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 - 3 of 3
Filtering by

Clear all filters

Description
Aboriginal Voices Testimonials Reflecting Indigenous Experience in Australia "Aboriginal Voices: Testimonials Reflecting Indigenous Experience in Australia," is a collection of four audio portraits of Aboriginal artists interviewed between January and May of 2016. It enabled me to cover an underserved population, consistent with journalistic and human rights standards. The testimonials

Aboriginal Voices Testimonials Reflecting Indigenous Experience in Australia "Aboriginal Voices: Testimonials Reflecting Indigenous Experience in Australia," is a collection of four audio portraits of Aboriginal artists interviewed between January and May of 2016. It enabled me to cover an underserved population, consistent with journalistic and human rights standards. The testimonials are paired with visuals, such as portraits and graphics. The artists who participated each discussed different aspects of life, although key and overlapping themes surfaced with each. Nicole Phillips, a highly educated animator and teacher, discussed systemic poverty and the generational trauma of mistreatment. She emphasizes, however, that Aboriginal Australians are still fighting back. Gordon Syron talks about his family's land and how it was taken from them. Syron killed the man responsible and spent time in prison, where he began his art career. He focuses on justice issues and fair representation. Peta-Joy Williams is fair-skinned and brings up issues of inclusion and identity. Additionally, Williams is fluent in Pitjara, one of 120 remaining Aboriginal languages. She teaches this to youth and Elders, passing on and restoring culture. Finally, Jeffrey Samuels reveals his experience in a boys home and getting fostered by a white family. He was denied his culture and worked very hard at a young age. Samuels is part of the Stolen Generation, a large population of Aboriginal Australians taken from their families as part of government policies. The paper discusses outreach techniques, summarizes the interview experience with each artists, technical requirements and reflections on the subjects that came up most prominently. The website, serving as the visual element of the project, can be found at aboriginalvoices.wordpress.com
Created2016-12
135955-Thumbnail Image.png
Description
Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset

Instead of providing the illusion of agency to a reader via a tree or network of prewritten, branching paths, an interactive story should treat the reader as a player who has meaningful influence on the story. An interactive story can accomplish this task by giving the player a large toolset for expression in the plot. LudoNarrare, an engine for interactive storytelling, puts "verbs" in this toolset. Verbs are contextual choices of action given to agents in a story that result in narrative events. This paper begins with an analysis and statement of the problem of creating interactive stories. From here, various attempts to solve this problem, ranging from commercial video games to academic research, are given a brief overview to give context to what paths have already been forged. With the background set, the model of interactive storytelling that the research behind LudoNarrare led to is exposed in detail. The section exploring this model contains explanations on what storyworlds are and how they are structured. It then discusses the way these storyworlds can be brought to life. The exposition on the LudoNarrare model finally wraps up by considering the way storyworlds created around this model can be designed. After the concepts of LudoNarrare are explored in the abstract, the story of the engine's research and development and the specifics of its software implementation are given. With LudoNarrare fully explained, the focus then turns to plans for evaluation of its quality in terms of entertainment value, robustness, and performance. To conclude, possible further paths of investigation for LudoNarrare and its model of interactive storytelling are proposed to inspire those who wish to continue in the spirit of the project.
ContributorsStark, Joshua Matthew (Author) / VanLehn, Kurt (Thesis director) / Wetzel, Jon (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2015-12
165695-Thumbnail Image.png
Description
Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting

Mark is a creative project to showcase the storytelling potential of video games and explore the unique narrative tools at their disposal. In particular, the mechanics are crafted to spotlight the ludonarrative—when the gameplay adds to or even tells its own story. In addition, the short, non-linear progression of collecting a different assortment of friends with each playthrough explores player agency and its role in the emergence of narrative from a series of loosely-scripted events.
ContributorsHoward, Rachel (Author) / Hill, Retha (Thesis director) / O'Flaherty, Katherine (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05