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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For my Barrett the Honors College senior thesis project, I decided to utilize my knowledge of curriculum design to create a set of learning Modules. I was influenced by my involvement in the Next Generation Service Corps to create these Modules around college student community impact. In the end I

For my Barrett the Honors College senior thesis project, I decided to utilize my knowledge of curriculum design to create a set of learning Modules. I was influenced by my involvement in the Next Generation Service Corps to create these Modules around college student community impact. In the end I developed 6 Modules, each with 4-5 lessons and activities that focused on topics such as volunteerism, civic engagement, and meaningful careers. With interviews rolling through during the design process, I was able to iterate my design as I built it. The design was tested with 14 college students with positive feedback and engagement during the week-long period that it was available. Through this research and design, I found that such a collection of Modules could be beneficial to students to excite them about their potential and educate them about the opportunities that exist for them to take advantage of. This research could serve as a useful tool within the ASU community as an opportunity for the students to build up meaningful skills to create impact. ASU is passionate about education translating into real world applications and creating “changemakers”, and this collection has the opportunity to do just that.
Created2020-05
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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
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
Chicago, the third largest city in the United States, is frequently in the national media's spotlight for negative news such as violence or failed gun laws. The city is hardly ever talked about in a positive light. This study aims to inform and educate outsiders of what the city is

Chicago, the third largest city in the United States, is frequently in the national media's spotlight for negative news such as violence or failed gun laws. The city is hardly ever talked about in a positive light. This study aims to inform and educate outsiders of what the city is like through the perspective lens of Chicago residents. To grasp a general understanding of Chicago, this creative project was completed through a narrative and interview-driven podcast series and split up into different topic categories. These categories were Chicago food, Chicago neighborhoods, Chicago's Southside, and Chicago sports. These topic areas are some of the things Chicago is most known for and give an adequate representation of what the city is like. Researching and putting this creative project into a podcast form proved how podcasts can be an alternative to in-depth and long-form journalism projects. The Chicago food episode called "Harold's v. Uncle Remus" explains the delicious food culture and showed two of the popular black restaurant chains that cater to the city. These two chicken spots are always a hot topic in heated debates of what place has the best chicken. The neighborhoods episode called "Won't You Be My Neighbor" highlights some of Chicago's interesting neighborhoods that tourists may not have on their attractions lists. This episode talks about the Pill Hill, Printers Row, and Little Italy neighborhoods, which all have unique histories. "Southside With You" explores the infamous region of Chicago, tells its history, and gives a theory as to why it continues to be the area it is known for in the media. Lastly, the sports episode "Sports: A History Lesson" is a full interview with a Chicago resident who has been a Chicago sports fan since the mid-60s and who has experienced the effects of racial divisions in sports. The episodes give only a peak of what the large city is like, but they demonstrate that Chicago is not this scary place, but a place with a complicatedly fascinating history.
ContributorsCarter, Jade (Author) / Thornton, Leslie-Jean (Thesis director) / Gatewood, Kira (Committee member) / School of Social and Behavioral Sciences (Contributor) / Walter Cronkite School of Journalism & Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
This paper seeks to emphasize how the presence of uncertainty, speculation and leverage work in concert within the stock market to exacerbate crashes in a cyclical market. It analyzes three major stock market events: the crash of Oct. 19, 1987, “Black Monday;” the dotcom bust, from 1999 to 2002; and

This paper seeks to emphasize how the presence of uncertainty, speculation and leverage work in concert within the stock market to exacerbate crashes in a cyclical market. It analyzes three major stock market events: the crash of Oct. 19, 1987, “Black Monday;” the dotcom bust, from 1999 to 2002; and the subprime mortgage crisis, from 2007 to 2010. Within each event period I define determinants or measurements of uncertainty, speculation. Analysis of how these three concepts functioned during boom and bust will highlight how their presence can amplify the magnitude of a crash. This paper postulates that the amount of leverage during a crash determines how long-term its effects will be. This theory is fortified by extensive research and interviews with experts in the stock market who had a front row view of the discussed crises.
ContributorsGraff, Veronica Camille (Author) / Leckey, Andrew (Thesis director) / Cohen, Sarah (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / Walter Cronkite School of Journalism & Mass Comm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05