Matching Items (29)
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Description
What does it mean to be human or for that matter, posthuman, according to a cyberpunk? This paper navigates the experience of being human in the dystopian and highly technologized future worlds found within the cyberpunk literary tradition of the 1980s and early 1990s. This work explores the implication of

What does it mean to be human or for that matter, posthuman, according to a cyberpunk? This paper navigates the experience of being human in the dystopian and highly technologized future worlds found within the cyberpunk literary tradition of the 1980s and early 1990s. This work explores the implication of what it means to be posthuman in these worlds, which are comprised of virtual realities and disembodied identities. This project first addresses posthumanism as a critical theory and its destabilization of the traditional concept of humanism with particular attention to the relationship between the human being and technology. After building a theoretical framework of posthumanism based on works by Martin Heidegger, Jacques Derrida, and Bernard Stiegler, this paper then offers a survey of the cyberpunk tradition and the key themes developed and examined within the genre. The project then investigates two seminal works of the cyberpunk movement, William Gibson's 1984 novel, Neuromancer, and Neal Stephenson's 1992 work, Snow Crash, in order to trace a becoming posthuman as it is found within cyberpunk. As this paper further explains, the process of uncovering the posthuman within these texts produces a sense of loss and also nostalgia for a previous experience of being human which was already posthuman. The cyberpunk tradition and these novels in particular, reveal that there has always already been a degree of indeterminacy surrounding the question of what it means to be human. Through destabilizing traditionally held conceptions of humanism, cyberpunk and posthumanism offer the potential to rethink ourselves and our comportment towards the world knowing that technology always already informs our experience of being human.
ContributorsCarr, Joshua (Author) / Broglio, Ronald (Thesis advisor) / Lussier, Mark (Committee member) / Finn, Edward (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of

Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of performing work. Maintaining these practices can be difficult, because even though obvious benefits come with achieving these goals, an individual's willpower may not always be sufficient to sustain the required effort. This dissertation advocates addressing this problem by designing novel interfaces that provide people with new practices that are fun and enjoyable, thereby reducing the need for users to draw upon willpower when pursuing these long-term goals. To draw volitional usage, these practice-oriented interfaces can integrate key characteristics of existing activities, such as music-making and other hobbies, that are already known to draw voluntary participation over long durations. This dissertation makes several key contributions to provide designers with the necessary tools to create practice-oriented interfaces. First, it consolidates and synthesizes key ideas from fields such as activity theory, self-determination theory, HCI design, and serious leisure. It also provides a new conceptual framework consisting of heuristics for designing systems that draw new users, plus heuristics for making systems that will continue drawing usage from existing users over time. These heuristics serve as a collection of useful ideas to consider when analyzing or designing systems, and this dissertation postulates that if designers build these characteristics into their products, the resulting systems will draw more volitional usage. To demonstrate the framework's usefulness as an analytical tool, it is applied as a set of analytical lenses upon three previously-existing experiential media systems. To demonstrate its usefulness as a design tool, the framework is used as a guide in the development of an experiential media system called pdMusic. This system is installed at public events for user studies, and the study results provide qualitative support for many framework heuristics. Lastly, this dissertation makes recommendations to scholars and designers on potential future ways to examine the topic of volitional usage.
ContributorsWallis, Isaac (Author) / Ingalls, Todd (Thesis advisor) / Coleman, Grisha (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2013
Description

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and

Artificial Intelligence is quickly growing to be an influential part of our daily lives. Due to this, we believe it is important to analyze how cultural perceptions can influence how we interact and develop technology. We decided to focus on India due to its large economic stature, cultural influence, and influence on the technology industry.

ContributorsRaka, Khyati Pravin (Co-author) / Babbepalli Venkata, Sai Sandilya (Co-author) / Finn, Edward (Thesis director) / Banerjee, Ayan (Thesis director) / Fortunato, Joseph (Committee member) / Computer Science and Engineering Program (Contributor) / School of Politics and Global Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
The fashion industry dubs couture as high fashion, yet couture never reaches the finish line when it comes to comfort. Most of the brand name high heels on the market are too painful to wear for long periods of time. For this project, I have developed 3D printed high heels

The fashion industry dubs couture as high fashion, yet couture never reaches the finish line when it comes to comfort. Most of the brand name high heels on the market are too painful to wear for long periods of time. For this project, I have developed 3D printed high heels with detachable insoles that will relieve tired feet based on the principle of reflexology. The product integrates traditional flexible insoles with Arduino computing and the result is a functional surface that can ease the pain of the wearer. This paper introduces the product and with it, under-explored opportunities to customize your own high heels at home. Essentially, each consumer will have the ability to personalize and switch out their style without sacrificing comfort. Soon, a consumer will be a designer.
ContributorsNguyen, Nhi N. (Author) / Ingalls, Todd (Thesis director) / Gigantino, Josh (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each

The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each other and instill a foreign, yet familiar feeling within the listener. With this approach in mind, I created audio for a variety of media and attempted to push myself in terms of genre and production, ultimately allowing myself to survey a multitude of instruments and audio effects outside of what I learned in my classes. In my portfolio, I have an organized layout of my audio work within the categories of film soundtracks, game audio, and original music, along with how to contact me and information about the licensing of my music. In learning how to create a professional online portfolio, I learned more about the business side of music and where I stand regarding how people listen to my music or use it within their own projects. The process of creating my portfolio taught me a lot about the relationships that I want to pursue with artists that I work with in the future. My portfolio can be found at: markusrennemann.weebly.com
ContributorsRennemann, Markus Horst Florian (Author) / Ingalls, Todd (Thesis director) / Paine, Garth (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
Description
This creative project thesis involves electronic music composition and production, and it uses some elements of algorithmic music composition (through recurrent neural networks). Algorithmic composition techniques are used here as a tool in composing the pieces, but are not the main focus. Thematically, this project explores the analogy between artificial

This creative project thesis involves electronic music composition and production, and it uses some elements of algorithmic music composition (through recurrent neural networks). Algorithmic composition techniques are used here as a tool in composing the pieces, but are not the main focus. Thematically, this project explores the analogy between artificial neural networks and neural activity in the brain. This project consists of three short pieces, each exploring these concept in different ways.
ContributorsKarpur, Ajay (Author) / Suzuki, Kotoka (Thesis director) / Ingalls, Todd (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways

This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways in which technologically-created media can relate to the human experience of emotion, and the ways in which emotions are like software to the human body's hardware. Additionally, this project conceptually comments on and rejects the idea that human situations always require a specific "appropriate" human emotion in response. Credit for the music in this game goes to Markus Rennemann.
ContributorsBennett, Ashley Laura (Author) / Ingalls, Todd (Thesis director) / Kautz, Luke (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-12
Description
Human subject research is a sensitive ethical topic in today's society, and with good cause. The history of human subject research is full of tragedy and wrongdoing, which is what has led to the firm restrictions we presently have. At the same time, we also acknowledge the value behind human

Human subject research is a sensitive ethical topic in today's society, and with good cause. The history of human subject research is full of tragedy and wrongdoing, which is what has led to the firm restrictions we presently have. At the same time, we also acknowledge the value behind human subject research and the information science can obtain from such endeavors. This project analyzes this conundrum through a narrative describing a group of scientists who choose to ignore some of the laws and regulations concerning human subject research in order to pursue neurological based research for a "greater good." In the novella, the scientists end up harming several people while performing their illegal research, but are able to obtain successful results. However, the group is eventually caught, and end up having to face the consequences of their actions. The situations and interactions the story presents are meant to juxtapose both sides of the human subject research ethical argument in a unique way in order to allow the reader to critically think through the argument themselves and form their own opinions on the matter.
ContributorsPirotte, Benjamin Daniel (Author) / Finn, Edward (Thesis director) / Cook, Paul (Committee member) / McGregor, Joan (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2015-05
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Digital technologies are quickly being combined with and replacing teacher curriculums and student resource tools. This is particularly true with advances in digital textbooks as it provides a medium for opportunity and growth in the nature of the textbook as it pertains to students in the classroom. Although great strides

Digital technologies are quickly being combined with and replacing teacher curriculums and student resource tools. This is particularly true with advances in digital textbooks as it provides a medium for opportunity and growth in the nature of the textbook as it pertains to students in the classroom. Although great strides have been taken in intelligent tutoring systems personalized toward a student's needs there seems to be an overall disconnect between student needs in the classroom in not utilizing or adopting these technologies. In this paper I provide both conflicting and comparable needs of teachers and students surrounding the textbook to reveal the costs and benefits associated with technology adoption. Through 4 teacher interviews and 4 participatory prototyping sessions I found that students and teachers desire the following elements in technology: 1) Collaboration 2) Synchronicity 3) Adaptive 4) Automation. I discuss the implications of implementing such features and how they could be applied in integrated Q&A system to encourage collaborative learning.
ContributorsRodriguez, James Paul (Author) / Walker, Erin (Thesis director) / Finn, Edward (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / WPC Graduate Programs (Contributor)
Created2014-05
Description

This project consists of 2 electronic/instrumental musical albums, each with 4 songs, aimed at becoming a source of solo therapy for those affected by mental illnesses. The calm album contains calm and relaxing music to combat anxiety and the HAPPY album contains happy and uplifting music to combat depression. While

This project consists of 2 electronic/instrumental musical albums, each with 4 songs, aimed at becoming a source of solo therapy for those affected by mental illnesses. The calm album contains calm and relaxing music to combat anxiety and the HAPPY album contains happy and uplifting music to combat depression. While the musical elements stabilize the listener’s mental state, their own internal dialogue and meditation work to heal the listener’s mental illness.

ContributorsHendrix, Austin J. (Author) / Ingalls, Todd (Thesis director) / Rigsby, Clarke (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05