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
This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week consuming or engaging in eSports content, (2) follow multiple eSports

This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week consuming or engaging in eSports content, (2) follow multiple eSports personas (players or teams), and (3) have streamed or attended at least one eSports tournament. This segment of the eSports fanbase is targeted because it represents a very invested portion of the 380 million total eSports fans engaged with streaming and potentially attending live events and purchasing team merchandise (Newzoo 2018). The eSports industry itself is expected to reach almost a billion dollars in 2018, and Pulse will seek by capitalize on this record valuation by connecting fans to the highlights they love and performance metrics they wish to see for a given eSports Participant.

Pulse will stand out from its competitors by offering the hardcore eSports fan a digital space that provides them everything they care about eSports at a glance. From tracking Participant and franchise metrics to notifying them of an upcoming event, Pulse will sort through the eSports data stream and present its users with a customizable aggregation feed to sort through in a social media-type environment. Forum posts and comment sections on highlight videos will also be included to facilitate a social experience for the browsing user if he or she wishes to engage with the wider Pulse community. The web service will perform monetization by selling advertisement space to free users, or through monthly subscription fees to Premium users. The Premium users are offered additional features of the Pulse web service, such as additional Participant metrics, full video catalog of eSports highlights, and more focused search results.
ContributorsMoore, Randolph Lee (Author) / Eaton, Kathryn (Thesis director) / Schlacter, John (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This study seeks to analyze the motivation behind why college students at ASU join student organizations. Analysis for this study will be performed through describing considerations a student may undergo when looking into an organization to join. This perspective will be done through document analysis of the contents of the

This study seeks to analyze the motivation behind why college students at ASU join student organizations. Analysis for this study will be performed through describing considerations a student may undergo when looking into an organization to join. This perspective will be done through document analysis of the contents of the SunDevilSync and Facebook pages that various organizations, ranging from professional and academic organizations to social and non-academic organizations. These web pages are the first things students see when they join an organization for the first time, and it is here, that they gain their first glimpse into what the organization might really provide for them. Fifteen different organizations at ASU were used as the focus to allow for a diverse population to be categorized between their involvement across professional and social activities. It was found that students join organizations primarily for the purposes of the audience the name of the organization reaches out to, the proof of activities and the interests students would have with regards to the types of activities involved with the organization. Further, a list of primary activities that organizations ranging in the categories of professional and social might display is also generated as a means of allowing developing an idea of the differences between activities of organizations. An analysis of two organizations the author had created will also be used as a means of applying the knowledge gained from this research in a more tangible concept.
ContributorsBorneman, Ryan Kendall (Author) / Lande, Micah (Thesis director) / Henderson, Mark (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This thesis is explaining the background, methods, discussions, and future work of developing a low-budget, variable-length, Arduino-based robotics unit for a 5th-7th grade classroom. The main motivation for the Thesis came from self-motivation and a lack of K-12th grade teachers’ teaching robotics. The end goal of the Thesis

This thesis is explaining the background, methods, discussions, and future work of developing a low-budget, variable-length, Arduino-based robotics unit for a 5th-7th grade classroom. The main motivation for the Thesis came from self-motivation and a lack of K-12th grade teachers’ teaching robotics. The end goal of the Thesis would be to teach primary school teachers how to teach robotics in the hopes that it would be taught in their classrooms. There have been many similar robotics or Arduino-based curricula that do not fit the preferred requirement for this thesis but do provide some level of guidance for future development. The method of the Thesis came in four main phases: 1) setup, 2) pre-unit phase, 3) unit phase, and 4) post unit phase. The setup focused primarily on making a timeline and researching what had already been done. The pre-unit phase focused primarily on the development of a new lesson plan along with a new robot design. The unit phase was primarily focused around how the teacher was assisted from a distance. Lastly, the post unit phase was when feedback was received from the teacher and the robots were inventoried to determine if, and what, damage occurred. There are many ways in which the lesson plan and robot design can be improved. Those improvements are the basis for a potential follow-up master’s thesis following the provided timeline.
ContributorsLerner, Jonah Benjamin (Author) / Carberry, Adam (Thesis director) / Walters, Molina (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This project is investigating the impact curvature, buckling, and anisotropy play when used passively to enhance jumping capability. In this paper we employ a curved structure to allow a rigid link to collapse preferentially in one direction when it encounters aerodynamic drag forces. A joint of this nature could be

This project is investigating the impact curvature, buckling, and anisotropy play when used passively to enhance jumping capability. In this paper we employ a curved structure to allow a rigid link to collapse preferentially in one direction when it encounters aerodynamic drag forces. A joint of this nature could be used for passively actuated jump gliding, where wings would collapse immediately on takeoff and passively redeploy during descent, allowing the jumping robot to extend its horizontal range via gliding. A passively actuated joint is simpler and more lightweight than active solutions, allowing for a lighter glider and higher jumps. To test this, several prototype collapsing gliding wings of different diameters were tested by dropping them from a consistent height above the ground and by launching them upwards and recording their initial velocity. A model was constructed in Python using the data gathered through the experiments and was tuned so that its outputs were as close as possible to the experimental results. As expected, increasing the wing diameter increased the total fall time, and increasing the payload mass decreased the total fall time. Orientation of the wings around the vertical axis of the glider relative to the direction of horizontal motion was also found to have an effect on the length of time between when the gliding platform was launched and when it made contact with the ground, with a configuration where the axis between the wings was parallel to the direction of motion granting added stability.
ContributorsLighthouse, Guston Heqian (Author) / Aukes, Daniel (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This thesis sought to better understand the process of creating biochar in kilns representative of those used in current biochar processes in Chitwan National Park, Nepal and surrounding areas. The project had two main objectives: First, design and build a scale kiln representative of those in Nepal. This will allow

This thesis sought to better understand the process of creating biochar in kilns representative of those used in current biochar processes in Chitwan National Park, Nepal and surrounding areas. The project had two main objectives: First, design and build a scale kiln representative of those in Nepal. This will allow a multitude of future projects to have access to a well-built kiln in which to run experiments, probe conditions and overall understand the process of pyrolysis. After approval of the plan and construction the second phase of the project began. Second, using the scaled kiln, pyrolyze quantities of biomass and capture the temperature profiles as the burn is started through until it is completed. Using qualitative methods the biochar was then analyzed and this quality compared against the temperature profiles captured. Using these profiles it was hoped that a relationship between how the temperature profiles behave and the quality of the biochar can be produced. The maximum temperature was also be analyzed to find useful correlations to the behavior of the process within the kiln. The project did not find any useful correlation between the maximum temperatures, but it did find useful correlations between temperature profiles and the resulting biochar. A description of how to analyze biochar in the field was also established to help researchers and farmers rate biochar quality while in the field. The kiln itself is housed on the Polytechnic Campus of Arizona State University in the Global Resolve outside storage area at the time of writing.
ContributorsCluff, Dallin Michael (Author) / Henderson, Mark (Thesis director) / Roger, Brad (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
The sense of sight is arguably the most common method that our body uses for gathering data of the world around us. However, that primary tool is negated for those who are visually impaired, and thus must be replaced with a new bodily sense. Over the years there have been

The sense of sight is arguably the most common method that our body uses for gathering data of the world around us. However, that primary tool is negated for those who are visually impaired, and thus must be replaced with a new bodily sense. Over the years there have been multiple attempts to determine the second best sense from which the brain can generate the most information, and to create a device that utilizes that sense to gather and relay the data quickly and efficiently. However, the sense that has gained the most favor among users and the most experimentation is that of touch. A haptic display device employs the sense of touch by breaking down an image viewed by the haptic display into pixels; each pixel is then translated to a certain vibrational frequency or electrical charge for the user to feel (depending on the brightness of the pixel). One can then distinguish the feeling of the square-like object through the device, however the main problem that exists among the current haptic display devices is the low-resolution output. The low resolution thus makes it difficult for a user to decipher between objects that share a similar shape, but are still completely different.

By considering a different method of delivering information to the brain via touch, it may become possible to create a haptic display that can relay environmental information to the brain in 64x64 resolution. The alternative solution is to replace the vibrating motors with vibrating cantilever beams, thus allowing more beams to take up a specific area in comparison to vibrating motors. Each beam will vary in length to establish its own natural frequency while also making it easier for each beam’s vibration to be controlled by a single microcontroller. Nathan Eastburn, a student who graduated in the spring of 2018, designed a wire-cutting machine that could pull the beams through a metal plate to strip the beam into smaller cross-sections and cut the beams into the very precise lengths. To further complete the machine, the mechanical aspects of the machine needed to be finalized and installed, specifically the air cylinder valve and blade attachments.

The following report provides the details and thought process in converting the given designs of the air pump and blade systems into the physical additions to the wire-cutting machine. Both systems have further parts that need to be purchased, components that must be manufactured, and/or redesigns to the functionality of the systems; these will be explained for those desiring to continue and complete the assembly of this machine.
ContributorsGarcia, Aundre (Author) / Sodemann, Angela (Thesis director) / Sugar, Thomas (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Currently, medical errors are one of the most common causes of death in the United
States (Makary & Daniel, 2016), which includes errors related to look-alike, sound-alike prescription drug name confusion. The use of Tall Man lettering, a text enhancement style that capitalizes the dissimilar portions of words, has been recommended

Currently, medical errors are one of the most common causes of death in the United
States (Makary & Daniel, 2016), which includes errors related to look-alike, sound-alike prescription drug name confusion. The use of Tall Man lettering, a text enhancement style that capitalizes the dissimilar portions of words, has been recommended by the US Food and Drug Administration (FDA) as well as the Institute for Safe Medication Practices (ISMP) since 2008 in order to make it easier for healthcare professionals to distinguish and identify two otherwise easily confusable drug names. Research performed on the efficacy of Tall Man lettering and similar text enhancements in successfully differentiating look-alike, sound-alike drug names has thus far been either null or inconclusive. Therefore, it is crucial that further research be conducted in order to provide a path to alleviation by increasing the understanding of the problem, and providing evidence to a clearer solution (Lambert, Schroeder & Galanter, 2015). The objective of the current study was to measure the efficacy of Tall Man Lettering and additional text enhancement strategies through an experiment that replicates some of the previously used methods of research. The current study utilized a repeated measures design. Participants were shown a prime drug name, followed by a brief mask, and then either the same drug name or its confusable drug name pair. They were then asked to identify whether the two drug names presented were identical or different. All of the participants completed a total of four trials representing each condition (regular, Tall Man, Tall Man Bold, highlight) and a practice trial. Overall performance was measured through accuracy and reaction time, which revealed that regular, lowercase text was more effective than any of the other text enhancements, including Tall Man lettering, in quickly and accurately identifying differences in drug names. These results seem to add to the body of inconclusive research on the efficacy of Tall Man lettering and similar text enhancement strategies for reducing drug name confusion. Given the significant impact that drug name confusion errors can have on patient safety, it is imperative that further research be conducted in order to give a more definitive answer of whether text enhancement strategies like Tall Man lettering are helpful in practice.
ContributorsThompson, Alyssa Brianna (Author) / Branaghan, Russell (Thesis director) / Gutzwiller, Robert (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in a lighthearted and entertaining form, narrating notions such as the

This creative project is a children’s book designed to teach young readers about engineering through a fictional story about a group of children creating a robot for their school’s show-and-tell. The story aims to teach engineering principles to children in a lighthearted and entertaining form, narrating notions such as the design process, prototyping, specialty fields, and repurposing. Other principles such as learning patience, compromise and teamwork are also conveyed throughout the plot details. Small life lessons that transcend the realm of engineering are also embodied throughout. The plot of the story is a young girl who goes to visit her grandfather who is a garage tinkerer with a love of spare parts. He tells her about his job as a robotics engineer, and she loves it. She goes and tells her friends who decide they want to make a robot for show-and-tell at school. The grandfather agrees to help them build a robot and thus the group of kids are walked through the engineering design process, learning new things (and specialization) along the way. The story ends by revealing that the whole story was a flashback the main character was having as she is about to start her first day at an engineering firm.
ContributorsReed, Shelby Marie (Author) / Oberle, Eric (Thesis director) / Williams, Wendy (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing

This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing and using a haptic robotic manipulator known as the Haptic Testbed (HTB). The HTB is a manipulator designed to emulate human hand movement for haptic testing purposes and features an index finger and thumb for the right hand. Control is conducted through a Leap Motion Controller, a visual sensor that uses infrared lights and cameras to gather various data about hands it can see. The goal of the experiment was to have test subjects complete a task where they shifted objects along a circuit of positions where they were measured on time to complete the circuit as well as accuracy in reaching the individual points. Analysis of subject responses to surveys as well as performance during the experiment showed haptic feedback during training improving initial performance of individuals as well as lowering mental effort and mental demand during said training. The findings of this experiment showed support for the hypothesis that Mayer’s principles do apply to haptic feedback in training for haptic robotic manipulation. One of the implications of this experiment would be the possibility for haptics and tactile senses to be an applicable sense for Mayer’s principles of multimedia learning as most of the current work in the field is mostly focused on visual or auditory senses. If the results of the experiment were replicated in a future experiment it would provide support to the hypothesis that the principles of multimedia learning can be utilized to improve the training of haptic robotic operation.
ContributorsGiam, Connor Dallas (Author) / Craig, Scotty (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Research studies on improving Automated Driving Systems (ADS) have focused mainly on enhancing safety, through the development of more sophisticated sensors that have the ability to detect objects promptly. Safety is indeed a priority especially when the public has raised concerns regarding unmanned vehicles failing to make informed decisions in

Research studies on improving Automated Driving Systems (ADS) have focused mainly on enhancing safety, through the development of more sophisticated sensors that have the ability to detect objects promptly. Safety is indeed a priority especially when the public has raised concerns regarding unmanned vehicles failing to make informed decisions in unforeseen situations, for example, the Uber Automated Vehicle (AV) crash that happened in Arizona, in 2018 (Griggs & Wakabayashi, 2018). However, one question still remains suppositious: How will the continuous development of AVs impact carbon emissions and energy consumption? Since many automakers claim that automated driving is part of the future of mobility, there is a possibility that automated driving could promote the use of alternative clean fuels like electric batteries and support further travels with the least amount of energy. Therefore, this paper discusses how new ADS technologies with energy-saving benefits, will enable multiple levels of vehicle autonomy to perform efficiently and cause less environmental impacts. In addition, this paper discusses prospective developments in other industries, that could emerge to compliment the next generation ADS technologies and also help decrease the global energy demand that is projected to increase by some 28 percent between now and the year 2040 (“EIA projects 28% increase in world energy use by 2040 - Today in Energy - U.S. Energy Information Administration (EIA),” n.d.)
ContributorsSinyangwe, Stephano Kapya (Author) / Wishart, Jeffrey (Thesis director) / Yan, Chen (Committee member) / Engineering Programs (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05