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.

Displaying 1 - 10 of 56
Description
This ethnography outlines the live storytelling culture in Phoenix, Arizona, and what each of its sub-cultures contributes to the city's community. Phoenix's live storytelling events incorporate elements of an ancient art form into contemporary entertainment and sophisticated platforms for community building. These events are described and delineated by stylistic, structural,

This ethnography outlines the live storytelling culture in Phoenix, Arizona, and what each of its sub-cultures contributes to the city's community. Phoenix's live storytelling events incorporate elements of an ancient art form into contemporary entertainment and sophisticated platforms for community building. These events are described and delineated by stylistic, structural, and content-based differences into the following categories: open-mic, curated, scripted, non-scripted, micro-culture, and marginalized groups. Research presented in this report was collected by reviewing scholarly materials about the social power of storytelling, attending live storytelling events across all categories, and interviewing event organizers and storytellers. My research developed toward an auto-ethnographic direction when I joined the community of storytellers in Phoenix, shifting the thesis to assume a voice of solidarity with the community. This resulted in a research project framed primarily as an ethnography that also includes my initial, personal experiences as a storyteller. The thesis concludes with the art form's macro-influences on Phoenix's rapidly-expanding community.
ContributorsNorton, Maeve (Author) / Dombrowski, Rosemarie (Thesis director) / McAdams, Charity (Committee member) / School of International Letters and Cultures (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
135207-Thumbnail Image.png
Description
Situations present themselves in which someone needs to navigate inside of a building, for example, to the exit or to retrieve and object. Sometimes, vision is not a reliable sense of spatial awareness, maybe because of a smoky environment, a dark environment, distractions, etc. I propose a wearable haptic device,

Situations present themselves in which someone needs to navigate inside of a building, for example, to the exit or to retrieve and object. Sometimes, vision is not a reliable sense of spatial awareness, maybe because of a smoky environment, a dark environment, distractions, etc. I propose a wearable haptic device, a belt or vest, that provides haptic feedback to help people navigate inside of a building that does not rely on the user's vision. The first proposed device has an obstacle avoidance component and a navigation component. This paper discussed the challenges of designing and implementing this kind of technology in the context of indoor navigation, where GPS signal is poor. Analyzing accelerometer data for the purpose of indoor navigation and then using haptic cues from a wearable haptic device for the navigation were explored in this project, and the device is promising.
ContributorsBerk, Emily Marie (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
134292-Thumbnail Image.png
Description
Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs

Millions of people every day log onto their computers to play competitive games with others around the world. Each of these players has their own unique personality and their own reasons for playing. To explore the relationship between player personalities and gameplay, this study asked participants to report their Myers-Briggs sixteen personality types and complete a survey that asked them questions about their behavior while games playing competitively online including their preferred in-game archetype and questions about how they interact with other players online. The survey also included the Grit Scale test, which which was intended to explore players' perseverance. Nearly 700 people participated in the study and all responses were analyzed based on their Myers-Briggs' personality type. While this study revealed that Myers-Briggs' personality type alone cannot determine a player's mindset while playing online, it was found to be an indicator of how they feel about socializing with others online. The implications of these results are discussed in this paper.
ContributorsKeyvani, Kurosh (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
134293-Thumbnail Image.png
Description
Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being

Lie detection is used prominently in contemporary society for many purposes such as for pre-employment screenings, granting security clearances, and determining if criminals or potential subjects may or may not be lying, but by no means is not limited to that scope. However, lie detection has been criticized for being subjective, unreliable, inaccurate, and susceptible to deliberate manipulation. Furthermore, critics also believe that the administrator of the test also influences the outcome as well. As a result, the polygraph machine, the contemporary device used for lie detection, has come under scrutiny when used as evidence in the courts. The purpose of this study is to use three entirely different tools and concepts to determine whether eye tracking systems, electroencephalogram (EEG), and Facial Expression Emotion Analysis (FACET) are reliable tools for lie detection. This study found that certain constructs such as where the left eye is looking at in regard to its usual position and engagement levels in eye tracking and EEG respectively could distinguish between truths and lies. However, the FACET proved the most reliable tool out of the three by providing not just one distinguishing variable but seven, all related to emotions derived from movements in the facial muscles during the present study. The emotions associated with the FACET that were documented to possess the ability to distinguish between truthful and lying responses were joy, anger, fear, confusion, and frustration. In addition, an overall measure of the subject's neutral and positive emotional expression were found to be distinctive factors. The implications of this study and future directions are discussed.
ContributorsSeto, Raymond Hua (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / W. P. Carey School of Business (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
136586-Thumbnail Image.png
Description
The goal of the ANLGE Lab's AR assembly project is to create/save assemblies as well as to replicate assemblies later with real-time AR feedback. In this iteration of the project, the SURF algorithm was used to provide object detection for 5 featureful objects (a Lego girl piece, a Lego guy

The goal of the ANLGE Lab's AR assembly project is to create/save assemblies as well as to replicate assemblies later with real-time AR feedback. In this iteration of the project, the SURF algorithm was used to provide object detection for 5 featureful objects (a Lego girl piece, a Lego guy piece, a blue Lego car piece, a window piece, and a fence piece). Functionality was added to determine the location of these 5 featureful objects within a frame as well by using the SURF keypoints associated with detection. Finally, the feedback mechanism by which the system detects connections between objects was improved to consider the size of the blocks in determining connections rather than using static values. Additional user features such as adding a new object and using voice commands were also implemented to make the system more user friendly.
ContributorsSelvam, Nikil Panneer (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor) / Economics Program in CLAS (Contributor) / School of Mathematical and Statistical Sciences (Contributor)
Created2015-05
136540-Thumbnail Image.png
Description
Since the early 1990's, researchers have been looking at intersections between education and music. After a highly popular study correlating listening to Mozart to temporary increases in spatial reasoning, many other researchers tried to find a link between different musical genres and learning outcomes. Using three musical treatments (Pop, classical,

Since the early 1990's, researchers have been looking at intersections between education and music. After a highly popular study correlating listening to Mozart to temporary increases in spatial reasoning, many other researchers tried to find a link between different musical genres and learning outcomes. Using three musical treatments (Pop, classical, silence), this study had subjects (N=34) complete a reading-based task whereupon they were tested on their comprehension. Using a suite of sensors, data was collected to analyze the participants' emotions and affect while they read from an educational psychology textbook. The present study has two major focuses: They detail whether (1) changes in musical condition affect learning outcomes and (2) whether changes in musical condition affect emotional outcomes. The popular conception that listening to classical music makes you smarter was proven false long ago, but there may actually be some merit to using music to assist one in studying. While there were no significant changes in test scores depending on musical condition; frustration levels were significantly lower for those who listened to classical instead of pop music.
ContributorsPaley, Benjamin Henry (Author) / Atkinson, Robert (Thesis director) / Feisst, Sabine (Committee member) / Barrett, The Honors College (Contributor) / School of Music (Contributor) / T. Denny Sanford School of Social and Family Dynamics (Contributor)
Created2015-05
Description
Poems for the Future President is a chapbook of poetry by Michael Bartelt. Rooted in the democratic idealism of Walt Whitman and the American poetic tradition, the collection is a reflection on Americas of the past, the America we live in now, and an America that could be. The poems

Poems for the Future President is a chapbook of poetry by Michael Bartelt. Rooted in the democratic idealism of Walt Whitman and the American poetic tradition, the collection is a reflection on Americas of the past, the America we live in now, and an America that could be. The poems encompass a thematic breadth that includes ecological examinations filtered through ancient Taoist and modern ecocritical philosophy, searches for political and ethical authenticity in an over-stimulated information age, and questions about the meaning of romance and tradition in a dystopian present. Included here is the manuscript's critical framework, which highlights the poetry's main influences. The manuscript itself is also included.
ContributorsBartelt, Michael Joseph (Author) / Dombrowski, Rosemarie (Thesis director) / Orion, Shawnte (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / Department of English (Contributor)
Created2014-12
133418-Thumbnail Image.png
Description
Counternarratives is a print anthology of short fiction, nonfiction, and poetry that is characterized by refusal, resistance, and joy. The anthology contains works by writers from all over North America and is the product of a months-long process of collection and curation. The anthology is grounded in the experience of

Counternarratives is a print anthology of short fiction, nonfiction, and poetry that is characterized by refusal, resistance, and joy. The anthology contains works by writers from all over North America and is the product of a months-long process of collection and curation. The anthology is grounded in the experience of living in the desert southwest, and many of the works reflect that, but it also includes works that reflect different geographical experiences. What binds the works in the anthology together, ultimately, is the ways in which they refuse and resist dominant discourses that dehumanize for the sake of the global capitalist system and in which they joyfully embody alternative ways of existing. Some works take on the aforementioned system explicitly; others do so implicitly, but all of their truths speak to realities that it, through one mechanism or another, marginalizes and obscures. The anthology is published by Four Chambers Press.
ContributorsAnderson, Evan William (Author) / Dombrowski, Rosemarie (Thesis director) / Friedman, Jacob (Committee member) / School of International Letters and Cultures (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
134492-Thumbnail Image.png
Description
Cravingz is a web-based application that allows users to learn the maximum number of food items that they can purchase at a restaurant within a defined personal budget. We created two versions of this web-based application and asked 40 users to perform an A/B test to determine which version provides

Cravingz is a web-based application that allows users to learn the maximum number of food items that they can purchase at a restaurant within a defined personal budget. We created two versions of this web-based application and asked 40 users to perform an A/B test to determine which version provides the best user experience in terms of efficiency and performance. Users who participated in this study completed a set of tasks to test these applications. Our findings demonstrate that users prefer a web application that does not require them to input data repeatedly to view combinations for multiple restaurants. Although the version which required reentry of data was more visually-pleasing, users preferred the version in which inputting data was a one-time task.
ContributorsPandarinath, Agastya (Co-author) / Jain, Ayushi (Co-author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
134430-Thumbnail Image.png
Description
Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach

Abstract Chess has been a common research topic for expert-novice studies and thus for learning science as a whole because of its limited framework and longevity as a game. One factor is that chess studies are good at measuring how expert chess players use their memory and skills to approach a new chessboard con�guration. Studies have shown that chess skill is based on memory, speci�cally, "chunks" of chess piece positions that have been previously encountered by players. However, debate exists concerning how these chunks are constructed in players' memory. These chunks could be constructed by proximity of pieces on the chessboard as well as their precise location or constructed through attack-defense relations. The primary objective of this study is to support which one is more in line with chess players' actual chess abilities based off their memory, proximity or attack/defense. This study replicates and extends an experiment conducted by McGregor and Howe (2002), which explored the argument that pieces are primed more by attack and defense relations than by proximity. Like their study, the present study examined novice and expert chess players' response times for correct and error responses by showing slides of game configurations. In addition to these metrics, the present study also incorporated an eye-tracker to measure visual attention and EEG to measure affective and cognitive states. They were added to allow the comparison of subtle and unconscious behaviors of both novices and expert chess players. Overall, most McGregor and Howe's (2002) results were replicated supporting their theory on chess expertise. This included statistically significance for skill in the error rates with the mean error rates on the piece recognition tests were 70.1% for novices and 87.9% for experts, as well as significance for the two-way interaction for relatedness and proximity with error rates of 22.4% for unrelated/far, 18.8% for related/far, 15.8% for unrelated
ear, and 29.3% for related
ear. Unfortunately, there were no statistically significance for any of the response time effects, which McGregor and Howe found for the interaction between skill and proximity. Despite eye-tracking and EEG data not either support nor confirm McGregor and Howe's theory on how chess players memorize chessboard configurations, these metrics did help build a secondary theory on how novices typically rely on proximity to approach chess and new visual problems in general. This was exemplified by the statistically significant results for short-term excitement for the two-way interaction of skill and proximity, where the largest short-term excitement score was between novices on near proximity slides. This may indicate that novices, because they may lean toward using proximity to try to recall these pieces, experience a short burst of excitement when the pieces are close to each other because they are more likely to recall these configurations.
ContributorsSeto, Christian Paul (Author) / Atkinson, Robert (Thesis director) / Runger, George (Committee member) / Industrial, Systems (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2017-05