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This is a two-part thesis, completed in conjunction with my Materials Science and Engineering Capstone Project. The first part involves the design and testing of cold-extruded high-density polyethylene for student oboe reeds. The goal of this section was to create a longer-lasting reed that produces a similar sound to a

This is a two-part thesis, completed in conjunction with my Materials Science and Engineering Capstone Project. The first part involves the design and testing of cold-extruded high-density polyethylene for student oboe reeds. The goal of this section was to create a longer-lasting reed that produces a similar sound to a cane reed, has less variation in quality, and costs less per year than cane reeds. For low-income students in particular, the cost of purchasing cane oboe reeds ($500-$2,000 per year) is simply not feasible. This project was designed to allow oboe to be a more affordable option for all students. Money should not be a factor that limits whether or a not a child is able to explore their interests. The process used to create the synthetic reed prototype involves cold-extrusion of high-density polyethylene in order to induce orientation in the polymer to replicate the uniaxial orientation of fibrous cane. After successful cold-extrusion of a high-density polyethylene (HDPE) cylinder, the sample was made into a reed by following standard reedmaking procedures. Then, the HDPE reed and a cane reed were quantitatively tested for various qualities, including flexural modulus, hardness, and free vibration frequency. The results from the design project are promising and show a successful proof of concept. The first prototype of an oriented HDPE reed demonstrates characteristics of a cane reed. The areas that need the most improvement are the flexural modulus and the stability of the higher overtones, but these areas can be improved with further development of the cold-extrusion process. The second part of this thesis is a survey and analysis focusing on the qualitative comparison of synthetic and cane oboe reeds. The study can be used in the future to refine the design of synthetic reeds, more specifically the cold-extruded high-density polyethylene student oboe reed I designed, to best replicate a cane reed. Rather than approaching this study from a purely engineering mindset, I brought in my own experience as an oboist. Therefore, the opinions of oboists who have a wide range of experience are considered in the survey. A panel of five oboists participated in the survey. They provided their opinion on various aspects of the five reeds, including vibrancy, response, stability, resistance, tone, and overall quality. Each of these metrics are rated on a scale from one to five, from unacceptable to performance quality. According to the survey, a participant's personal, hand-made cane reed is overall the most preferred option. My prototype HDPE student reed must be improved in many areas in order to rank near the other four reeds. However, its vibrancy and resistance already rival that of a Jones student reed. As this is just the first prototype, that is a significant accomplishment. With further refinement of the cold-extrusion and reedmaking method, the other areas of the HDPE reed may be improved, and the reed may eventually compete with the existing synthetic and cane reeds on the market.
ContributorsMitchell, Alexis Jacqueline (Author) / Adams, James (Thesis director) / Schuring, Martin (Committee member) / School of Music (Contributor) / Materials Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Advances in computational processing have made big data analysis in fields like music information retrieval (MIR) possible. Through MIR techniques researchers have been able to study information on a song, its musical parameters, the metadata generated by the song's listeners, and contextual data regarding the artists and listeners (Schedl, 2014).

Advances in computational processing have made big data analysis in fields like music information retrieval (MIR) possible. Through MIR techniques researchers have been able to study information on a song, its musical parameters, the metadata generated by the song's listeners, and contextual data regarding the artists and listeners (Schedl, 2014). MIR research techniques have been applied within the field of music and emotions research to help analyze the correlative properties between the music information and the emotional output. By pairing methods within music and emotions research with the analysis of the musical features extracted through MIR, researchers have developed predictive models for emotions within a musical piece. This research has increased our understanding of the correlative properties of certain musical features like pitch, timbre, rhythm, dynamics, mel frequency cepstral coefficients (MFCC's), and others, to the emotions evoked by music (Lartillot 2008; Schedl 2014) This understanding of the correlative properties has enabled researchers to generate predictive models of emotion within music based on listeners' emotional response to it. However, robust models that account for a user's individualized emotional experience and the semantic nuances of emotional categorization have eluded the research community (London, 2001). To address these two main issues, more advanced analytical methods have been employed. In this article we will look at two of these more advanced analytical methods, machine learning algorithms and deep learning techniques, and discuss the effect that they have had on music and emotions research (Murthy, 2018). Current trends within MIR research, the application of support vector machines and neural networks, will also be assessed to explain how these methods help to address the two main issues within music and emotion research. Finally, future research within the field of machine and deep learning will be postulated to show how individuate models may be developed from a user or a pool of user's listening libraries. Also how developments of semi-supervised classification models that assess categorization by cluster instead of by nominal data, may be helpful in addressing the nuances of emotional categorization.
ContributorsMcgeehon, Timothy Makoto (Author) / Middleton, James (Thesis director) / Knowles, Kristina (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
There is value in audio recording for teachers, whether one is a music teacher recording their students and ensembles or a classroom teacher recording oneself or their students. Music and classroom teachers have various reasons for wanting to record their students, such as hearing what is being produced in rehearsals

There is value in audio recording for teachers, whether one is a music teacher recording their students and ensembles or a classroom teacher recording oneself or their students. Music and classroom teachers have various reasons for wanting to record their students, such as hearing what is being produced in rehearsals and having students reflect on their own performance and musical progress. Teachers may desire to record their students, but they may not know how to do so. Simple recording tools such as cell phones do not produce quality recordings, and unless they have specialized training, teachers may not be familiar with other kinds of recording equipment or how they can set up equipment in order to obtain a good quality recording. I searched for resources on recording equipment and techniques, but I could not find a single source that teachers could consult to learn about the basics of recording equipment and techniques. Teachers have limited time and may also have limited financial resources. The purpose of my project was to create a free and easy-to-use resource for teachers to answer their questions on recording and give them the tools that they need in order to get started with making basic, high quality recordings. The research process included research about different kinds of recording hardware and software, documenting recording techniques for different settings and instruments, and interviewing teachers about their needs. The product that that resulted from this project is a website, Recording For Teachers (https://sites.google.com/view/recordingforteachers/). This website features information about recording equipment, the recording process, how to produce shareable files, and an interactive means of posting questions.
ContributorsHenderson, Andrea Celleste (Author) / Stauffer, Sandra (Thesis director) / Biczo, Russell (Committee member) / School of Music (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
This creative project aimed to combine knowledge, qualifications, and experience in networking and marketing to host a live music event. As a social media industry employee, an avid concertgoer, and a digital marketer, I felt sufficiently able to complete this task. The process included working within the Barrett budget to

This creative project aimed to combine knowledge, qualifications, and experience in networking and marketing to host a live music event. As a social media industry employee, an avid concertgoer, and a digital marketer, I felt sufficiently able to complete this task. The process included working within the Barrett budget to secure a venue and acts with the option of paid marketing for the event. Once I secured The Graduate Hotel and three acts— bands Study Habit and Moose Titans and DJ/emcee Malcolm Alexndr—it was time to publicize the event. I found a photographer and organized a photo shoot then created social media profiles and a website with these photos. In total, the attendance was roughly 100 people, and the night was a smash success.

Keywords: event planning, social media, music
ContributorsGilliam, Taylor Mikel (Author) / Shockley, Gordon (Thesis director) / Hultsman, Wendy (Committee member) / College of Integrative Sciences and Arts (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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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
Alzheimer's disease and related dementias are a growing issue in the United States. While medical experts try to develop treatments or a cure, what are we as a society to do in the meantime to help those living with Alzheimer's? The arts seem to be an answer. In this thesis,

Alzheimer's disease and related dementias are a growing issue in the United States. While medical experts try to develop treatments or a cure, what are we as a society to do in the meantime to help those living with Alzheimer's? The arts seem to be an answer. In this thesis, I highlight numerous programs already in place across the United States that utilize the visual, musical, and dramatic arts to give people with Alzheimer's an avenue for expression, a connection to the world around them, as well as a better quality of life. I address the largely positive impact these arts engagement programs have on caregivers and their perceptions of their loved ones. I discuss what it means to have narrative identity and personhood in the midst of a disease that appears to strip those things away. Finally, I share my own experiences creatively engaging with residents at a local memory care facility and what those experiences demonstrated with regard to narrative, being, and Self. The examination of material and experiences demonstrates that art taps into innate parts of human beings that science is unable to touch or treat; however, the reverse is also true for science. When faced with an issue as complex as Alzheimer's disease, art and science are strongest together, and I believe the cure to Alzheimer's lies in this unity. In the meantime, we must utilize the arts to validate the Selves of and improve the quality of life for our growing Alzheimer's population.
ContributorsSpeight, Gemma (Author) / Gruber, Diane (Thesis director) / Manninen, Bertha (Committee member) / School of Social and Behavioral Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
In this paper I seek to understand how consumers value music today by investigating what consumers are willing to pay for digitally downloaded songs (such as the ones available on the iTunes or Amazon music stores) and the variety of factors that influence their willingness to pay. I conducted a

In this paper I seek to understand how consumers value music today by investigating what consumers are willing to pay for digitally downloaded songs (such as the ones available on the iTunes or Amazon music stores) and the variety of factors that influence their willingness to pay. I conducted a survey and received over 500 responses regarding willingness to pay for single-song downloads, consumer sentiment on whether music should be free, streaming service use, and other information pertaining to music consumption behavior. Through this research I found that paid-streamers are willing to pay more for songs than those who do not pay to stream, all else being equal. Further, Free-streamers are not willing to pay significantly more or less than non-streamers. This finding is additional information to other research that suggests streaming acts as a substitute for sales. I also found that most consumers are in the middle when it comes to the debate for whether music should always be free or always be purchased. Where someone aligns on the spectrum is a statistically significant contributing factor to what that person is willing to pay for a song. My findings also suggest that consumer preferences distinguish between benefit derived from music ownership and benefit derived from the ability to listen to music. This information sheds more light on the reason behind the declining digital download market.
ContributorsRodriguez, Stefan Daniel (Author) / Mandel, Naomi (Thesis director) / Veramendi, Gregory (Committee member) / Department of Economics (Contributor) / Department of Finance (Contributor) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.
ContributorsPinho, Tyler (Co-author) / Le, Jefferson (Co-author) / Spence, Curtis (Co-author) / Nelson, Brian (Thesis director) / Walker, Erin (Committee member) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Startle-evoked-movement (SEM), the involuntary release of a planned movement via a startling stimulus, has gained significant attention recently for its ability to probe motor planning as well as enhance movement of the upper extremity following stroke. We recently showed that hand movements are susceptible to SEM. Interestingly, only coordinated movements

Startle-evoked-movement (SEM), the involuntary release of a planned movement via a startling stimulus, has gained significant attention recently for its ability to probe motor planning as well as enhance movement of the upper extremity following stroke. We recently showed that hand movements are susceptible to SEM. Interestingly, only coordinated movements of the hand (grasp) but not individuated movements of the finger (finger abduction) were susceptible. It was suggested that this resulted from different neural mechanisms involved in each task; however it is possible this was the result of task familiarity. The objective of this study was to evaluate a more familiar individuated finger movement, typing, to determine if this task was susceptible to SEM. We hypothesized that typing movements will be susceptible to SEM in all fingers. These results indicate that individuated movements of the fingers are susceptible to SEM when the task involves a more familiar task, since the electromyogram (EMG) latency is faster in SCM+ trials compared to SCM- trials. However, the middle finger does not show a difference in terms of the keystroke voltage signal, suggesting the middle finger is less susceptible to SEM. Given that SEM is thought to be mediated by the brainstem, specifically the reticulospinal tract, this suggest that the brainstem may play a role in movements of the distal limb when those movements are very familiar, and the independence of each finger might also have a significant on the effect of SEM. Further research includes understanding SEM in fingers in the stroke population. The implications of this research can impact the way upper extremity rehabilitation is delivered.
ContributorsQuezada Valladares, Maria Jose (Author) / Honeycutt, Claire (Thesis director) / Santello, Marco (Committee member) / Harrington Bioengineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2016-12