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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DescriptionThis project is designed to generate enthusiasm for science among refugee students in hopes of inspiring them to continue learning science as well as to help them with their current understanding of their school science subject matter.
ContributorsSipes, Shannon Paige (Author) / O'Flaherty, Katherine (Thesis director) / Gregg, George (Committee member) / School of Molecular Sciences (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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
Partial differential equation (PDE) models are widely used for modeling processes in the physical sciences, economics, and sociology, but are otherwise new to the realm of social media. They allow researchers to construct a single spatiotemporal mathematical model to predict, in the case of this study, the level of information

Partial differential equation (PDE) models are widely used for modeling processes in the physical sciences, economics, and sociology, but are otherwise new to the realm of social media. They allow researchers to construct a single spatiotemporal mathematical model to predict, in the case of this study, the level of information saturation at particular points in space at specific times. Utilizing data from the popular social network Twitter, this study presents a preliminary work looking into the effects of aggregating spatial data on such a PDE model. In other literature, the source of analytical and statistical bias that results from arbitrary spatial aggregation is known as the modifiable areal unit problem (MAUP). We use a previously-studied dataset from the 2011 Egyptian revolution for simulation, and group data points using several distance metrics based on geographical location and geo-cultural similarity. This paper will attempt to show that a PDE model, necessarily dependent upon aggregating data, is subject to significant bias when said data are arbitrarily organized and grouped for simulation. We look primarily into the zoning problem, which amounts to maintaining a fixed number of regions located in different areas across the globe, but make note of the scale problem, an inherent issue in PDE modeling that results from aggregating data points into increasingly larger regions. From looking at specific values from each simulation, this study shows that such a model is not free from the MAUP and that consideration of how data are aggregated needs to be made for future studies. In addition, it also suggests that geo-political and geo-cultural spatial metrics generate better diffusive patterns for tweet propagation than do simple geographical proximity metrics.
ContributorsRaymond, Ross Edward Scott (Author) / Kwon, Kyounghee Hazel (Thesis director) / Gruber, Diane (Committee member) / School of Mathematical and Natural Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This thesis project examines the likely factors that cause students to drop out of Barrett, the Honors College. Honors literature regarding retention and attrition suggests four areas encompassing individual student attributes and honors program characteristics which may impact a student's decision to stay or leave an Honors College. The primary

This thesis project examines the likely factors that cause students to drop out of Barrett, the Honors College. Honors literature regarding retention and attrition suggests four areas encompassing individual student attributes and honors program characteristics which may impact a student's decision to stay or leave an Honors College. The primary question in focus is, "Why do students leave the Honors College?" followed by the tertiary questions of, "what can be done to mitigate this occurrence?" and, "how does this affect the quality of an honors education?" Assessing attrition can be broken down into biographical, cognitive-behavioral, socio-environmental, and institutional-instrumental components. Students who graduated with honors and those who did not graduate with honors were assessed on these four components through survey methods and qualitative interviews to investigate specific reasons why students leave the honors program. The results indicated a wide array of reasons impacting student attrition, the most significant being negative perceptions towards (1) honors courses and contracts, (2) difficulty completing a thesis project, and (3) finding little to no value in "graduating with honors." Each of these reasons reflect the institutional-instrumental component of student attrition, making it the most salient group of reasons why students leave the Honors College. The socio-environmental component also influences student attrition through peer influence and academic advisor support, though this was found to be within the context of institutional-instrumental means. This project offers solutions to ameliorate each of the four components of attrition by offering standardized honors contracts and more mandatory honors classes, mandatory thesis preparatory courses instead of workshops, and emphasizing the benefit Barrett gives to students as a whole. These solutions aim at increasing graduation rates for future honors students at Barrett as well as improving the overall quality of an honors education.
ContributorsSanchez, Gilbert Xavier (Author) / Parker, John (Thesis director) / O'Flaherty, Katherine (Committee member) / School of Criminology and Criminal Justice (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
It seems that we are incessantly scolded about the importance of the American political process and its virtue of practicality in contemporary society. Whether through the accumulation of the so-called facts about the issues that inform the veneration of the contest between candidates, the stern and noble duty of becoming

It seems that we are incessantly scolded about the importance of the American political process and its virtue of practicality in contemporary society. Whether through the accumulation of the so-called facts about the issues that inform the veneration of the contest between candidates, the stern and noble duty of becoming an activist performing dreary tasks, or the religious fervor surrounding the sacred obligation of voting, we are assured and reassured that our system is sound and that we must only confront problems of implementation rather than structural ones. From here, the narrative goes that if we subscribe to the doctrine of exclusively employing the efficient, strictly rational, and the immediately realistic, we will almost assuredly succeed in persuading others toward producing the resolutions required to solve our shared challenges. Admittedly, these ideas serve a role in addressing the issues we face. However, when unaided by sophisticated and nuanced notions and applications of the fantastic, the beautiful, the ideal, the possible, the playful, the useless, in a word, dreaming, we foreclose the possibility of building a future that can qualitatively improve society and more meaningfully elevate our being-with-one-another in the world. Therefore, this work aims to validate the aforementioned claim by engaging in a critical, political, and hermeneutic exploration of what it means to dream against the backdrop of present-day American politics. It will honestly seek to analyze the prevailing notions of contemporary western thought and action to work on the way toward a new, yet latent, way of understanding. This understanding would fundamentally revolutionize the task of civilization as being grounded upon the appropriate channeling of our desires and dissatisfactions toward actualizing the projections of our imagination. Simply put, this project seeks to repudiate the mandate of work as toil and order as oppression to clear the way for envisioning a more suitable alternative.
ContributorsGoldsmith, Adam Jay (Author) / Ramsey, Ramsey Eric (Thesis director) / Gruber, Diane (Committee member) / School of Mathematical and Natural Sciences (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This interdisciplinary thesis examines the possible relationship between the public speaking experience for women and the gender gap in political ambition. First, a historical analysis of women public speakers ranging from the 1800s to the Suffragettes to female politicians in the 1900s reveals a pattern of female public speakers in

This interdisciplinary thesis examines the possible relationship between the public speaking experience for women and the gender gap in political ambition. First, a historical analysis of women public speakers ranging from the 1800s to the Suffragettes to female politicians in the 1900s reveals a pattern of female public speakers in politics receiving extreme criticism for their communicative behavior. The thesis then turns to the socialization of young girls, highlighting how gameplay in children translates into gendered communicative behavior in adult women. Next, an examination of the pedagogy of public speaking showcases how the public speaking experience is different for women than it is for men, and how public speaking traditionally is taught in a masculine style. Then, through a review of the literature on the gender gap in political ambition, it is seen that not only are women severely underrepresented in political office in the United States, but women have far less political ambition than men. And a case study of the 2008 presidential primaries and elections, highlighting modern women in politics, demonstrates that the few women who are politically ambitious in the 21st century face criticism that mirrors those faced by political women decades and centuries prior. Finally, the thesis offers possible solutions to changing the experience of women as public speakers and fostering political ambition in women.
ContributorsPatton, Ashley Crystal (Author) / Gruber, Diane (Thesis director) / Wentzel, Bonnie (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor)
Created2015-05
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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
"The Hunger Games: What a Dystopic World Reveals about Modern Society" is an interdisciplinary thesis that examines the impossibility of revolutionary stories or concepts in popular culture by specifically analyzing the Hunger Games project. First, an analysis of what young adult fiction is and how it is written is provided.

"The Hunger Games: What a Dystopic World Reveals about Modern Society" is an interdisciplinary thesis that examines the impossibility of revolutionary stories or concepts in popular culture by specifically analyzing the Hunger Games project. First, an analysis of what young adult fiction is and how it is written is provided. The formulaic way in which modern adolescent literature is written provides the basic structure for Suzanne Collins' Hunger Games trilogy. The second chapter examines the main character of the Hunger Games series, Katniss Everdeen. The way in which this young female heroine relinquishes her independence and courage due to being consistently undermined by the men and political leaders in her life is traced by following the development of the story throughout the three novels. The third chapter of the thesis delves into how the entire Hunger Games project of novels and films fits into current popular culture. An analysis of the mass production of the novels, and then turning the books into films, merchandise, and further commercialization of the story is discussed in detail throughout the chapter. Finally, the thesis discusses the responsibility authors of young adult literature should assume when addressing a young impressionable audience and how Collins took advantage of the position she had in telling the story of Katniss Everdeen.
ContributorsHeath, Elisabeth Rose (Author) / Gruber, Diane (Thesis director) / Bixby, Patrick (Committee member) / Roy, Sohinee (Committee member) / Barrett, The Honors College (Contributor) / School of Social and Behavioral Sciences (Contributor) / School of Humanities, Arts, and Cultural Studies (Contributor)
Created2015-05