/possibilities significantly predicted decreases in alcohol use. Conversely, increases in feeling in-between significantly predicted decreases in alcohol use. The findings have important implications for both theories of "maturing out" and the development of prevention and early intervention efforts targeting alcohol abuse during this high-risk developmental period.
ContributorsGates, Jonathan Ryan (Author) / Corbin, William (Thesis director) / Glenberg, Arthur (Committee member) / Doane, Leah (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2013-12