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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The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for

The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for designing dynamic and compelling digital gestural interfaces. At the core of this work is a Max external object which uses a custom API to extract data from the Leap Motion service and retrieve it in Max. From this data, a library of Max objects for determining more complex gesture and posture information was generated and refined. These objects can be are highly flexible and modular and can be used to create complex control schemes for a variety of systems. To demonstrate the use of this system in a performance context, an experimental musical instrument was designed in which the Leap is combined with an absolute orientation sensor and mounted on the head of a performer. This setup leverages the head mounted Leap Motion paradigm used in VR systems to construct an interactive sonic environment within the context of the user's environment. The user's gestures are mapped to the controls of a synthesis engine which utilizes several forms of synthesis including granular synthesis, frequency modulation, and delay modulation.
ContributorsJones, George Cooper (Author) / Hayes, Lauren (Thesis director) / Byron, Lahey (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description

This research was conducted through the form of interview with Belizean citizens in Belize, Central America where I invited three of Belize’s most pivotal and influential figures behind social and civil injustices. Belize is a Caribbean country in Central America that was once a colony of the British known as

This research was conducted through the form of interview with Belizean citizens in Belize, Central America where I invited three of Belize’s most pivotal and influential figures behind social and civil injustices. Belize is a Caribbean country in Central America that was once a colony of the British known as “British Honduras”, gaining its independence on the 21st of September, 1981, making Belize the third to last youngest Caribbean country.

This has been made into a documentary that started filming back in September of 2017 during Belize’s 36th Independence Day where the country indulges in a month full of celebrations that brings a great feeling of togetherness for everyone. The film company that shot and edited this project is a local Belizean company by the name of KnightandDay Photography, with the consideration of helping to create work in Belize, support local business, and to be fully immersed in Belize and all of its resources.

This documentary is structured into five components: (1) Introduction; (2) Interview with guest number one; (3) Interview with guest number two; (4) Interview with guest number three; (5) Interview with five randomly selected Belizean citizens on the street; (6) Outro.

The main objective of this research was to speak in depth with specific Belizeans that have spent significant time in America, whether working, or going to school in order to have the knowledge to compare the experience of the black Belizean in their home country versus that of what America offers as far as the black experience and to explain the history of other ethnic groups of peoples that inhabits Belize and how the tensions and stereotypes among Belizeans arose over time.

ContributorsVaccarro, TKeyJah (Author) / Hinds, David (Thesis director) / O'Flaherty, Katherine (Committee member) / School of Criminology and Criminal Justice (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API

Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API for Natural Language Processing was incorporated into our game system. User experience elements like gestures, UI color change, and images were used to help guide users in memorizing and building structures. The process to create these elements were streamlined through the VRTK library in Unity. The game has two segments. The first segment is a tutorial level where the user learns to perform motions and in-game actions. The second segment is a game where the user must correctly create a structure by utilizing vocal commands and spatial recognition. A standardized usability test, System Usability Scale, was used to evaluate the effectiveness of the game. A survey was also created in order to evaluate a more descriptive user opinion. Overall, users gave a positive score on the System Usability Scale and slightly positive reviews in the custom survey.
ContributorsOrtega, Excel (Co-author) / Ryan, Alexander (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computing and Informatics Program (Contributor) / School of Art (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This study observes two fanfiction speech communities, Danny Phantom and Detective Conan. The members of these communities write stories based upon the canon within these two animated cartoons and interact with one another through reviews, author's notes, and story summaries. Using the speech community model, this community's unique practices and

This study observes two fanfiction speech communities, Danny Phantom and Detective Conan. The members of these communities write stories based upon the canon within these two animated cartoons and interact with one another through reviews, author's notes, and story summaries. Using the speech community model, this community's unique practices and communicative repertoire will be identified and analyzed. Both of these fandoms show similarities with the overarching general fanfiction speech community, but they also possess key differences that define them as their own separate community. Fan jargon is used frequently in author's notes, reviews, and summaries to indicate fan expertise and membership within the fandom as well as exclude newcomers from understanding the information. This jargon remains largely the same across languages, and using it properly is important to being considered a true fan. Furthermore, many stories share similar elements that are not present within the source material, indicating that the fandoms possess a shared communicative repertoire. Review practices also show strong cultural norms that demand that reviewers offer praise and encouragement to the writers. Most criticism is phrased extremely kindly to avoid breaking cultural norms. Those who do not follow these cultural norms are shunned by the community, and required to apologize to maintain proper fan membership. Fan hierarchy is also examined, including the ways that big name fans and reviewers exert centripetal and centrifugal forces upon the language, simultaneously pushing it towards standardization and variation. Authors also use many face saving techniques to demonstrate their own lack of knowledge within the community, especially if they are new or inexperienced. The members of these communities share a deep cultural connection that is strengthened by their practices and repertoires.
ContributorsDial, Ashtyn Nicole (Author) / Friedrich, Patricia (Thesis director) / O'Connor, Brendan (Committee member) / Computing and Informatics Program (Contributor) / Department of English (Contributor, Contributor, Contributor) / School of Music (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to

One of the core components of many video games is their artificial intelligence. Through AI, a game can tell stories, generate challenges, and create encounters for the player to overcome. Even though AI has continued to advance through the implementation of neural networks and machine learning, game AI tends to implement a series of states or decisions instead to give the illusion of intelligence. Despite this limitation, games can still generate a wide range of experiences for the player. The Hybrid Game AI Framework is an AI system that combines the benefits of two commonly used approaches to developing game AI: Behavior Trees and Finite State Machines. Developed in the Unity Game Engine and the C# programming language, this AI Framework represents the research that went into studying modern approaches to game AI and my own attempt at implementing the techniques learned. Object-oriented programming concepts such as inheritance, abstraction, and low coupling are utilized with the intent to create game AI that's easy to implement and expand upon. The final goal was to create a flexible yet structured AI data structure while also minimizing drawbacks by combining Behavior Trees and Finite State Machines.
ContributorsRamirez Cordero, Erick Alberto (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
This paper analyzes different rhetorics as expressed through a six-month period of qualitative research. Using the methodology of Participatory Critical Rhetoric, I conducted fieldwork while participating in advocacy programs as a volunteer at a church. Conducting interviews, taking photographs and writing field notes, I collected data studying the rhetoric expressed

This paper analyzes different rhetorics as expressed through a six-month period of qualitative research. Using the methodology of Participatory Critical Rhetoric, I conducted fieldwork while participating in advocacy programs as a volunteer at a church. Conducting interviews, taking photographs and writing field notes, I collected data studying the rhetoric expressed in situ. As a participant in the organization during the time of my fieldwork, I captured overt and covert rhetoric expressed from members, staff and outsiders of the organization. I noticed particular rhetoric expressed, specifically righteousness, inclusivity, social justice, and the Gospel. In my introduction, I discuss the broader context of our contentious American political state, which increases the relevancy of this project. I provide a small overview of the foundations for the methodology used to collect data and conduct research. Within the analysis portion, I dive into the rhetoric I analyzed in my time within the organization, providing specific examples of how these rhetoric play out in day-to-day discourses and activities of the organization. In my final thoughts section, I provide some reflexivity on the youth and future of the organization. I also explore what I learned from my participation and how inclusivity affected me as a participant in the organization.
Created2017-12
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.
ContributorsPinho, Tyler (Co-author) / Le, Jefferson (Co-author) / Spence, Curtis (Co-author) / Nelson, Brian (Thesis director) / Walker, Erin (Committee member) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description
Aboriginal Voices Testimonials Reflecting Indigenous Experience in Australia "Aboriginal Voices: Testimonials Reflecting Indigenous Experience in Australia," is a collection of four audio portraits of Aboriginal artists interviewed between January and May of 2016. It enabled me to cover an underserved population, consistent with journalistic and human rights standards. The testimonials

Aboriginal Voices Testimonials Reflecting Indigenous Experience in Australia "Aboriginal Voices: Testimonials Reflecting Indigenous Experience in Australia," is a collection of four audio portraits of Aboriginal artists interviewed between January and May of 2016. It enabled me to cover an underserved population, consistent with journalistic and human rights standards. The testimonials are paired with visuals, such as portraits and graphics. The artists who participated each discussed different aspects of life, although key and overlapping themes surfaced with each. Nicole Phillips, a highly educated animator and teacher, discussed systemic poverty and the generational trauma of mistreatment. She emphasizes, however, that Aboriginal Australians are still fighting back. Gordon Syron talks about his family's land and how it was taken from them. Syron killed the man responsible and spent time in prison, where he began his art career. He focuses on justice issues and fair representation. Peta-Joy Williams is fair-skinned and brings up issues of inclusion and identity. Additionally, Williams is fluent in Pitjara, one of 120 remaining Aboriginal languages. She teaches this to youth and Elders, passing on and restoring culture. Finally, Jeffrey Samuels reveals his experience in a boys home and getting fostered by a white family. He was denied his culture and worked very hard at a young age. Samuels is part of the Stolen Generation, a large population of Aboriginal Australians taken from their families as part of government policies. The paper discusses outreach techniques, summarizes the interview experience with each artists, technical requirements and reflections on the subjects that came up most prominently. The website, serving as the visual element of the project, can be found at aboriginalvoices.wordpress.com
Created2016-12
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Description
Programming is quickly becoming as ubiquitous a tool as general mathematics. The technology field is progressing at an exponential rate and driving this constantly evolving field forward requires competent software developers. Elementary and high school educational facilities do not currently express the importance of the computer science field. Computer science

Programming is quickly becoming as ubiquitous a tool as general mathematics. The technology field is progressing at an exponential rate and driving this constantly evolving field forward requires competent software developers. Elementary and high school educational facilities do not currently express the importance of the computer science field. Computer science is not a required course in high school and nearly impossible to find at a middle school level. This lack of exposure to the field at a young age handicaps aspiring developers by not providing them with a foundation to build on when seeking a degree. This paper revolves around the development of a virtual world that encompasses principles of programming in a video game structure. The use of a virtual world-based game was chosen under the hypothesis that embedding programming instruction into a game through problem-based learning is more likely to engage young students than more traditional forms of instruction. Unlike the traditional method of instruction, a virtual world allows us to "deceive" the player into learning concepts by implicitly educating them through fun gameplay mechanics. In order to make our video game robust and self-sufficient, we have developed a predictive recursive descent parser that will validate any user-generated solutions to pre-defined logical platforming puzzles. Programming topics taught with these problems range from binary numbers to while and for loops.
ContributorsWest, Grant (Co-author) / Kury, Nizar (Co-author) / Nelson, Brian (Thesis director) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12