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The purpose of this project was to establish a digital and social media presence to support a personal fitness trainer and d�TERRA essential oils wellness advocate in growing her health and wellness businesses. The first portion explores the role of digital and social media tools for health and wellness professionals.

The purpose of this project was to establish a digital and social media presence to support a personal fitness trainer and d�TERRA essential oils wellness advocate in growing her health and wellness businesses. The first portion explores the role of digital and social media tools for health and wellness professionals. It incorporates use of both secondary and primary research methods including focus groups and in-depth interviews. The second portion is a campaign proposal that serves as a creative response to the research and findings of the first portion. The proposal includes recommendations for strategic use of new brand building and social networking tools such as a personal website, Facebook, Twitter, LinkedIn and About.Me pages. It also offers collateral material for brand outreach, social media calendars and a 10-page social media guidebook offering suggestions on how to strategically implement the campaign elements.
ContributorsNichols, Emily Jaye (Author) / Wu, Xu (Thesis director) / Roschke, Kristy (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor)
Created2015-05
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Modern technologies have allowed for new ways to tell stories. Specifically, interactive film is a medium that has existed for quite some time, but has never really been a widely used or accepted means of conveying narratives in an engaging and effective way. After reviewing some of the most popular

Modern technologies have allowed for new ways to tell stories. Specifically, interactive film is a medium that has existed for quite some time, but has never really been a widely used or accepted means of conveying narratives in an engaging and effective way. After reviewing some of the most popular interactive films to date, I sought to create an interactive film that takes some of the most effective tools implemented by these works of art. I ultimately created If: an Interactive Film with the knowledge I gained. If follows a date between a couple and gives a single audience member the ability to choose the way the narrative progresses at key moments in the narrative. Cycling ‘74’s Max object-oriented programming environment facilitates this interactive film through an audio-driven video feedback system.
ContributorsConte, Salvatore Anthony (Author) / Sha, Xin Wei (Thesis director) / Connell, Ellery (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
Even in today's society, we are still unsure of the limitless potentials of digital media. The digital media sector has, without a doubt, increased opportunities in marketing, sales and creativity within the fashion industry. Blogging has become increasingly popular with the efforts of commercializing high fashion. Social media has also

Even in today's society, we are still unsure of the limitless potentials of digital media. The digital media sector has, without a doubt, increased opportunities in marketing, sales and creativity within the fashion industry. Blogging has become increasingly popular with the efforts of commercializing high fashion. Social media has also revealed new opportunities for upcoming designers to establish themselves within their target audience. The creative uses of e-commerce also show the effectiveness and infinite possibilities digital media offers. With digital media reinventing the fashion industry, we are seeing a direct correlation between the technological advancement of a brand and their market success. Simply put, digital media is the future of the fashion industry. Technological advancements like digital printing and e-commerce tools like mobile purchasing trackers are proving to be the future of the fashion industry. Predictions for digital media in the fashion industry include a more advanced method of e-commerce, the continual usage of creative digital technologies such as holograms in fashion shows, and also the seamless integration of global markets. To gain a better perspective and knowledge of the roles of digital media in the fashion industry, Calypso Lawrence, the Public Relations Manager of fashion designer, Prabal Gurung was interviewed through email. RaeAnn Lukza, the CEO and founder of online retailer, Knee Deep Denim was also interviewed to better understand the development of e-commerce and the incorporation of social media.
ContributorsNa, Jennifer (Author) / Cheong, Pauline (Thesis director) / Gray, Nancy (Committee member) / Barrett, The Honors College (Contributor) / School of Community Resources and Development (Contributor) / Department of Marketing (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2015-05
Description
The YouTube Celebrity examines some of the top YouTube channels and their common methods of creation and communication. In this project I created and posted several videos and blogs discussing some common factors of success, using real world examples and the theory behind the medium and the people. I argue

The YouTube Celebrity examines some of the top YouTube channels and their common methods of creation and communication. In this project I created and posted several videos and blogs discussing some common factors of success, using real world examples and the theory behind the medium and the people. I argue that successful YouTubers use a deliberate presentation as an amateur creator in order to gain authenticity. I use my experimental creation of videos and digital discussion of these ideas to develop my argument as well as applicable literature from relevant fields.
ContributorsRiley, Megan Nicole (Author) / Halavais, Alexander (Thesis director) / Scott, Suzanne (Committee member) / Barrett, The Honors College (Contributor) / School of Letters and Sciences (Contributor) / School of Politics and Global Studies (Contributor)
Created2014-05
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Description
Dating violence is a significant social issue among U.S. teens. As digital media (social media and mobile phone) use increases, scholars and practitioners become more concerned about these media being used for abuse in dating relationships. A pattern of abusive digital media behaviors meant to pressure, coerce, threaten or harass

Dating violence is a significant social issue among U.S. teens. As digital media (social media and mobile phone) use increases, scholars and practitioners become more concerned about these media being used for abuse in dating relationships. A pattern of abusive digital media behaviors meant to pressure, coerce, threaten or harass a dating partner, termed "digital dating abuse" (DDA), is a common form of dating violence and the subject of an emerging literature on how teens use digital media in their relationships. The current study sought to understand how teens conceptualize their worst experiences of DDA and how they respond to these experiences. A sample of 262 high school students completed an online survey including open-ended questions about their "worst digital dating abuse" experiences. Content analyses of these open-ended responses found that Public Insults, General Insults, Violations of Privacy, Rumors, Break-Ups, and Pressure for Sex/Sexual Photos were the most common form of Worst DDA reported. Girls were more likely than boys to cry or be upset in response to these experiences. Teens were more likely to tell their peers than trusted adults about their Worst DDA experiences. These results can inform prevention and intervention of youth experiences of DDA.
ContributorsConn, Kourtney Morgan (Author) / Reed, Lauren (Thesis director) / Messing, Jill (Committee member) / School of Social Work (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
Description
Abstract
Throughout my paper, I will discuss a few individuals from two different marketing industries, print and digital media, who chose to market themselves as ‘bossy’; people who gained momentum from a stand still by asserting themselves into seemingly untouchable opportunities, including RJ Orr, VP of Sales at bluemedia inc, and

Abstract
Throughout my paper, I will discuss a few individuals from two different marketing industries, print and digital media, who chose to market themselves as ‘bossy’; people who gained momentum from a stand still by asserting themselves into seemingly untouchable opportunities, including RJ Orr, VP of Sales at bluemedia inc, and Jeff Herzog, Founder and CEO of ZOG Digital Media and Founder and former CEO of iCrossing. Through my study of these individuals, I will identify several leadership
qualities that have aided them in their journeys to success, and then discuss the ways I have started to incorporate the characteristics into my own life as I begin my own career path.I will demonstrate that momentum in the marketing world is gained not by being in the right place at the right time, instead, it is ga ined by ensuring you are in the right place, and by making it the right time. Effective leaders in marketing must forge new opportunities for themselves while committing to the things that they are passionate about. They must remain teachable and steer clear of being a prisoner of their own experiences through comfort with status quo. Service and initiative are critical keys to upward mobility, and leaders must harness the ability to connect with the people they
work with and understand that sometimes their “right way” might not be the only right way. In order to reach the optimum level of innovation, the company will always need to be reaching forward, moving its feet, and racing towards success through creating opportunities from places that seem inopportune.
ContributorsSwift, Abigail (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Science fiction themed video games, specifically Role Playing Games (RPGs) like Deus Ex: Human Revolution (DX:HR), that focus on an emerging technology, contain features that help to better inform anticipatory governance. In a game like DX:HR, players vicariously experience human-enhancement technology and its societal effects through their in-game character. Acting

Science fiction themed video games, specifically Role Playing Games (RPGs) like Deus Ex: Human Revolution (DX:HR), that focus on an emerging technology, contain features that help to better inform anticipatory governance. In a game like DX:HR, players vicariously experience human-enhancement technology and its societal effects through their in-game character. Acting as the character, the player explores the topic of human-enhancement technology in various ways, including dialogue with non-player characters (NPCs) and decisions that directly affect the game's world. Because Deus Ex: Human Revolution and games similar to it, allow players to explore and think about the technology itself, the stances on it, and its potential societal effects, they facilitate the anticipatory governance process. In this paper I postulate a theory of anticipatory gaming, which asserts that video games inform the anticipatory governance process for an emerging technology. To demonstrate this theory I examine the parts of the anticipatory governance process and demonstrate RPG's ability to inform it, through a case study of Deus Ex: Human Revolution.
ContributorsShedd, Jesse Bernard (Author) / Wetmore, Jameson (Thesis director) / Fisher, Erik (Committee member) / McKnight, John Carter (Committee member) / Barrett, The Honors College (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2013-05
Description

On January 5, 2020, the World Health Organization (WHO) reported on the outbreak of pneumonia of unknown cause in Wuhan, China. Two weeks later, a 35-year-old Washington resident checked into a local urgent care clinic with a 4-day cough and fever. Laboratory testing would confirm this individual as the first

On January 5, 2020, the World Health Organization (WHO) reported on the outbreak of pneumonia of unknown cause in Wuhan, China. Two weeks later, a 35-year-old Washington resident checked into a local urgent care clinic with a 4-day cough and fever. Laboratory testing would confirm this individual as the first case of the novel coronavirus in the U.S., and on January 20, 2020, the Center for Disease Control (CDC) reported this case to the public. In the days and weeks to follow, Twitter, a social media platform with 450 million active monthly users as of 2020, provided many American residents the opportunity to share their thoughts on the developing pandemic online. Social media sites like Twitter are a prominent source of discourse surrounding contemporary political issues, allowing for direct communication between users in real-time. As more population centers around the world gain access to the internet, most democratic discussion, both nationally and internationally, will take place in online spaces. The activity of elected officials as private citizens in these online spaces is often overlooked. I find the ability of publics—which philosopher John Dewey defines as groups of people with shared needs—to communicate effectively and monitor the interests of political elites online to be lacking. To best align the interests of officials and citizens, and achieve transparency between publics and elected officials, we need an efficient way to measure and record these interests. Through this thesis, I found that natural language processing methods like sentiment analyses can provide an effective means of gauging the attitudes of politicians towards contemporary issues.

ContributorsHowell, Nicholas (Author) / Voorhees, Matthew (Thesis director) / Schmidt, Peter (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / School of Life Sciences (Contributor)
Created2023-05
Description
In today's dynamic societal landscape, the critical evaluation of public policies holds paramount importance. This thesis project, undertaken by a Barrett Honors student of Public Policy, endeavors to contribute to this essential discourse by creating a policy critique podcast. The primary objective of this project is to produce two podcast episodes

In today's dynamic societal landscape, the critical evaluation of public policies holds paramount importance. This thesis project, undertaken by a Barrett Honors student of Public Policy, endeavors to contribute to this essential discourse by creating a policy critique podcast. The primary objective of this project is to produce two podcast episodes that delve into the intricacies of housing policy. Through a meticulous examination, these episodes will dissect the implications of the selected housing policy. By offering a nuanced perspective, the podcast aims to illuminate the complexities inherent in housing policy issues, enriching the understanding of listeners. This thesis project represents a scholarly endeavor to engage in informed discussions about the efficacy and implications of policies, specifically housing policies. Through the medium of podcasting, the project seeks to bridge the gap between academic research and public discourse to foster a deeper understanding of housing policy among a diverse audience. Ultimately, this thesis project aims to contribute to the ongoing dialogue surrounding public policies, particularly in the realm of housing policy, by providing listeners with valuable insights and fostering critical thinking about contemporary policy challenges.
ContributorsCruz, Corinn (Author) / Uebelherr, Joshua (Thesis director) / Gaughan, Monica (Committee member) / Barrett, The Honors College (Contributor) / School of Public Affairs (Contributor)
Created2024-05
ContributorsCruz, Corinn (Author) / Uebelherr, Joshua (Thesis director) / Gaughan, Monica (Committee member) / Barrett, The Honors College (Contributor) / School of Public Affairs (Contributor)
Created2024-05