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 55
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Description
An in-depth analysis on the effects vortex generators cause to the boundary layer separation that occurs when an internal flow passes through a diffuser is presented. By understanding the effects vortex generators demonstrate on the boundary layer, they can be utilized to improve the performance and efficiencies of diffusers and

An in-depth analysis on the effects vortex generators cause to the boundary layer separation that occurs when an internal flow passes through a diffuser is presented. By understanding the effects vortex generators demonstrate on the boundary layer, they can be utilized to improve the performance and efficiencies of diffusers and other internal flow applications. An experiment was constructed to acquire physical data that could assess the change in performance of the diffusers once vortex generators were applied. The experiment consisted of pushing air through rectangular diffusers with half angles of 10, 20, and 30 degrees. A velocity distribution model was created for each diffuser without the application of vortex generators before modeling the velocity distribution with the application of vortex generators. This allowed the two results to be directly compared to one another and the improvements to be quantified. This was completed by using the velocity distribution model to find the partial mass flow rate through the outer portion of the diffuser's cross-sectional area. The analysis concluded that the vortex generators noticeably increased the performance of the diffusers. This was best seen in the performance of the 30-degree diffuser. Initially the diffuser experienced airflow velocities near zero towards the edges. This led to 0.18% of the mass flow rate occurring in the outer one-fourth portion of the cross-sectional area. With the application of vortex generators, this percentage increased to 5.7%. The 20-degree diffuser improved from 2.5% to 7.9% of the total mass flow rate in the outer portion and the 10-degree diffuser improved from 11.9% to 19.2%. These results demonstrate an increase in performance by the addition of vortex generators while allowing the possibility for further investigation on improvement through the design and configuration of these vortex generators.
ContributorsSanchez, Zachary Daniel (Author) / Takahashi, Timothy (Thesis director) / Herrmann, Marcus (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This experiment used hotwire anemometry to examine the von Kármán vortex street and how different surface conditions affect the wake profile of circular airfoils, or bluff bodies. Specifically, this experiment investigated how the various surface conditions affected the shedding frequency and Strouhal Number of the vortex street as Reynolds Number

This experiment used hotwire anemometry to examine the von Kármán vortex street and how different surface conditions affect the wake profile of circular airfoils, or bluff bodies. Specifically, this experiment investigated how the various surface conditions affected the shedding frequency and Strouhal Number of the vortex street as Reynolds Number is increased. The cylinders tested varied diameter, surface finish, and wire wrapping. Larger diameters corresponded with lower shedding frequencies, rougher surfaces decreased Strouhal Number, and the addition of thick wires to the surface of the cylinder completely disrupted the vortex shedding to the point where there was almost no dominant shedding frequency. For the smallest diameter cylinder tested, secondary dominant frequencies were observed, suggesting harmonics.
ContributorsCoote, Peter John (Author) / Takahashi, Timothy (Thesis director) / White, Daniel (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
The purpose of this paper is to discover what geometric characteristics of a wing and airfoil help to maximize leading edge suction through experimental testing. Three different stages of testing were conducted: a Proof of Concept, a Primary Experiment, and a Secondary Experiment. The Proof of Concept shows the effects

The purpose of this paper is to discover what geometric characteristics of a wing and airfoil help to maximize leading edge suction through experimental testing. Three different stages of testing were conducted: a Proof of Concept, a Primary Experiment, and a Secondary Experiment. The Proof of Concept shows the effects of leading edge suction and the benefits it can posses. The Primary Experiment provided inconclusive data due to inaccuracies in the equipment. As a result, the Secondary Experiment was conducted in order to reduce the error effect as much as possible on the data. Unfortunately the Secondary Experiment provided inaccurate data as well. However, this paper does provide enough evidence to begin to question some of the long held beliefs regarding theoretical induced drag and whether it is true under all circumstances, or if it is only a good approximation for airfoils with full leading-edge suction effects.
ContributorsMorrow, Martin (Author) / Takahashi, Timothy (Thesis director) / Middleton, James (Committee member) / School for the Engineering of Matter, Transport, and Energy (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
A model has been developed to modify Euler-Bernoulli beam theory for wooden beams, using visible properties of wood knot-defects. Treating knots in a beam as a system of two ellipses that change the local bending stiffness has been shown to improve the fit of a theoretical beam displacement function to

A model has been developed to modify Euler-Bernoulli beam theory for wooden beams, using visible properties of wood knot-defects. Treating knots in a beam as a system of two ellipses that change the local bending stiffness has been shown to improve the fit of a theoretical beam displacement function to edge-line deflection data extracted from digital imagery of experimentally loaded beams. In addition, an Ellipse Logistic Model (ELM) has been proposed, using L1-regularized logistic regression, to predict the impact of a knot on the displacement of a beam. By classifying a knot as severely positive or negative, vs. mildly positive or negative, ELM can classify knots that lead to large changes to beam deflection, while not over-emphasizing knots that may not be a problem. Using ELM with a regression-fit Young's Modulus on three-point bending of Douglass Fir, it is possible estimate the effects a knot will have on the shape of the resulting displacement curve.
Created2015-05
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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
The thesis is an investigation on current regulations of commercial aircraft landing and take-off procedures and an analysis of potential weaknesses within the regulatory system for commercial aerospace. To determine such flaws, an area of worse-case scenarios with regard to the aforementioned flight operations was researched. The events selected to

The thesis is an investigation on current regulations of commercial aircraft landing and take-off procedures and an analysis of potential weaknesses within the regulatory system for commercial aerospace. To determine such flaws, an area of worse-case scenarios with regard to the aforementioned flight operations was researched. The events selected to best-depict these scenarios where incidents of aircraft overrunning the runway, referred to as runway excursions. A case-study conducted of 44 federal investigations of runway excursions produced data indicating four influential factors within these incidents: weather, pilot error, instrument malfunction, and runway condition. Upon examination, all but pilot error appeared to have federal enforcement to diminish the occurrence of future incidents. This is a direct result of the broad possibilities that make up this factor. The study then searched for a consistent fault within the incidents with the results indicating an indirect relationship of thrust reversers, a technique utilized by pilots to provide additional braking, to these excursions. In cases of thrust reverser failure, pilots' over-reliance on the system lead to time being lost from the confusion produced by the malfunction, ultimately resulting in several different runway excursions. The legal implication with the situation is that current regulations are ambiguous on the subject of thrust reversers and thus do not properly model the usage of the technique. Thus, to observe the scope of danger this ambiguity presents to the industry, the relationship of the technique to commercial aerospace needed to be determined. Interviews were set-up with former commercial pilots to gather data related to the flight crew perspective. This data indicated that thrust reversers were actively utilized by pilots within the industry for landing operations. The problem with the current regulations was revealed that the lack of details on thrust reverser reflected a failure of regulations to model current industry flight operations. To improve safety within the industry, new data related to thrust reverser deployment must be developed and enforced to determine appropriate windows to utilize the technique, thus decreasing time lost in confusion that results from thrust reversers malfunction. Future work would be based on producing simulations to determine said data as well as proposing the policy suggestions produced by this thesis.
ContributorsCreighton, Andrew John (Author) / Takahashi, Timothy (Thesis director) / Marchant, Gary (Committee member) / Kimberly, Jimmy (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / School of Politics and Global Studies (Contributor)
Created2014-05
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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
This study aims to showcase the results of a quadrotor model and the mathematical techniques used to arrive at the proposed design. Multicopters have made an explosive appearance in recent years by the controls engineering community because of their unique flight performance capabilities and potential for autonomy. The ultimate goal

This study aims to showcase the results of a quadrotor model and the mathematical techniques used to arrive at the proposed design. Multicopters have made an explosive appearance in recent years by the controls engineering community because of their unique flight performance capabilities and potential for autonomy. The ultimate goal of this research is to design a robust control system that guides and tracks the quadrotor's trajectory, while responding to outside disturbances and obstacles that will realistically be encountered during flight. The first step is to accurately identify the physical system and attempt to replicate its behavior with a simulation that mimics the system's dynamics. This becomes quite a complex problem in itself because many realistic systems do not abide by simple, linear mathematical models, but rather nonlinear equations that are difficult to predict and are often numerically unstable. This paper explores the equations and assumptions used to create a model that attempts to match roll and pitch data collected from multiple test flights. This is done primarily in the frequency domain to match natural frequency locations, which can then be manipulated judiciously by altering certain parameters.
ContributorsDuensing, Jared Christopher (Author) / Takahashi, Timothy (Thesis director) / Garrett, Frederick (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace 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