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 41
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Description
Intrauterine devices (IUDs) have become one of the most common types of contraception in the United States. In the last decade, the American College of Obstetricians and Gynecologists, the World Health Organization, and the Food and Drug Administration (FDA) updated IUD recommendations to include placement in younger populations and nulliparous

Intrauterine devices (IUDs) have become one of the most common types of contraception in the United States. In the last decade, the American College of Obstetricians and Gynecologists, the World Health Organization, and the Food and Drug Administration (FDA) updated IUD recommendations to include placement in younger populations and nulliparous women. Research has shown that younger, nulliparous women may have smaller uterine dimensions and it is possible that larger IUDs are not suitable for those populations. This study retrospectively evaluated follow-up pelvic ultrasounds showing uterine dimensions and IUD positions of 57 women who had IUDs placed in a clinic. The largest IUD, the Paragard, showed a significantly higher rate of malpositioning than the Kyleena, Liletta, and Mirena IUDs. There is concern that the Paragard IUD, which is most commonly malpositioned, is also the IUD most dependent on position for adequate contraception. There was no correlation between uterine dimensions and IUD position at the time of analysis, however. Further data collection will continue in hopes that a larger sample size will reveal a parameter which affects IUD placement. Should further data analysis show that uterine width plays an important role in IUD position, the design for a device which can measure the width of patient's uterus (without the need for pelvic ultrasound) has been included. The concept generation for this measurement device includes laser measurements of uterine cavity width at different known lengths from the fundal wall, which output to an LED screen for recording.
ContributorsGrayson, Claire Elise (Co-author) / Kilgore, Brody (Co-author) / Reifsnider, Elizabeth (Thesis director) / Stabenfeldt, Sarah (Committee member) / Grayson, Robert (Committee member) / School of Molecular Sciences (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be in a variety of different states that animate certain features

This project is a Game Engine for 2D Fighting Games which uses Simple DirectMedia Layer and C++. The Game Engine's goal is to model the conventions the genre has for dynamically handling combat between two characters. The characters can be in a variety of different states that animate certain features while also responding to the environment based on key statuses. There is a playable test game that is the subject of a user study. The Game Engine's capabilities are shown by the test game and the limitations / missing features are discussed.
ContributorsStanton, Nicholas Scott (Author) / Kobayashi, Yoshihiro (Thesis director) / Hansford, Dianne (Committee member) / Computer Science and Engineering Program (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are two major problems that can arise. The first is the

This paper details the process for designing both a simulation of the board game Jaipur, and an artificial intelligence (AI) agent that can play the game against a human player. When designing an AI for a card game, there are two major problems that can arise. The first is the difficulty of using a search space to analyze every possible set of future moves. Due to the randomized nature of the deck of cards, the search space rapidly leads to an exponentially growing set of potential game states to analyze when one tries to look more than one turn ahead. The second aspect that poses difficulty is the element of uncertainty that exists from opponent feedback. Certain moves are weak to specific opponent reactions, and these are difficult to predict due to hidden information. To circumvent these problems, the AI uses a greedy approach to decision making, attempting to maximize the value of its plays immediately, and not play for future turns. The agent utilizes conditional statements to evaluate the game state and choose a game action that it deems optimal, a heuristic to place an expected value (EV) of the goods it can choose from, and selects the best one based on this evaluation. Initial implementation of the simulation was done using C++ through a terminal application, and then was translated to a graphical interface using Unity and C#.
ContributorsOrr, James Christopher (Author) / Kobayashi, Yoshihiro (Thesis director) / Selgrad, Justin (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect

Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect of the project. The players interact on a turn-by-turn basis by speaking commands into the computer's microphone. When the computer recognizes a command, it will respond accordingly by having the player's unit perform an action on screen.
ContributorsNguyen, Jordan Ngoc (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There

The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There are different sprites for the player's army units and icons within the game. The game also has a grid for easy unit placement.
ContributorsHsia, Allen (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students at an individual level and provide the personal attention each

Learning to program is no easy task, and many students experience their first programming during their university education. Unfortunately, programming classes have a large number of students enrolled, so it is nearly impossible for professors to associate with the students at an individual level and provide the personal attention each student needs. This project aims to provide professors with a tool to quickly respond to the current understanding of the students. This web-based application gives professors the control to quickly ask Java programming questions, and the ability to see the aggregate data on how many of the students have successfully completed the assigned questions. With this system, the students are provided with extra programming practice in a controlled environment, and if there is an error in their program, the system will provide feedback describing what the error means and what steps the student can take to fix it.
ContributorsVillela, Daniel Linus (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Hsiao, Sharon (Committee member) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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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
Description
The period of time between birth and 24 months of age is a sensitive period for infant growth, and adequate nutrition is vitally important. In this study, 150 Mexican-American mother-and-child pairs (N = 300) were periodically surveyed over the course of 36 months for demographics, financial status, and feeding practices

The period of time between birth and 24 months of age is a sensitive period for infant growth, and adequate nutrition is vitally important. In this study, 150 Mexican-American mother-and-child pairs (N = 300) were periodically surveyed over the course of 36 months for demographics, financial status, and feeding practices to understand the feeding methods of Mexican-American families and any relations they may have to the weight and growth of developing infants. Results found that formula feeding had higher rates of usage and duration than breastfeeding, while solid foods were largely introduced at the recommended ages. At one year of age, the infants were predisposed towards overweight and obesity with a high maternal BMI, suggesting that breastfeeding practices were not fully utilized. However, the data did not differentiate between formula and breast milk when both were used at any specific age, making it difficult to determine how long infants were exclusively breastfed and how that would impact their growth.
Created2018-05
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Description
This longitudinal research study addresses the correlations between infant feeding status in relation to infant temperament, maternal postpartum depression, and weight changes over time in a lower income, diverse population sample. The majority of participants were enrolled in the Special Supplemental Nutrition Program for Women, Infants, and Children (WIC) in

This longitudinal research study addresses the correlations between infant feeding status in relation to infant temperament, maternal postpartum depression, and weight changes over time in a lower income, diverse population sample. The majority of participants were enrolled in the Special Supplemental Nutrition Program for Women, Infants, and Children (WIC) in Mesa, Arizona. Each participant was recruited in their third trimester and followed for the infants' first six months of life. A series of four home visits were made in which demographic surveys, temperament questionnaires, postpartum depression scales, weight changes over time, fecal, vaginal, saliva, and breast milk samples were taken. Due to the extensive process of extracting and sequencing of the microbiome samples, data has yet to be collected from the fecal, vaginal, saliva, and breast milk samples and were not included in this study. Correlational and descriptive statistics were run on the qualitative data including various demographic questions, total temperament, depression, and healthy eating index scores. It was found that lower socioeconomic factors contributed to more difficult infant temperaments, mothers who breastfed had higher post-delivery postpartum depression scores, and mothers with healthier eating indexes formula or mixed fed their infants. The findings from this data will be compared to the incoming microbiome data to examine the role of the microbiome of mothers and infants and its effects on infant temperament, postpartum depression, and weight changes over time.
ContributorsWong, Lindsay Alissa (Author) / Reifsnider, Elizabeth (Thesis director) / Zheng, Lu (Committee member) / School of Nutrition and Health Promotion (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05