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
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
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Description
Background: The prevalence of childhood obesity has disproportionately affected Latino youth and can be seen with an increase incidence of Type 2 Diabetes. This increase in obesity can be attributed to physical inactivity. Increases in social support and self-efficacy are independently related to increases in physical activity. A lifestyle intervention

Background: The prevalence of childhood obesity has disproportionately affected Latino youth and can be seen with an increase incidence of Type 2 Diabetes. This increase in obesity can be attributed to physical inactivity. Increases in social support and self-efficacy are independently related to increases in physical activity. A lifestyle intervention can lead to increases in social support, self-efficacy and physical activity. Objective/Hypothesis: The objective of this study was to determine whether a 12-week lifestyle intervention could increase social support, self-efficacy and physical activity in obese Latino adolescents that participated in the intervention. It was hypothesized that adolescents that participated in the intervention would increase self-efficacy, social support from family and friends, and physical activity compared to their control counterparts. Study Design/Participants: In a randomized control trial, there were 125 Latino (n= 60 experimental group; n= 65 control group; mean age = 15.17 +- 1.65 Males n = 60; n = 65 females) participants included in this study. Participants were also required to have a BMI percentile >= 95th percentile for age and gender or BMI >= 30 kg/m2. Methods: The intervention, which was developed using the Social Cognitive Theory had components focusing on social support and self-efficacy and also consisted of nutrition education classes and physical activity sessions for 12 weeks. The psychosocial constructs of self-efficacy and social support were measured using the Adolescent Self-Efficacy for Diet and Activity Behaviors and Adolescent Social Support for Diet and Exercise Survey, respectively. Physical activity was assessed by the 3-day Physical Activity Recall. Results: We found significant increases in social support in family (p = 0.042) and vigorous physical activity (p = 0.001). There was also a significant difference between control and treatment group for moderate to vigorous physical activity after the intervention (p = 0.027). There were no changes in social support from friends or self-efficacy. Conclusion: We concluded that a 12-week lifestyle intervention did lead to changes in social support and physical activity behaviors. These changes could have been influenced by the intervention as they were measured these constructs pre/post intervention.
ContributorsRahman, Hanna (Author) / Shaibi, Gabriel (Thesis director) / Hoffner, Kristin (Committee member) / School of Nutrition and Health Promotion (Contributor) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
This project, which consists of a review article and an applied creative project, proposes mirror neurons as being a physiological mechanism for motor imagery. The review article highlights similarities between motor imagery research and research on mirror neurons. The research is roughly divided into three types of studies: neuroimaging studies,

This project, which consists of a review article and an applied creative project, proposes mirror neurons as being a physiological mechanism for motor imagery. The review article highlights similarities between motor imagery research and research on mirror neurons. The research is roughly divided into three types of studies: neuroimaging studies, transcranial magnetic stimulation (TMS) and electromyography (EMG) studies, and electroencephalography (EEG) studies. The review also discusses the associative hypothesis of mirror neuron origin as support for the hypothesis and concludes with an assessment of conflicting research and the limitations of the hypothesis. The applied creative project is an instructional brochure, aimed at anyone who teaches motor skills, such as dance teachers or sports coaches. The brochure takes the academic content of the review and presents it in a visually pleasing, reader-friendly fashion in an effort to educate the intended audience and make the research more accessible. The brochure also prescribes research-based suggestions for how to use motor imagery during teaching sessions and how to get the best benefits from it.
ContributorsNgai, Valerie Christina (Author) / Hoffner, Kristin (Thesis director) / Glenberg, Arthur (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor) / Department of Psychology (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
Introduction/Purpose: the purpose of this study was to explore the perception of care after stillbirth and the use of physical activity and/or mindful approaches (e.g., yoga) to cope with grief in women of racial/ethnic minority who have experienced stillbirth.
Methods: This was an exploratory qualitative research study. Participants were African

Introduction/Purpose: the purpose of this study was to explore the perception of care after stillbirth and the use of physical activity and/or mindful approaches (e.g., yoga) to cope with grief in women of racial/ethnic minority who have experienced stillbirth.
Methods: This was an exploratory qualitative research study. Participants were African American, Hispanic, Asian, and American Indian women, between the ages of 26 and 38, who have experienced stillbirth within the past 3 years. Participants completed a 20-30 minute phone interview.
Results: Fourteen women participated in the study (M age = 31.02 ± 5.97 years; M time since stillbirth = 1.47 ± 0.94 years). Women’s perceptions about physical activity and mindfulness to cope with grief were coded into the following major themes: perception of health care after stillbirth (satisfaction with the level of care provided), recommendations about inter-conception health care from physician (relating to mental, emotional, and physical health), grief (comfort with communicating with the physician), coping mechanisms, perception of the relationship between physical activity and mood, barriers to participating in physical activity (social and behavioral), pre-pregnancy physical activity, and perception of mindful approach (e.g., yoga) as a coping mechanism.
Conclusion: This was the first study to explore perceptions of health care and the use of physical activity and/or mindful approaches (e.g., yoga) to cope with grief after stillbirth in women of racial/ethnic minority. Findings from this study may help inform health care professionals alter their care practices and introduce physical activity and mindfulness based approaches as coping mechanisms to mothers of stillborn babies.
ContributorsArvayo, Jordan Michelle (Author) / Huberty, Jennifer (Thesis director) / Hoffner, Kristin (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05
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Description
Introduction/Purpose: This paper describes the process of the community needs assessment phase of program implementation for the Student Health Outreach for Wellness (SHOW) clinic. Homeless individuals are more likely (than non homeless individuals) to experience serious illness, depression and mental illness. Access to health care has been identified as a

Introduction/Purpose: This paper describes the process of the community needs assessment phase of program implementation for the Student Health Outreach for Wellness (SHOW) clinic. Homeless individuals are more likely (than non homeless individuals) to experience serious illness, depression and mental illness. Access to health care has been identified as a barrier to receiving appropriate health care to manage the diseases and conditions clients may have. SHOW's vision is to operate on Saturdays utilizing Health Care for the Homeless (HCH) to offer extended primary health care hours, along with offering health promotion programming to address the biopsychosocial components of their health. Ultimately, this aims to reduce the homeless population's need to visit emergency room departments for non- urgent, primary care visits. Methods: To validate the need for this clinic's operation of programming and health services, a community needs assessment was conducted to collect data about the population's current health status. Forty-three people (n=43) ages 20-76 (M = 44.87) were surveyed by a trained research team using interview questionnaires. Results: The results show a prevalence of self\u2014reported physical and behavioral conditions, and support that this population would benefit from extended hours of care. Mental and behavioral health conditions are the most prevalent conditions (with the highest rates of depression (41.86%) and anxiety disorder (32.56%)), followed by the common cold (23.36%) and back pain (16.28%). The average reported emergency department (ED) visits within the past six months was 1.18 times. Almost everyone surveyed would visit a free medical clinic on the Human Services Campus (HSC) staffed by health staff and health professional students on the weekends (93.18%). Conclusion: Overall, the community needs assessment conducted for SHOW supports the need for weekend access to health care facilities and an interest in health programming for this population.
ContributorsShqalsi, Eneida Agustin (Author) / Hoffner, Kristin (Thesis director) / Harrell, Susan (Committee member) / Harper, Erin (Committee member) / Barrett, The Honors College (Contributor) / School of Nutrition and Health Promotion (Contributor)
Created2015-05