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
The current trend of interconnected devices, or the internet of things (IOT) has led to the popularization of single board computers (SBC). This is primarily due to their form-factor and low price. This has led to unique networks of devices that can have unstable network connections and minimal processing power.

The current trend of interconnected devices, or the internet of things (IOT) has led to the popularization of single board computers (SBC). This is primarily due to their form-factor and low price. This has led to unique networks of devices that can have unstable network connections and minimal processing power. Many parallel program- ming libraries are intended for use in high performance computing (HPC) clusters. Unlike the IOT environment described, HPC clusters will in general look to obtain very consistent network speeds and topologies. There are a significant number of software choices that make up what is referred to as the HPC stack or parallel processing stack. My thesis focused on building an HPC stack that would run on the SCB computer name the Raspberry Pi. The intention in making this Raspberry Pi cluster is to research performance of MPI implementations in an IOT environment, which had an impact on the design choices of the cluster. This thesis is a compilation of my research efforts in creating this cluster as well as an evaluation of the software that was chosen to create the parallel processing stack.
ContributorsO'Meara, Braedon Richard (Author) / Meuth, Ryan (Thesis director) / Dasgupta, Partha (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark

The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark fantasy theme. We will first be exploring the challenges that came
with programming my own game - not quite from scratch, but also without a prebuilt
engine - then transition into game design and how Helix has evolved from its original form
to what we see today.
ContributorsDiscipulo, Isaiah K (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide

Bioscience High School, a small magnet high school located in Downtown Phoenix and a STEAM (Science, Technology, Engineering, Arts, Math) focused school, has been pushing to establish a computer science curriculum for all of their students from freshman to senior year. The school's Mision (Mission and Vision) is to: "..provide a rigorous, collaborative, and relevant academic program emphasizing an innovative, problem-based curriculum that develops literacy in the sciences, mathematics, and the arts, thus cultivating critical thinkers, creative problem-solvers, and compassionate citizens, who are able to thrive in our increasingly complex and technological communities." Computational thinking is an important part in developing a future problem solver Bioscience High School is looking to produce. Bioscience High School is unique in the fact that every student has a computer available for him or her to use. Therefore, it makes complete sense for the school to add computer science to their curriculum because one of the school's goals is to be able to utilize their resources to their full potential. However, the school's attempt at computer science integration falls short due to the lack of expertise amongst the math and science teachers. The lack of training and support has postponed the development of the program and they are desperately in need of someone with expertise in the field to help reboot the program. As a result, I've decided to create a course that is focused on teaching students the concepts of computational thinking and its application through Scratch and Arduino programming.
ContributorsLiu, Deming (Author) / Meuth, Ryan (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Many psychology-rooted studies into the games industry seek to identify emotions players experience during gameplay. However, there is a need to extend this kind of research beyond the realm of emotion into more long-term concepts, like satisfaction. This experiment tested whether a specific game mechanic was enjoyable. Other literature has

Many psychology-rooted studies into the games industry seek to identify emotions players experience during gameplay. However, there is a need to extend this kind of research beyond the realm of emotion into more long-term concepts, like satisfaction. This experiment tested whether a specific game mechanic was enjoyable. Other literature has established a way to describe and quantify enjoyability. Using a survey based on that work, this study evaluated the addition of a 'gel gun' to a platforming game. The fun was found to significantly increase players' affective experiences, concentration, and sense of control, all being components of an enjoyable experience. It also exposed some conflicts within the survey that merit investigation. It was concluded that the 'gel gun' feature increased gameplay enjoyability without significantly diminishing any other enjoyable factors. Future work may explore the connections between this feature and specific elements of enjoyment.
ContributorsMints, John (Author) / Meuth, Ryan (Thesis director) / Chen, Yinong (Committee member) / Barrett, The Honors College (Contributor)
Created2014-12
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Description
The purpose of this thesis study was to examine whether the "war on cancer" metaphor influences cancer perception and treatment decision. A total of 249 undergraduates (152 females) from a large southwestern university participated in an online survey experiment and were either randomly assigned to the control condition (N=123) or

The purpose of this thesis study was to examine whether the "war on cancer" metaphor influences cancer perception and treatment decision. A total of 249 undergraduates (152 females) from a large southwestern university participated in an online survey experiment and were either randomly assigned to the control condition (N=123) or to the war prime condition (N=126). Participants in the control condition did not receive the metaphor manipulation while participants in the war prime condition received the subtle "war on cancer" metaphor prime. After the prime was given, participants read a scenario, answered questions related to the situation, and responded to demographic questions. The results suggested that, compared to participants in the no-prime condition, participants exposed to the war metaphor were more likely to (a) view melanoma as an acute disease, (b) choose chemotherapy over molecular tests, and (c) prefer more aggressive treatment. These findings illustrated the unintended consequences of the "war on cancer" slogan. The results were encouraging and in the predicted direction, but the effect size was small. The discussion section described possible future directions for research.
ContributorsShangraw, Ann Mariah (Author) / Kwan, Virginia (Thesis director) / Neuberg, Steven (Committee member) / Cavanaugh Toft, Carolyn (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2015-05
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Description
In this paper we explore the design, implementation, and analysis of two different approaches for providing music recommendations to targeted users by implementing the Gram-ART unsupervised learning algorithm. We provide a content filtering approach using a dataset of one million songs which include various metadata tags and a collaborative filtering

In this paper we explore the design, implementation, and analysis of two different approaches for providing music recommendations to targeted users by implementing the Gram-ART unsupervised learning algorithm. We provide a content filtering approach using a dataset of one million songs which include various metadata tags and a collaborative filtering approach using the listening histories of over one million users. The two methods are evaluated by their results from Million Song Dataset Challenge. While both placed near the top third of the 150 challenge participants, the knowledge gained from the experiments will help further refine the process and likely produced much higher results in a system with the potential to scale several magnitudes.
ContributorsMeiss, Trevor (Author) / Meuth, Ryan (Thesis director) / Miller, Phill (Committee member) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
Students learn in various ways \u2014 visualization, auditory, memorizing, or making analogies. Traditional lecturing in engineering courses and the learning styles of engineering students are inharmonious causing students to be at a disadvantage based on their learning style (Felder & Silverman, 1988). My study analyzes the traditional approach to learning

Students learn in various ways \u2014 visualization, auditory, memorizing, or making analogies. Traditional lecturing in engineering courses and the learning styles of engineering students are inharmonious causing students to be at a disadvantage based on their learning style (Felder & Silverman, 1988). My study analyzes the traditional approach to learning coding skills which is unnatural to engineering students with no previous exposure and examining if visual learning enhances introductory computer science education. Visual and text-based learning are evaluated to determine how students learn introductory coding skills and associated problem solving skills. My study was conducted to observe how the two types of learning aid the students in learning how to problem solve as well as how much knowledge can be obtained in a short period of time. The application used for visual learning was Scratch and Repl.it was used for text-based learning. Two exams were made to measure the progress made by each student. The topics covered by the exam were initialization, variable reassignment, output, if statements, if else statements, nested if statements, logical operators, arrays/lists, while loop, type casting, functions, object orientation, and sorting. Analysis of the data collected in the study allow us to observe whether the traditional method of teaching programming or block-based programming is more beneficial and in what topics of introductory computer science concepts.
ContributorsVidaure, Destiny Vanessa (Author) / Meuth, Ryan (Thesis director) / Yang, Yezhou (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Even in the largest public university in the country, computer related degrees such as Computer Science, Computer Systems Engineering and Software Engineering have low enrollment rates and high dropout rates. This is interesting because the careers that require these degrees are marketed as the highest paying and most powerful. The

Even in the largest public university in the country, computer related degrees such as Computer Science, Computer Systems Engineering and Software Engineering have low enrollment rates and high dropout rates. This is interesting because the careers that require these degrees are marketed as the highest paying and most powerful. The goal of this project was to find out what the students of Arizona State University (ASU) thought about these majors and why they did or did not pick them. A total of 206 students were surveyed from a variety of sources including upper level classes, lower level classes and Barrett, the Honors College. Survey questions asked why the students picked their current major, if they had a previous major and why did they switch, and if the students had considered one of the three computer related degrees. Almost all questions were open ended, meaning the students did not have multiple choice answers and instead could write as short or as long of a response as needed. Responses were grouped based on a set of initial hypotheses and any emerging trends. These groups were displayed in several different bar graphs broken down by gender, grade level and category of student (stayed in a computer related degree, left one, joined one or picked a non-computer related degree). Trends included students of all grade levels picking their major because they were passionate or interested in the subject. This may suggest that college students are set in their path and will not switch majors easily. Students also reported seeing computer related degrees as too difficult and intimidating. However, given the low (when compared to all of ASU) number of students surveyed, the conclusions and trends given cannot be representative of ASU as a whole. Rather, they are just representative of this sample population. Further work on this study, if time permitted, would be to try to survey more students and question some of the trends established to find more specific answers.
ContributorsMeza, Edward L (Author) / Meuth, Ryan (Thesis director) / Miller, Phillip (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
The media often portrays professional basketball players as narcissistic, entitled and selfish, but are these portrayals accurate? After all, basketball is a team sport and team sport research indicates that players are more altruistic and selfless. This study proposes a way to assess narcissism and altruism through observable behaviors from

The media often portrays professional basketball players as narcissistic, entitled and selfish, but are these portrayals accurate? After all, basketball is a team sport and team sport research indicates that players are more altruistic and selfless. This study proposes a way to assess narcissism and altruism through observable behaviors from all the active players in the NBA.
ContributorsPappas, Carissa Anne (Author) / Kwan, Virginia (Thesis director) / Glenberg, Arthur (Committee member) / Mae, Lynda (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor)
Created2013-12
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Description
A recent controversy has surrounded service dogs in public environments. Use of service dogs may trigger discrimination against individuals with non-visible disabilities. Major goals of this thesis study are to examine if significant differences exist in personality perceptions and attitude towards service dog owners with visible disabilities versus those with

A recent controversy has surrounded service dogs in public environments. Use of service dogs may trigger discrimination against individuals with non-visible disabilities. Major goals of this thesis study are to examine if significant differences exist in personality perceptions and attitude towards service dog owners with visible disabilities versus those with non-visible disabilities, and whether these perceptions and attitude predict how they would be treated in a public setting. The study employed a mixed 2 x2 factorial experiment design. The first independent variable was visibility of the disability, with the two levels being visible vs non-visible, and this factor was non-repeated in nature. The second independent variable was the target of evaluation, with the owner and the dog being the two levels, and this was a repeated measure. Specifically, this study assessed personality perceptions using the Big Five personality traits (Extraversion, Agreeableness, Conscientiousness, Emotional Stability, Openness to Experience) and operationalized attitude in terms of the positivity of personality perceptions. Additionally, this study examined whether an owner of a service dog with a non-visible disability would be treated differently from their counterpart who has a visible disability. In the study, participants were given a scenario and picture where they encounter an individual who either had a visible or non-visible disability with a service dog at a restaurant. Then, participants rated the owner and the dog individually on the Big Five personality traits, and indicated whether and how likely they would seat the individual and their service dog at the restaurant. When considering the visibility of a disability alone, an individual with a non-visible disability was perceived as less conscientious. When considering how the owner and the dog were perceived regardless of visibility of disability, owners were rated significantly lower than their dog on agreeableness and extraversion, but significantly higher on openness to experience. There was also a significant difference in treatment of the dog owners based on the visibility of their disability, service dog owners with non-visible disabilities have a higher likelihood of experiencing unlawful treatment. Furthermore, personality perceptions and attitude were significantly correlated with treatment for both individuals with non-visible and visible disabilities. Together, findings of this study inform the design of future research. Future research on this topic may help inform policy makers the challenges and unfair treatment facing individuals who have non-visible disabilities.
ContributorsSanta Cruz, Alyssa Ann (Author) / Kwan, Virginia (Thesis director) / Glenberg, Arthur (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05