This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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The inception of the human-powered water pump began during my trip to Maasailand in Kenya over the Summer of 2017. Being one of the few Broadening the Reach of Engineering through Community Engagement (BRECE) Scholars at Arizona State University, I was given the opportunity to join Prescott College (PC) on

The inception of the human-powered water pump began during my trip to Maasailand in Kenya over the Summer of 2017. Being one of the few Broadening the Reach of Engineering through Community Engagement (BRECE) Scholars at Arizona State University, I was given the opportunity to join Prescott College (PC) on their annual trip to the Maasai Education, Research, and Conservation (MERC) Institute in rural Kenya. The ASU BRECE scholars that choose to travel were asked to collaborate with the local Maasai community to help develop functional and sustainable engineering solutions to problems identified alongside community members using rudimentary technology and tools that were available in this resource-constrained setting. This initiative evolved into multiple projects from the installation of GravityLights (a local invention that powers LEDs with falling sandbags), the construction/installation of smokeless stoves, and development of a much-needed solution to move water from the rainwater collection tanks around camp to other locations. This last project listed was prototyped once in camp, and this report details subsequent iterations of this human-powered pump.
ContributorsMiller, Miles Edward (Author) / Henderson, Mark (Thesis director) / Abbas, James (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
For my Barrett the Honors College senior thesis project, I decided to utilize my knowledge of curriculum design to create a set of learning Modules. I was influenced by my involvement in the Next Generation Service Corps to create these Modules around college student community impact. In the end I

For my Barrett the Honors College senior thesis project, I decided to utilize my knowledge of curriculum design to create a set of learning Modules. I was influenced by my involvement in the Next Generation Service Corps to create these Modules around college student community impact. In the end I developed 6 Modules, each with 4-5 lessons and activities that focused on topics such as volunteerism, civic engagement, and meaningful careers. With interviews rolling through during the design process, I was able to iterate my design as I built it. The design was tested with 14 college students with positive feedback and engagement during the week-long period that it was available. Through this research and design, I found that such a collection of Modules could be beneficial to students to excite them about their potential and educate them about the opportunities that exist for them to take advantage of. This research could serve as a useful tool within the ASU community as an opportunity for the students to build up meaningful skills to create impact. ASU is passionate about education translating into real world applications and creating “changemakers”, and this collection has the opportunity to do just that.
Created2020-05
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Description
The field of robotics is rapidly expanding, and with it, the methods of teaching and introducing students must also advance alongside new technologies. There is a challenge in robotics education, especially at high school levels, to expose them to more modern and practical robots. One way to bridge this ga

The field of robotics is rapidly expanding, and with it, the methods of teaching and introducing students must also advance alongside new technologies. There is a challenge in robotics education, especially at high school levels, to expose them to more modern and practical robots. One way to bridge this gap is human-robot interaction for a more hands-on and impactful experience that will leave students more interested in pursuing the field. Our project is a Robotic Head Kit that can be used in an educational setting to teach about its electrical, mechanical, programming, and psychological concepts. We took an existing robot head prototype and further advanced it so it can be easily assembled while still maintaining human complexity. Our research for this project dove into the electronics, mechanics, software, and even psychological barriers present in order to advance the already existing head design. The kit we have developed combines the field of robotics with psychology to create and add more life-like features and functionality to the robot, nicknamed "James Junior." The goal of our Honors Thesis was to initially fix electrical, mechanical, and software problems present. We were then tasked to run tests with high school students to validate our assembly instructions while gathering their observations and feedback about the robot's programmed reactions and emotions. The electrical problems were solved with custom PCBs designed to power and program the existing servo motors on the head. A new set of assembly instructions were written and modifications to the 3D printed parts were made for the kit. In software, existing code was improved to implement a user interface via keypad and joystick to give students control of the robot head they construct themselves. The results of our tests showed that we were not only successful in creating an intuitive robot head kit that could be easily assembled by high school students, but we were also successful in programming human-like expressions that could be emotionally perceived by the students.
ContributorsRathke, Benjamin (Co-author) / Rivera, Gerardo (Co-author) / Sodemann, Angela (Thesis director) / Itagi, Manjunath (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In past literature, automobile crash data is analyzed using time-series prediction

37,461 automobile accident fatalities occured in the United States in 2016 ("Quick Facts 2016", 2017). Improving the safety of roads has traditionally been approached by governmental agencies including the National Highway Traffic Safety Administration and State Departments of Transporation. In past literature, automobile crash data is analyzed using time-series prediction technicques to identify road segments and/or intersections likely to experience future crashes (Lord & Mannering, 2010). After dangerous zones have been identified road modifications can be implemented improving public safety. This project introduces a historical safety metric for evaluating the relative danger of roads in a road network. The historical safety metric can be used to update routing choices of individual drivers improving public safety by avoiding historically more dangerous routes. The metric is constructed using crash frequency, severity, location and traffic information. An analysis of publically-available crash and traffic data in Allgeheny County, Pennsylvania is used to generate the historical safety metric for a specific road network. Methods for evaluating routes based on the presented historical safety metric are included using the Mann Whitney U Test to evaluate the significance of routing decisions. The evaluation method presented requires routes have at least 20 crashes to be compared with significance testing. The safety of the road network is visualized using a heatmap to present distribution of the metric throughout Allgeheny County.
ContributorsGupta, Ariel Meron (Author) / Bansal, Ajay (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
This thesis proposes the concept of soft robotic supernumerary limbs to assist the wearer in the execution of tasks, whether it be to share loads or replace an assistant. These controllable extra arms are made using soft robotics to reduce the weight and cost of the device, and are not

This thesis proposes the concept of soft robotic supernumerary limbs to assist the wearer in the execution of tasks, whether it be to share loads or replace an assistant. These controllable extra arms are made using soft robotics to reduce the weight and cost of the device, and are not limited in size and location to the user's arm as with exoskeletal devices. Soft robotics differ from traditional robotics in that they are made using soft materials such as silicone elastomers rather than hard materials such as metals or plastics. This thesis presents the design, fabrication, and testing of the arm, including the joints and the actuators to move them, as well as the design and fabrication of the human-body interface to unite man and machine. This prototype utilizes two types of pneumatically-driven actuators, pneumatic artificial muscles and fiber-reinforced actuators, to actuate the elbow and shoulder joints, respectively. The robotic limb is mounted at the waist on a backpack frame to avoid interfering with the wearer's biological arm. Through testing and evaluation, this prototype device proves the feasibility of soft supernumerary limbs, and opens up opportunities for further development into the field.
ContributorsOlson, Weston Roscoe (Author) / Polygerinos, Panagiotis (Thesis director) / Zhang, Wenlong (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
As robotics technology advances, robots are being created for use in situations where they collaborate with humans on complex tasks.  For this to be safe and successful, it is important to understand what causes humans to trust robots more or less during a collaborative task.  This research project aims to

As robotics technology advances, robots are being created for use in situations where they collaborate with humans on complex tasks.  For this to be safe and successful, it is important to understand what causes humans to trust robots more or less during a collaborative task.  This research project aims to investigate human-robot trust through a collaborative game of logic that can be played with a human and a robot together. This thesis details the development of a game of logic that could be used for this purpose. The game of logic is based upon a popular game in AI research called ‘Wumpus World’. The original Wumpus World game was a low-interactivity game to be played by humans alone. In this project, the Wumpus World game is modified for a high degree of interactivity with a human player, while also allowing the game to be played simultaneously by an AI algorithm.
ContributorsBoateng, Andrew Owusu (Author) / Sodemann, Angela (Thesis director) / Martin, Thomas (Committee member) / Software Engineering (Contributor) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Adaptive expertise is a model of learning that posits two dimensions of development: efficiency and innovation. The mindset of an adaptive expert will serve any engineer by drawing upon diverse experiences to develop novel solutions to problems. Their mindset is based in lifelong learning, characterized by applying past experience to

Adaptive expertise is a model of learning that posits two dimensions of development: efficiency and innovation. The mindset of an adaptive expert will serve any engineer by drawing upon diverse experiences to develop novel solutions to problems. Their mindset is based in lifelong learning, characterized by applying past experience to current design challenges. Solution design requires a process, and a breadth of experience is among the adaptive expert's greatest tools in identifying the approach to take in an unfamiliar situation. The fluidity and agility of their mind allows them to work effectively throughout their career in technical design, as the situation of an engineer's design work can vary drastically over the course of time. This paper describes a study on an innovative junior-level electrical and robotic systems project course taught at a large southwestern university that encourages students to develop adaptive expertise in the context of real-world design projects. By fabricating prototypes, students learn strategies for troubleshooting and technical design, and iterations of the part demand reflection on previous design thinking. This study seeks to answer the following research questions: (1) How does user-centered design stimulate abstractive design thinking? (2) How does fabrication of prototypes stimulate active design thinking? And (3) How is the classroom culture enabling engineering design in the optimal adaptability corridor? Critical incident interviews were conducted with stakeholders in the course, and a thematic analysis of the transcripts conducted. Results show that this project-based curriculum fosters adaptive expertise by stimulating both abstractive and active design thinking. This provides a framework for practicing adaptive design thinking in classrooms. Disseminating these findings to curriculum designers will encourage more engaging, effective classes that graduate adaptive experts.
ContributorsLarson, James Robert (Author) / Jordan, Shawn (Thesis director) / Lande, Micah (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Chicago, the third largest city in the United States, is frequently in the national media's spotlight for negative news such as violence or failed gun laws. The city is hardly ever talked about in a positive light. This study aims to inform and educate outsiders of what the city is

Chicago, the third largest city in the United States, is frequently in the national media's spotlight for negative news such as violence or failed gun laws. The city is hardly ever talked about in a positive light. This study aims to inform and educate outsiders of what the city is like through the perspective lens of Chicago residents. To grasp a general understanding of Chicago, this creative project was completed through a narrative and interview-driven podcast series and split up into different topic categories. These categories were Chicago food, Chicago neighborhoods, Chicago's Southside, and Chicago sports. These topic areas are some of the things Chicago is most known for and give an adequate representation of what the city is like. Researching and putting this creative project into a podcast form proved how podcasts can be an alternative to in-depth and long-form journalism projects. The Chicago food episode called "Harold's v. Uncle Remus" explains the delicious food culture and showed two of the popular black restaurant chains that cater to the city. These two chicken spots are always a hot topic in heated debates of what place has the best chicken. The neighborhoods episode called "Won't You Be My Neighbor" highlights some of Chicago's interesting neighborhoods that tourists may not have on their attractions lists. This episode talks about the Pill Hill, Printers Row, and Little Italy neighborhoods, which all have unique histories. "Southside With You" explores the infamous region of Chicago, tells its history, and gives a theory as to why it continues to be the area it is known for in the media. Lastly, the sports episode "Sports: A History Lesson" is a full interview with a Chicago resident who has been a Chicago sports fan since the mid-60s and who has experienced the effects of racial divisions in sports. The episodes give only a peak of what the large city is like, but they demonstrate that Chicago is not this scary place, but a place with a complicatedly fascinating history.
ContributorsCarter, Jade (Author) / Thornton, Leslie-Jean (Thesis director) / Gatewood, Kira (Committee member) / School of Social and Behavioral Sciences (Contributor) / Walter Cronkite School of Journalism & Mass Comm (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
This paper seeks to emphasize how the presence of uncertainty, speculation and leverage work in concert within the stock market to exacerbate crashes in a cyclical market. It analyzes three major stock market events: the crash of Oct. 19, 1987, “Black Monday;” the dotcom bust, from 1999 to 2002; and

This paper seeks to emphasize how the presence of uncertainty, speculation and leverage work in concert within the stock market to exacerbate crashes in a cyclical market. It analyzes three major stock market events: the crash of Oct. 19, 1987, “Black Monday;” the dotcom bust, from 1999 to 2002; and the subprime mortgage crisis, from 2007 to 2010. Within each event period I define determinants or measurements of uncertainty, speculation. Analysis of how these three concepts functioned during boom and bust will highlight how their presence can amplify the magnitude of a crash. This paper postulates that the amount of leverage during a crash determines how long-term its effects will be. This theory is fortified by extensive research and interviews with experts in the stock market who had a front row view of the discussed crises.
ContributorsGraff, Veronica Camille (Author) / Leckey, Andrew (Thesis director) / Cohen, Sarah (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / Walter Cronkite School of Journalism & Mass Comm (Contributor, Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week consuming or engaging in eSports content, (2) follow multiple eSports

This thesis proposes the creation of a web service, Pulse, which will function as a content aggregator for the hardcore eSports fan. The hardcore eSports fan is characterized as an individual who (1) spends at least 10 hours a week consuming or engaging in eSports content, (2) follow multiple eSports personas (players or teams), and (3) have streamed or attended at least one eSports tournament. This segment of the eSports fanbase is targeted because it represents a very invested portion of the 380 million total eSports fans engaged with streaming and potentially attending live events and purchasing team merchandise (Newzoo 2018). The eSports industry itself is expected to reach almost a billion dollars in 2018, and Pulse will seek by capitalize on this record valuation by connecting fans to the highlights they love and performance metrics they wish to see for a given eSports Participant.

Pulse will stand out from its competitors by offering the hardcore eSports fan a digital space that provides them everything they care about eSports at a glance. From tracking Participant and franchise metrics to notifying them of an upcoming event, Pulse will sort through the eSports data stream and present its users with a customizable aggregation feed to sort through in a social media-type environment. Forum posts and comment sections on highlight videos will also be included to facilitate a social experience for the browsing user if he or she wishes to engage with the wider Pulse community. The web service will perform monetization by selling advertisement space to free users, or through monthly subscription fees to Premium users. The Premium users are offered additional features of the Pulse web service, such as additional Participant metrics, full video catalog of eSports highlights, and more focused search results.
ContributorsMoore, Randolph Lee (Author) / Eaton, Kathryn (Thesis director) / Schlacter, John (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05