Barrett, The Honors College Thesis/Creative Project Collection
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.
Filtering by
- Creators: The Design School
- Creators: Electrical Engineering Program
- Creators: Loebenberg, Abby
case studies and expands on their notions. From the merchandising
tactics of Finland’s “One Way” pop-up shop, Toca-Boca x Target, and
modern-day toys to the essence of security and community established
in the Stalled! inclusive restroom movements, this flagship H&M
store reiterates these strengths.
H & M stands for inclusivity and impacting the world beyond fashion.
With such strong core values, there was an opportunity for H& M
stores to better reflect their beliefs. To elevate H&M’s brand further, a
flagship, inclusive retail environment was conceived.
Leveraging Machine Learning and Wireless Sensing for Robot Localization - Location Variance Analysis
Modern communication networks heavily depend upon an estimate of the communication channel, which represents the distortions that a transmitted signal takes as it moves towards a receiver. A channel can become quite complicated due to signal reflections, delays, and other undesirable effects and, as a result, varies significantly with each different location. This localization system seeks to take advantage of this distinctness by feeding channel information into a machine learning algorithm, which will be trained to associate channels with their respective locations. A device in need of localization would then only need to calculate a channel estimate and pose it to this algorithm to obtain its location.
As an additional step, the effect of location noise is investigated in this report. Once the localization system described above demonstrates promising results, the team demonstrates that the system is robust to noise on its location labels. In doing so, the team demonstrates that this system could be implemented in a continued learning environment, in which some user agents report their estimated (noisy) location over a wireless communication network, such that the model can be implemented in an environment without extensive data collection prior to release.
Inspired by this palate of lively, idiosyncratic street designs—created out of necessity by people making-do—this project seeks to bring identity, value, and vitality to this challenging human environment.
This project uses concepts and processes of disturbance ecology and ecological succession, specifically the role played by pioneer species and biological legacies in the immediate aftermath of the eruption of Mount St. Helens, to develop an urban revitalization plan for Buckeye Road.
According to a survey performed by Pew Research in 2014, 40% of Internet users have experienced online harassment. 18% had experienced severe harassment – stalking, sexual harassment, physical threats – while 22% had only experienced less severe harassment, such as name-calling. Women ages 18–24 receive a disproportionately large percentage of all severe online harassment. The emotional trauma suffered from severe or long-term harassment can lead to (and has led to) fear, depression, and suicide in the worst cases.
The anonymity of the Internet partially enables online harassment, since it allows perpetrators to hide behind usernames or false images while they harass others — there is little accountability. However, 66% of online harassment happens on social media platforms, where people's names and images are usually readily available. This indicates that anonymity is not the only factor, and not even the main factor. Rather, the separation of the Internet from the physical world, that which makes it less "real," is what enables harassers to treat it as entirely different experience. They can say across a keyboard what they might never say face-to-face.
To increase my understanding of the problem, I made two three-dimensional pieces – a functioning clock and an exhibit wall. Each project explored different aspects of online harassment and implored the audience to keep compassion and kindness in mind while interacting with others digitally.
Another goal was to create a campaign which could tackle the problem on a larger, more definite scale. To learn from others' attempts, I studied two recent, real-world campaigns against online harassment, Zero Trollerance and HeartMob. Each of these received significant amounts of good press on online news outlets, but people who enjoyed or were helped by those campaigns were grossly outnumbered by those who criticized and even lambasted those campaigns, for various reasons.
I determined that the reactive nature of those campaigns was the main cause of their failure, so I created a proactive campaign with the goal of preventing online harassment, rather than correcting it. I designed the beginnings of "You & I," a multiplayer online game for children ages 4–6, which would encourage positive interaction between players through its very game mechanics. Ideally, the habits formed by the children while playing this game would carry over to their future Internet experiences, and a new generation of kinder, more cooperative, "native" Internet users would arise, reducing the amount of harassment seen on the Internet.