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Musical interpretation is challenging when one's goal is to evoke an emotional response from an audience. In order to develop a well-informed interpretation of Mozart's Fantasia in D minor K. 397, a study was conducted on the historical background of the piece and various performances by well-regarded performers. Fantasias are

Musical interpretation is challenging when one's goal is to evoke an emotional response from an audience. In order to develop a well-informed interpretation of Mozart's Fantasia in D minor K. 397, a study was conducted on the historical background of the piece and various performances by well-regarded performers. Fantasias are written works, but improvisatory by nature. Mozart's fantasias were influenced by C. P. E. Bach's, which included sudden changes in emotion. An Emil Gilels performance provided a classically trained approach, while Mitsuko Uchida's performance provided an emotional approach. Colin Tilney and John Irving performances elucidated the sound of the instruments that Mozart would have been composing with. Altogether, the research culminated in an interpretation of the D minor Fantasia that endeavored to capture the essence of fantasy, improvisation and emotion.
ContributorsMo, Gina Nan (Author) / Emmery, Laura (Thesis director) / Creviston, Hannah (Committee member) / Department of Psychology (Contributor) / School of International Letters and Cultures (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
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Description
Although previous research has explored the relationship between social media use and well-being, many studies are contradictory of each other and conclude varying findings relating to social media use and outspokenness. This study explores the relationship between active and passive social media use, perceived social media expertise, and outspokenness using

Although previous research has explored the relationship between social media use and well-being, many studies are contradictory of each other and conclude varying findings relating to social media use and outspokenness. This study explores the relationship between active and passive social media use, perceived social media expertise, and outspokenness using the potentially mediating variable of perceived social acceptance. 162 participants, recruited through Amazon Mechanical Turk (MTurk) and ASU’s SONA systems, completed a survey relating to their own use of social media, perceived social acceptance, and outspokenness. Contradictory to my first hypotheses, no significant correlations were found between social media use and social media expertise. However, correlation analyses revealed that active social media use is related to an increased amount of perceived social media expertise (r = 0.23, p < .004). Perceived social media expertise was significantly positively correlated with outspokenness (r = 0.19, p < 0.015); however, it was not correlated with perceived social acceptance. When examining these relationships separately by gender, a strong association was found for males between active social media use and outspokenness, whereas passive social media use and outspokenness were negatively correlated for females. The results of this study add to previous research in the field of social media and outspokenness and lend new ideas for future research on these topics, such as exploring the gender differences that are associated with these variables. Further research in the area is needed for a more complete understanding of how one’s social media use affects his/her outspokenness and how gender modifies these effects.
ContributorsRubino, Kelli Erika (Co-author) / Rubino, Kelli (Co-author) / Mickelson, Kristin (Thesis director) / Halavais, Alexander (Committee member) / Department of Psychology (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Since the advent of social media, researchers have studied how platforms like Facebook and Instagram can influence our relationships, and more specifically, how social networking sites can impact what happens when these relationships dissolve. Less is known about the newer platform Snapchat, which provides ephemeral updates as they occur to

Since the advent of social media, researchers have studied how platforms like Facebook and Instagram can influence our relationships, and more specifically, how social networking sites can impact what happens when these relationships dissolve. Less is known about the newer platform Snapchat, which provides ephemeral updates as they occur to one's friend list, as well as self-destructing direct messages between individuals. The present study utilized survey responses from 84 college-aged individuals and eight semi-structured, in-depth interviews to study the relationship between using Snapchat to engage with or monitor one's ex-partner, the level of distress that results from these behaviors, and an individual's overall breakup distress level. A significant positive correlation was found between each of these variables, indicating that remaining connected with one's ex-partner on Snapchat may contribute to one's level of distress, or alternatively, that more distressed individuals are turning to Snapchat to monitor their ex-partner. Pairing this quantitative data with in-depth interviews allowed for more robust and generalizable findings. Qualitative details supported the statistical analysis to indicate that one's overall breakup distress level may be leading individuals to use Snapchat to monitor their ex-partner or exaggerate their own speed of recovery. Future research should analyze these same variables in a larger, more representative sample by following couples as their breakups occur in real-time to capture more comprehensive participant experiences.
ContributorsAter, Brittany Alexis (Author) / Parker, John (Thesis director) / Bodford, Jessica (Committee member) / Sanford School of Social and Family Dynamics (Contributor) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
In 2012, Chick-fil-A president Dan Cathy's "came out" about his anti-same sex marriage views, launching an enormous negative backlash across social media networks. To counteract this, former governor Mike Huckabee called on his Facebook fans to support the company on "Chick-fil-A Appreciation Day," both on Facebook and in person. The

In 2012, Chick-fil-A president Dan Cathy's "came out" about his anti-same sex marriage views, launching an enormous negative backlash across social media networks. To counteract this, former governor Mike Huckabee called on his Facebook fans to support the company on "Chick-fil-A Appreciation Day," both on Facebook and in person. The project examines both the backlash and Appreciation Day on social media networks. Posts on the Appreciation Day Facebook event page and similar posts on Twitter were first broken down in the framework of supportive and oppositional posts and then analyzed in further contexts. Comments on official Chick-fil-A Facebook statuses were then examined in a similar fashion. The research concludes that a strong support system both online and offline were necessary for Chick-fil-A to recover from its backlash. The controversy that ensued is ultimately a case study in the growing influence of Facebook as a tool for small-scale activism.
ContributorsKuiland, Zachary Rico (Author) / Cheong, Pauline (Thesis director) / Szeli, Eva (Committee member) / Lim, Merlyna (Committee member) / Barrett, The Honors College (Contributor) / School of Criminology and Criminal Justice (Contributor) / Department of Psychology (Contributor)
Created2013-05
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Description
Social media has quickly become a dominant tool for businesses across all sectors due to its two-way communication capabilities. Previous research has suggested that companies, particularly the hospitality and travel industry, should be engaging in authentic dialogue with its audience members, be using vibrant imagery and be monitoring and promoting

Social media has quickly become a dominant tool for businesses across all sectors due to its two-way communication capabilities. Previous research has suggested that companies, particularly the hospitality and travel industry, should be engaging in authentic dialogue with its audience members, be using vibrant imagery and be monitoring and promoting user-generated content and electronic-word-of-mouth. These elements were observed for six luxury hotels and resorts in the Southwestern United States over the course of a month on Facebook, Twitter and TripAdvisor. In addition, three two-part electronic-questionnaires were administered to three of the six luxury hotels and resorts to determine industry perspectives on these subjects and to serve as a comparison of social media tactics in this sector. There were social media differences and similarities based on the location and size of the hotel. Facebook was comprised of 42 percent advertising and used large amounts of imagery to promote the properties. There was very little user-generated content and word-of-mouth. Twitter was comprised of 31 percent dialogue and 22 percent user-generated content. Five of the six properties responded to reviews on TripAdvisor. Three crisis responses via social media were also observed. Later research may choose to include more analytic-based research and examine other social media platforms.
ContributorsWininger, Emily Renee (Author) / Wu, Xu (Thesis director) / Ostrom, Amy (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Social Transformation (Contributor)
Created2014-05
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Description
The prevalence of bots, or automated accounts, on social media is a well-known problem. Some of the ways bots harm social media users include, but are not limited to, spreading misinformation, influencing topic discussions, and dispersing harmful links. Bots have affected the field of disaster relief on social media as

The prevalence of bots, or automated accounts, on social media is a well-known problem. Some of the ways bots harm social media users include, but are not limited to, spreading misinformation, influencing topic discussions, and dispersing harmful links. Bots have affected the field of disaster relief on social media as well. These bots cause problems such as preventing rescuers from determining credible calls for help, spreading fake news and other malicious content, and generating large amounts of content which burdens rescuers attempting to provide aid in the aftermath of disasters. To address these problems, this research seeks to detect bots participating in disaster event related discussions and increase the recall, or number of bots removed from the network, of Twitter bot detection methods. The removal of these bots will also prevent human users from accidentally interacting with these bot accounts and being manipulated by them. To accomplish this goal, an existing bot detection classification algorithm known as BoostOR was employed. BoostOR is an ensemble learning algorithm originally modeled to increase bot detection recall in a dataset and it has the possibility to solve the social media bot dilemma where there may be several different types of bots in the data. BoostOR was first introduced as an adjustment to existing ensemble classifiers to increase recall. However, after testing the BoostOR algorithm on unobserved datasets, results showed that BoostOR does not perform as expected. This study attempts to improve the BoostOR algorithm by comparing it with a baseline classification algorithm, AdaBoost, and then discussing the intentional differences between the two. Additionally, this study presents the main factors which contribute to the shortcomings of the BoostOR algorithm and proposes a solution to improve it. These recommendations should ensure that the BoostOR algorithm can be applied to new and unobserved datasets in the future.
ContributorsDavis, Matthew William (Author) / Liu, Huan (Thesis director) / Nazer, Tahora H. (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
In everyday life, unfocused attention can be detrimental to life either through driving vehicles, cutting vegetables, and learning new languages. In order to increase sustained attention, Binaural Beats were introduced. Binaural Beats have two different frequency tones which oscillate to produce different effects. Each of these beats operates at different

In everyday life, unfocused attention can be detrimental to life either through driving vehicles, cutting vegetables, and learning new languages. In order to increase sustained attention, Binaural Beats were introduced. Binaural Beats have two different frequency tones which oscillate to produce different effects. Each of these beats operates at different frequencies thus having different sound production: theta, delta, alpha, beta, and gamma. In the experiment beta Binaural Beats with frequencies of 200 and 216 Hertz, Hz (unit of measurement for frequency), were used with a control of 200 Hz flat noise. The experiment utilized the psychomotor vigilance task to measure changes in response times and utilized Affectiva to measure changes in facial musculature. The response times were then analyzed to explain why the Binaural Beats condition had significantly shorter response times compared to the control group throughout the task. In terms of emotional change, some trends were noticed for the Binaural Beats and the control condition; however, none of the trends were significant. Moving forward with the experiment, an increased number of participants can be recorded to strengthen the validity and test different frequencies of Binaural Beats for accuracy.
ContributorsObulasetty, Mohitha (Author) / Brewer, Gene (Thesis director) / Wingert, Kimberly (Committee member) / Department of Psychology (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to

Can a skill taught in a virtual environment be utilized in the physical world? This idea is explored by creating a Virtual Reality game for the HTC Vive to teach users how to play the drums. The game focuses on developing the user's muscle memory, improving the user's ability to play music as they hear it in their head, and refining the user's sense of rhythm. Several different features were included to achieve this such as a score, different levels, a demo feature, and a metronome. The game was tested for its ability to teach and for its overall enjoyability by using a small sample group. Most participants of the sample group noted that they felt as if their sense of rhythm and drumming skill level would improve by playing the game. Through the findings of this project, it can be concluded that while it should not be considered as a complete replacement for traditional instruction, a virtual environment can be successfully used as a learning aid and practicing tool.
ContributorsDinapoli, Allison (Co-author) / Tuznik, Richard (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor) / School of International Letters and Cultures (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description
My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum,

My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum, and with help from my second committee member, Muriel Magenta, I was able to use Audacity to edit the music, Autodesk Maya 2016 to model and animate the animation, the HIDA render farm to render the frames using Maya Software and mentalray, Adobe After Effects CC to assemble and edit the animation, and Adobe Media Encoder to export the end product. The final animation included 20,855 individual frames, totaling to 14 minutes and 28 seconds in length. The project takes the viewer through seven worlds to express the idea of feeling isolated in your home, exploring the world, and then returning home with a new perspective. Each world evokes a different emotion through the interaction of its visual and audio design to allow the viewer to experience the intended storyline without explicit characters or plot detail. Due to the importance of maintaining plot flow, I utilized beautiful, yet difficult, design elements including glass textures, ocean shaders, and paint effects to create drastically different world designs specific to each song. These songs were chosen from a variety of EDM artists and edited to flow together seamlessly through each world and evoke a different emotion. Throughout the thesis process, I gained more skills in animation and editing and greatly improved my ability to use each application. While there is plenty of room to grow, I have improved exponentially as an artist from when I began this project to the moment I completed it.
ContributorsMallik, Ajanta Angie (Author) / Drum, Meredith (Thesis director) / Magenta, Muriel (Committee member) / The Design School (Contributor) / Department of Psychology (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05