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 72
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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
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
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
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
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
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
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