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
Description
Each year, 30,000 patients obtain transplants. To prevent graft rejection, immunosuppressants such as tacrolimus are prescribed. Due to tacrolimus's narrow therapeutic range, a dose that is too low places patients at risk for transplant rejection, but too high of a dose leads to kidney failure. The de facto method for

Each year, 30,000 patients obtain transplants. To prevent graft rejection, immunosuppressants such as tacrolimus are prescribed. Due to tacrolimus's narrow therapeutic range, a dose that is too low places patients at risk for transplant rejection, but too high of a dose leads to kidney failure. The de facto method for monitoring of transplant patient health is bimonthly blood draws, which are cumbersome, painful, and difficult to translate into urgently needed dosage changes in a timely manner. To improve long-term transplant survival rates, we propose a finger-prick sensor that will provide patients and healthcare providers with a measurement of tacrolimus, immune health (through IL-12), and kidney damage (through cystatin C) levels 100 times more frequently than the status quo. Additionally, patient quality of life will be improved due to reduction in time and pain associated with blood draws. Optimal binding frequencies for each marker were found. However, due to limitations with EIS, the integration of the detection of the three markers into one multimarker sensing platform has not yet been realized. To this end, impedance-time tests were run on each marker along with different antibodies, and optimal times of each marker were determined to be 17s, 6s, and 2s, for tacrolimus, cystatin c, and IL-12, respectively (n=6). The integration of impedance-time analysis with traditional EIS methodologies has the potential to enable multi-marker analysis by analyzing binding kinetics on a single electrode with respect to time. Thus, our results provide unique insight into possibilities to improve and facilitate detection of multiple markers not only for the sensor for solid organ transplant patients, but for the monitoring of patients with disease that also entail the observation of multiple markers. Furthermore, the use of impedance-time testing also provides the ability for another way to optimize accuracy/precision of marker detection because it specifies a particular time, in addition to a particular optimal binding frequency, at which to measure concentration.
ContributorsDoshi, Meera Kshitij (Author) / LaBelle, Jeffrey (Thesis director) / Steidley, Eric (Committee member) / Harrington Bioengineering Program (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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DescriptionMy main goal for my thesis is in conjunction with the research I started in the summer of 2010 regarding the creation of a TBI continuous-time sensor. Such goals include: characterizing the proteins in sensing targets while immobilized, while free in solution, and while in free solution in the blood.
ContributorsHaselwood, Brittney (Author) / LaBelle, Jeffrey (Thesis director) / Pizziconi, Vincent (Committee member) / Cook, Curtiss (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2011-12
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Description
The Honors Thesis involved the use of vertically-aligned, piezoelectric nanowire sensor arrays configured by Dr. Henry A. Sodano and Dr. Aneesh Koka from the University of Florida, in order to acquire acceleration data. Originally, the project was focused on interfacing and calibrating the barium titanate (BaTio3) sensors to measure wall

The Honors Thesis involved the use of vertically-aligned, piezoelectric nanowire sensor arrays configured by Dr. Henry A. Sodano and Dr. Aneesh Koka from the University of Florida, in order to acquire acceleration data. Originally, the project was focused on interfacing and calibrating the barium titanate (BaTio3) sensors to measure wall shear stress, a fluid dynamic characteristic. In order to gain an understanding of these novel piezoelectric sensors, the experiments performed by Sodano and Koka were to be investigated, replicated, and results reproduced. After initial trial phases, signals failed to be consistently measured from the sensors and the project's emphasis was re-defined. The outlined goals were 1) to re-design the initial system used for signal acquisition, 2) test the improved signal acquisition system, 3) successfully measure output signals from the BaTiO3 nanowire sensors, and 4) determine the cause for inconsistent signal measurements from the piezoelectric nanawire sensors. Following a detailed review of the previous experimental procedures and the initial signal acquisition system, an improved acquisition system was designed and its expected behavior was tested and verified. Despite the introduction of the improved acquisition system, voltage outputs were unable to be measured as a function of shaker table acceleration. It was impossible to verify the effect of the improved signal acquisition system on the measured BaTiO3 nanowire sensor output. Based on an analysis of data collected using a commercial 3-axis acceleromoeter, it is hypothesized that the BaTiO3 nanowire sensors were broken after the first experimental trial due to an excessively applied force from an external source (i.e. shaker table, improper handling during experimentation, and/or improper handling during transportation).
ContributorsThomas, Jonah (Author) / Frakes, David (Thesis director) / LaBelle, Jeffrey (Contributor) / Barrett, The Honors College (Contributor)
Created2014-05
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Description
The purpose of this project was to examine the viability of protein biomarkers in pre-symptomatic detection of lung cancer. Regular screening has been shown to vastly improve patient survival outcome. Lung cancer currently has the highest occurrence and mortality of all cancers and so a means of screening would be

The purpose of this project was to examine the viability of protein biomarkers in pre-symptomatic detection of lung cancer. Regular screening has been shown to vastly improve patient survival outcome. Lung cancer currently has the highest occurrence and mortality of all cancers and so a means of screening would be highly beneficial. In this research, the biomarker neuron-specific enolase (Enolase-2, eno2), a marker of small-cell lung cancer, was detected at varying concentrations using electrochemical impedance spectroscopy in order to develop a mathematical model of predicting protein expression based on a measured impedance value at a determined optimum frequency. The extent of protein expression would indicate the possibility of the patient having small-cell lung cancer. The optimum frequency was found to be 459 Hz, and the mathematical model to determine eno2 concentration based on impedance was found to be y = 40.246x + 719.5 with an R2 value of 0.82237. These results suggest that this approach could provide an option for the development of small-cell lung cancer screening utilizing electrochemical technology.
ContributorsEvans, William Ian (Author) / LaBelle, Jeffrey (Thesis director) / Spano, Mark (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
In order to address infant respiratory distress syndrome, this study attempts to develop and characterize a textile strain gauge fabricated with stainless steel, wool, elastic, and tencel. Faire Isle knitted patterns are investigated in order to create channels of conductivity for a linear sensor. The effect linear yarn density on

In order to address infant respiratory distress syndrome, this study attempts to develop and characterize a textile strain gauge fabricated with stainless steel, wool, elastic, and tencel. Faire Isle knitted patterns are investigated in order to create channels of conductivity for a linear sensor. The effect linear yarn density on linearity and sensitivity and hysteresis of the sensors is also investigated for sensor optimization. It was found that there was a significant difference between the patterned and non-patterned samples. The patterned sensors were found to have a lower range of resistance than the non-patterned sensors and a smaller average standard of deviation between measurements. The 7 tension, lower linear yarn density, elastic patterned sample was the only sample to not exhibit hysteresis after three trials as well as have a linear range from 11.5cm to 13cm where the sensor behaves in accordance with a linear transfer function.
ContributorsBrown, Shannon (Co-author) / Irimata, Lisa (Co-author) / LaBelle, Jeffrey (Thesis director) / Hanson, Erika (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (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
This paper proposes a new framework design for the lightweight transradial prosthesis. This device was designed to be light-weight, easily manufactured, inexpensive, and to have a high interstitial free space volume for electrical components and customization. Press-fit junctions between fins allow for little or no adhesives, allowing for easily replaceable

This paper proposes a new framework design for the lightweight transradial prosthesis. This device was designed to be light-weight, easily manufactured, inexpensive, and to have a high interstitial free space volume for electrical components and customization. Press-fit junctions between fins allow for little or no adhesives, allowing for easily replaceable parts. Designs were constructed out of chipboard and run through an assortment of tests to see if each design iterations met structural design specifications. There were four main design iterations tested: 4, 8, 12 fin designs, and a 4 fin design with additional angled fins for torsional support (4T). Compression, torsion, and 3-point bending tests were all performed on each cylindrical iteration. Basic tensile and material testing was done on chipboard to support results. The force applied to a human arm during a fall is approximately 500 lbf [13]. Compression tests yielded a strength of approximately 300 lbf for the cylindrical designs. ANOVAs and T-tests were performed to find significance in compressive strength between the design iterations with the varied number of fins (p<<0.05). The torsional strength of the human arm, without causing great strain or discomfort has a max value of approximately 15 Nm [14]. This matched the torsional values of the 4T. design [14]. The 4, 8, and 12 designs' torsional strengths were linear with values of approximately 4, 7, and 12 Nm respectively. The 3-point bending test yielded the flexural stress and strain values to find compressive strength in the convex direction as well as the displacement and deformation in each sample. The material chipboard was found to be variable with elastic modulus, Poisson's ratio, and tensile strength. Each experimental procedure was done as a proof of concept for future prosthesis design.
ContributorsMcbryan, Sarah Jane (Author) / LaBelle, Jeffrey (Thesis director) / Lathers, Steven (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05