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A collection of storyboards for a graphic novel adaptation of Edgar Allan Poe's "The Oval Portrait." These are drawn in a horror comic style and explore the gothic themes present in "The Oval Portrait" in a visual manner.

ContributorsRea, Sara Mateo (Author) / Fette, Donald (Thesis director) / Davis, Turner (Committee member) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author

"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author J.R.R. Tolkien. The connections between how story fits with music videos is then outlined. From this background research one is able to analyze examples of existing narrative music videos, before applying this knowledge and reflecting on the process of creating a narrative music video.
ContributorsNguyen, Melissa M (Author) / Finn, Ed (Thesis director) / Simeone, Michael (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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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
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Description
The purpose of this study was to determine whether a peer nursing student who presents a longitudinal case study on warfarin in a pharmacology course classroom influences prelicensure and postbaccalaureate nursing students' knowledge and perceived knowledge about warfarin. The study was a descriptive design that used a convenience sample of

The purpose of this study was to determine whether a peer nursing student who presents a longitudinal case study on warfarin in a pharmacology course classroom influences prelicensure and postbaccalaureate nursing students' knowledge and perceived knowledge about warfarin. The study was a descriptive design that used a convenience sample of baccalaureate nursing students enrolled in two pharmacology courses. All participating students answered warfarin case-study questions and completed a self-demographic questionnaire, a knowledge pretest and posttest, and a self-efficacy questionnaire after the activity, which evaluated students' knowledge and perceived knowledge on 11 warfarin concepts. For all students (N = 89), the number of correct answers improved significantly between pretests and posttests for Items 2-11 (p < .0001; Wilcoxon signed-rank tests), which evaluated students' knowledge on warfarin's site of action, associated laboratory values, use of vitamin K, and food-drug interactions. However, no significant difference was seen in the number of correct answers for warfarin's mechanism of action. Comparing prelicensure and postbaccalaureate groups by Mann-Whitney tests, no significant difference was seen for pretest total scores (median 7.00, n = 55; median 7.50, n = 34; respectively; p = .399). Similarly, no difference was seen for posttest total scores by groups (prelicensure: median = 9.00, n =54; postbaccalaureate: median = 10.00, n = 32; p = .344). Overall, students in both groups agreed that they could identify and explain all 11 warfarin concepts. The Pearson correlation between the total posttest and total self-efficacy scores for the combined group was .338 (p = .003), demonstrating a low but significant correlation between students' posttest total scores and their perceived warfarin knowledge, as evaluated by the self-efficacy questionnaire.
ContributorsLam, Wing Tung (Author) / Vana, Kimberly (Thesis director) / Holcomb, Cynthia (Committee member) / Silva, Graciela (Committee member) / Barrett, The Honors College (Contributor) / Arizona State University. College of Nursing & Healthcare Innovation (Contributor) / W. P. Carey School of Business (Contributor)
Created2014-12
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Description
Usually a medical website has a description, or overview, of the condition. Then there are different sections informing the viewer about the signs and symptoms, diagnosis, and treatment options. There are some resource links for families to explore, but there it provides more information rather than narration. What is lacking

Usually a medical website has a description, or overview, of the condition. Then there are different sections informing the viewer about the signs and symptoms, diagnosis, and treatment options. There are some resource links for families to explore, but there it provides more information rather than narration. What is lacking is a patient account or perspective on the given topic. This project suggests an added resource for parents and patients with its storytelling element that is irreplaceable. An example is also available using my own story growing up with hemifacial microsomia.
ContributorsCanales, Alicia Marie (Author) / Dixon, Kathleen (Thesis director) / Dodge, Nancie (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor)
Created2014-12
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Description
Walt Disney dove into his first theme park project in 1955 with Disneyland Park in Anaheim, California in order to have a safe, clean place he could enjoy with his daughters. However, he knew to make his park a success, he would need to do so without sacrificing the elements

Walt Disney dove into his first theme park project in 1955 with Disneyland Park in Anaheim, California in order to have a safe, clean place he could enjoy with his daughters. However, he knew to make his park a success, he would need to do so without sacrificing the elements of storytelling that made him famous. What sets Disneyland apart from other theme parks such as Six Flags Magic Mountain or nearby Knott‟s Berry Farm is an intense attention to detail for storytelling and the creative integration of the most innovative, immersive interactions possible for the guests. The key to the overall company‟s success is storytelling, therefore the key to Walt Disney Parks and Resorts lies in their dedication to providing the best overall experience for their guests by immersing them into a story they can easily engage in. The Walt Disney Company has, in recent years, made extra efforts to make the experience of the guests more interactive (Malmberg 144). The demand for this type of interactive experience has increased since such media forms as contemporary commercialized video games became popular to the mainstream, acclimating audiences to more engaging experiences. Park visitors now desire the freedom to move within a certain setting in order to create their own story and to have forms of control over their interactions with the environment.
ContributorsMiller, Cassie (Author) / Daer, Alice (Thesis director) / Miller, Keith (Committee member) / Hayes, Elisabeth (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
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Description
This thesis interprets and discusses the concept of representation of marginalized groups on television. The focus is on the character of Piper Chapman from the Netflix original series Orange is the New Black, and how her depiction is a unique kind of approach to the idea of The Burden

This thesis interprets and discusses the concept of representation of marginalized groups on television. The focus is on the character of Piper Chapman from the Netflix original series Orange is the New Black, and how her depiction is a unique kind of approach to the idea of The Burden of Representation. This idea theorizes that where there is representation, there is a duty held by the creators to tell a story that will not damage the communities it represents, as those stories shape the way the people who consume them think about said communities in real-life situations. However, if the creators were to construct a character or narrative that is perfect and “to-good-to-be-true,” that narrative may not be true to what is experienced by people in day-to-day life. One approach to this problem of non-damaging representation vs. genuine representation, is to create a character or narrative that is imperfect, but still a positive depiction. Not all “good” representation has to be perfect representation.
Through the examination of Piper Chapman’s character development, the narrative structure of Orange is the New Black, and the historical context of its representation in comparison to previous iterations, this thesis analyzes the unique way in which the show approaches its characters, setting, and storylines. The main subjects of analysis are Piper, and her girlfriend Alex Vause, each representing the bisexual and lesbian communities, respectively, and the major tropes that will be discussed are “the experimenting bisexual,” “the criminal lesbian,” “the vampiric lesbian,” and “bury your gays.” Each trope plays a significant role on the show, but the way the show uses its narrative structure and character development creates a new approach to the subversion of said tropes. Orange is the New Black focuses on telling a more human story rather than creating a perfect representation, while it still maintains a positive image for its characters.
ContributorsMcdermot, Kathryn Lynne (Author) / Miller, April (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
Throughout history people have used storytelling to leave remnants of their life and culture in the world. From the ancient cave paintings to the Egyptian hieroglyphics and from Greek mythologies to our modern-day novels, storytelling reflects parts another person’s life from a different time and place. Stories have a way

Throughout history people have used storytelling to leave remnants of their life and culture in the world. From the ancient cave paintings to the Egyptian hieroglyphics and from Greek mythologies to our modern-day novels, storytelling reflects parts another person’s life from a different time and place. Stories have a way of taking us out of our place in time and sending us into a realm created by the storyteller. We listen and tell stories every day to the people around us, whether they are our own stories or another person’s story. It is how we connect with each other intimately. Through storytelling, you give your audience a glimpse into your mind, the way you think and the way you perceive the world by how you illustrate the story. Architects create the frame for the user to define the space and the opportunity for the narrative of the user to be reflected in the frame and space of the architecture. Storytelling is used in architecture to bring the audience into the narrative constructed by the architect to create the experience. For my in-studio thesis project, I created a short film to tell the story of the Architectural Studio VI class. The images and video footage that I included are used to allow the audience to have a glimpse of what the life and environment of studio was like as the students were working collaboratively and independently to develop their designs. I produced this film with the intention to not only tell the story of the Architectural Studio VI class but to also bring my audience into the story through the images and video footage.
ContributorsHartono, Tiffany (Author) / Spellman, Catherine (Thesis director) / Vekstein, Claudio (Committee member) / Mesa Rico, Juan Felipe (Committee member) / The Design School (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Illness is one of the most unfortunate experiences that can occur during one's life. It often emerges without warning and when it is least expected. Illness is not only detrimental to the physical and emotional health of the person who is directly diagnosed, however. When one person is diagnosed with

Illness is one of the most unfortunate experiences that can occur during one's life. It often emerges without warning and when it is least expected. Illness is not only detrimental to the physical and emotional health of the person who is directly diagnosed, however. When one person is diagnosed with any kind of illness, many people are affected. Literature and art have always been used as vehicles to express their creators' thoughts and feelings. Those affected by illness sometimes adopt this method, using the art of storytelling to cope with and express their many emotions. Because there are so many affected people when even only one person is diagnosed, there are several different perspectives that are expressed and must be analyzed. This anthology, titled "Creativity, Medicine, and the Arts: An Anthology Edited and Annotated by Gabrielle Georgini," illustrates the correlation between various kinds of illnessesand literature. According to Merriam-Webster, illness is defined as "obsolete, an unhealthy condition of body or mind" (371). To make a patient healthy again, he must receive some kind oftreatment. Unfortunately, in some cases, a patient may not become healthy again even if they do receive treatment. Literature is an art, and art is a form of therapy. Therefore, patients can use literature and art as forms of treatment. Art and literature provide therapies for the mind. They can allow patients to relax and can work as a distraction from their illnesses. Art and literature can also be a form of expression. Those who are affected by illness can describe or depict their thoughts on paper, enabling them to clear their head or inform others about how they are feeling.
ContributorsGeorgini, Gabrielle Marie (Author) / Meloy, Elizabeth (Thesis director) / Vega, Sylvia (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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DescriptionWondering Wanderer: A Collection of Personal Reflections is a creative project that captures the lifestyle and nuances of Florence, Italy through photographs paired with nonfiction flash captions. Excerpts from the novel, The Stones of Florence by Mary McCarthy served as the inspiration for these pieces.
ContributorsCiancio, Catherine Rose (Author) / Popova, Laura (Thesis director) / Dombrowski, Rosemarie (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05