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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
Description
Due to increasing lack of resources and funding for budding student musicians, it is often not possible for this demographic to create, record, and produce their original music in the same high-budget studio environment in which music has been traditionally made. The objective of this project is to explore alternatives

Due to increasing lack of resources and funding for budding student musicians, it is often not possible for this demographic to create, record, and produce their original music in the same high-budget studio environment in which music has been traditionally made. The objective of this project is to explore alternatives which are more accessible to young independent musicians and reveal the most cost-efficient routes to obtain a high-quality result. To make this comparison, the group created budget recordings of their original music in a bedroom in true DIY fashion, and then recorded the same songs in a professional music studio using the best music and recording equipment available. The DIY recordings were mixed and mastered by the group members themselves, as well as separately by a professional audio engineer. The studio recordings were also mixed and mastered by a professional audio engineer, resulting in three final products with varying costs and quality. Ultimately, the group found that without mixing and mastering experience, it is very difficult to achieve high quality results. With the same budget recorded tracks, the group found that quality of the final product vastly increased when a professional audio engineer mixed and mastered the tracks. As far as the quality of the result, the studio recorded tracks were by far the best. Not only was the quality of the sounds from the high-end music and recording equipment much higher, the band had more freedom to be creative without the responsibility of simultaneously serving as recording engineers as was the case in the low budget recordings. The group concluded that this project was highly successful and demonstrated that high quality results could be obtained on a budget. The DIY recording techniques used in this project prove that independent musicians without access to expensive equipment and resources can still produce high quality music at the cost of more effort to serve as audio engineers in addition to musicians. However, recording in a studio with the help of a producer and professional audio engineers affords creative freedom and an increase in sound quality that is simply not possible to reproduce without the equipment and expertise that money can buy.
ContributorsBonk, Alan (Co-author) / Dhuyvetter, Nicholas Alan (Co-author) / Wickham, Kevin (Co-author) / Tobias, Evan (Thesis director) / Swoboda, Deanna (Committee member) / W.P. Carey School of Business (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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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
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
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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