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.

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Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The thesis explores the trial of the Nazi war criminal Adolf Eichmann, which occurred in Jerusalem in 1961. In order to do this, the thesis analyzes four sources—two films and two books—that exist as representations of and responses to the historic trial. My analyses investigate the role of the witnesses

The thesis explores the trial of the Nazi war criminal Adolf Eichmann, which occurred in Jerusalem in 1961. In order to do this, the thesis analyzes four sources—two films and two books—that exist as representations of and responses to the historic trial. My analyses investigate the role of the witnesses who offered testimony during the trial and the sentencing that occurred at the trial’s conclusion, which are two major aspects of the trial. By comparing the way that various witnesses, who appear in multiple representations of the trial, are portrayed, the thesis will make conclusions regarding the way that each source utilizes the witness testimony. In order to evaluate the way each source presents the sentencing of the trial, the thesis uses Yasco Horsman’s concepts of the constative and performative aspects of judgement. The thesis concludes by discussing the value that each of these works has as a representation of the Holocaust. Ultimately, as time distances the modern generation from the events of the Holocaust and post-Holocaust trials, the need for such representations as the four examined in this thesis continues to grow in importance.
ContributorsKierum, Caitlin Anne (Author) / Gilfillan, Daniel (Thesis director) / Goodman, Brian (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / School of Social Transformation (Contributor) / Department of English (Contributor) / School of International Letters and Cultures (Contributor) / School of Music (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Experimentation is as vital to literature as it is to the sciences. Experimentation through narrative is an evolutionary process that develops the art of storytelling through changing mediums, formats and forms of linearity. Challenging conceptual norms of narrative has resulted in a new genre characterized by interactive nonconventional structures, and

Experimentation is as vital to literature as it is to the sciences. Experimentation through narrative is an evolutionary process that develops the art of storytelling through changing mediums, formats and forms of linearity. Challenging conceptual norms of narrative has resulted in a new genre characterized by interactive nonconventional structures, and the necessity of reading with nontrivial effort. The term ergodic was applied to literature first in Espen J. Aarseths 1997 study Cybertext: Perspectives on Ergodic Literature. In its simplest terms, ergodic literature requires nontrivial effort to transverse the text, as opposed to nonergodic literature, which would be the majority of traditionally formatted and conventionally read literature that requires no extraneous responsibilities of the reader (Aarseth, 1997). The qualities that necessitate a heightened requirement of nontrivial effort vary widely. Literary works like Doug Dorst’s Ship of Theseus (2013) integrates supplemental materials, and notes transcribed in the margins connected to the multiple narratives within the actual pages of the book. Some books such as Mark Z. Danielewski’s House of Leaves (2000) utilize coded messages and hidden information that contribute to the atmosphere of the narrative. These intricacies enclose information that constructs a veritable labyrinth, containing details and material not easily found but ultimately pivotal to the comprehension of the text. And while completion may be a goal of the standard text, it may never even be intended for works such as these. Throughout this discussion I intend to contest that House of Leaves is an apex of literature and experimental narrative. Furthermore, I will highlight the importance of experimentation in narratives and its role in the development of various modes and mediums while analyzing prominent works and themes that fall under the category of experimental narrative or ergodic literature.
ContributorsGalvan, Joshua Paul (Author) / Gilfillan, Daniel (Thesis director) / Rigoni, Adam (Committee member) / School of Criminology and Criminal Justice (Contributor) / School of Politics and Global Studies (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Conceptual poetry begins with the spark of the writing process, the moment when a poet finds inspiration and begins to write a poem. It is in that moment when the poem begins to be conceptualized, evolving throughout every part of the writing process. Conceptual poetry is the evolving idea of

Conceptual poetry begins with the spark of the writing process, the moment when a poet finds inspiration and begins to write a poem. It is in that moment when the poem begins to be conceptualized, evolving throughout every part of the writing process. Conceptual poetry is the evolving idea of what the poem is working toward becoming, the concept of the end performance, and how the poem will be received. This conceptualization changes drastically with the revisions made throughout the process, the idea of the poem is revised as the author interacts with the work and audience. The revisions to the conceptualization may be minute or drastic. Small changes can be changing the feeling you want to elicit from the reader from slight anxiety to tones of fear. Larger changes can be changing the entire message you want to portray to your audience. Poems go through critical revisions that can leave a poem, and its conceptualized performed product, completely transformed and sometimes unrecognizable from the beginning product. The conceptual poetry and performance ends at the point where it leaves the author and becomes perceived and digested by the audience. The performance itself will always be conceptual and will never truly fulfill the concept the way that the poet has envisioned it.
ContributorsPolmanteer, Katherine (Author) / Gilfillan, Daniel (Thesis director) / Murphy, Patricia Colleen (Committee member) / Department of English (Contributor, Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
In June of 2016, the United Kingdom held a referendum for its citizens to decide whether to remain a part of the European Union or take their leave. The vote was close but ultimately the U.K. decided to leave, triggering the two-year process of negotiations that would shape the U.K.’s

In June of 2016, the United Kingdom held a referendum for its citizens to decide whether to remain a part of the European Union or take their leave. The vote was close but ultimately the U.K. decided to leave, triggering the two-year process of negotiations that would shape the U.K.’s departure (Brexit). The question of what will become of the border between Northern Ireland and the Republic of Ireland is heavy with implications for the national identity of people living on either side of the border, and this makes it one of the more pressing concerns in Brexit discourse. This research analyzes how national identity is used as a rhetorical tactic in media to influence and persuade readers to vote in accordance with the author’s political goals. It does so by evaluating how borders shape national identity and analyzing newspaper articles from the two highest circulating Northern Irish daily newspapers (The Irish News and the Belfast Telegraph) during the week leading up to the June 23rd, 2016 referendum. In analyzing news articles relating to the Irish border issue of Brexit from The Irish News and the Belfast Telegraph during the time frame of June 16th-23rd, 2016, four analytical categories of how identity-related rhetoric was used were discovered: fear, self-interest, Irish Nationalism, and a negative association of the past. Further, it was hypothesized and confirmed the political leanings of the papers influenced which type of rhetorical tactic was used. In the broad realm of Brexit and media related discussion, this research could help strengthen understanding of how traditional media uses national identity to persuade readers to and influence voting behavior in the midst of such a divisive referendum.

Key Words: Brexit, Irish border, national identity, rhetoric, newspapers
ContributorsCaldwell, Tara (Author) / O'Flaherty, Katherine (Thesis director) / Ripley, Charles (Committee member) / School of Social Transformation (Contributor) / School of Politics and Global Studies (Contributor, Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
With this thesis, I have set out to answer two fundamental questions within music: does music mean anything, and should music mean anything? In answering those questions, I also set out to create a creative project that would implement these ideas: an original concept album of music that is programmatic

With this thesis, I have set out to answer two fundamental questions within music: does music mean anything, and should music mean anything? In answering those questions, I also set out to create a creative project that would implement these ideas: an original concept album of music that is programmatic in nature and incorporates motivic composition, jazz improvisation, lyrics, extra-musical audio and more all in the service of telling a narrative, a story, through music. I have done research into understanding music as a language, finding that this language is primarily communicative and recreational, rather than representational, of meaning. As well, I discuss the various different ways that music composers from Wagner to Williams have created narrative meaning in their works, using examples of leitmotif and other devices, as well as tracing the contextual associations of meaning that occurs when music is perceived in certain contexts. Furthermore, I discuss the dialogue between absolute and programmatic music, and also talk about the role of jazz improvisation in adding meaning to works.
For the second part of my thesis I talk about how I came to create the creative project aspect. I discuss how and why I designed the narrative that I did, and also analyzed the music I have created to illustrate how I implemented the various methods of musical storytelling that I detail in the first part of the paper. Lastly, I discuss my plans for publication and release of the creative project.
The third part of this thesis is a sample of the creative project. There is a version of the narrative that goes along with the creative project, as well as one of the eight pieces of original music on the creative project, entitled Journey.
Overall, I found that music does have meaning, it is just meaning that society ascribes to it based off of artistic intent and context, and as to whether music should mean anything, I believe that this is a question best left to be answered on an individual basis. Music can be whatever it wants to be.
ContributorsPrice, Alexander (Author) / Gilfillan, Daniel (Thesis director) / Kocour, Michael (Committee member) / Libman, Jeffrey (Committee member) / Department of English (Contributor) / School of Music (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05