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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
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
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
Concentrated Solar Power and Thermal Energy Storage are two technologies that are currently being explored as environmentally friendly methods of energy generation. The two technologies are often combined in an overall system to increase efficiency and reliability of the energy generation system. A collaborative group of researchers from Australia and

Concentrated Solar Power and Thermal Energy Storage are two technologies that are currently being explored as environmentally friendly methods of energy generation. The two technologies are often combined in an overall system to increase efficiency and reliability of the energy generation system. A collaborative group of researchers from Australia and the United States formed a project to design solar concentrators that utilize Concentrated Solar Power and Thermal Energy Storage. The collaborators from Arizona State designed a Latent Heat Thermal Energy Storage system for the project. It was initially proposed that the system utilize Dowtherm A as the Heat Transfer Fluid and a tin alloy as the storage material. Two thermal reservoirs were designed as part of the system; one reservoir was designed to be maintained at 240˚ C, while the other reservoir was designed to be maintained at 210˚ C. The tin was designed to receive heat from the hot reservoir during a charging cycle and discharge heat to the cold reservoir during a discharge cycle. From simulation, it was estimated that the system would complete a charging cycle in 17.5 minutes and a discharging cycle in 6.667 minutes [1]. After the initial design was fabricated and assembled, the system proved ineffective and did not perform as expected. Leaks occurred within the system under high pressure and the reservoirs could not be heated to the desired temperatures. After adding a flange to one of the reservoirs, it was decided that the system would be run with one reservoir, with water as the Heat Transfer Fluid. The storage material was changed to paraffin wax, because it would achieve phase change at a temperature lower than the boiling point of water. Since only one reservoir was available, charging cycle tests were performed on the system to gain insight on system performance. It was found that the paraffin sample only absorbs 3.29% of the available heat present during a charging cycle. This report discusses the tests performed on the system, the analysis of the data from these tests, the issues with the system that were revealed from the analyses, and potential design changes that would increase the efficiency of the system.
ContributorsKocher, Jordan Daniel (Author) / Wang, Robert (Thesis director) / Phelan, Patrick (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description

One obstacle which children with autism spectrum disorders (ASDs) face when learning in a public-school environment is the lack of feeling included when learning. In this study, the term inclusion refers to time that children with ASDs spend in general education settings, interacting and/or engaging with neurotypical students and teachers.

One obstacle which children with autism spectrum disorders (ASDs) face when learning in a public-school environment is the lack of feeling included when learning. In this study, the term inclusion refers to time that children with ASDs spend in general education settings, interacting and/or engaging with neurotypical students and teachers. Inclusion can help students with ASDs improve their social skills, as well as academic achievement, mental health, and future success (Camargo et al., 2014). Since children with ASDs often have difficulties with social interaction skills, this can prevent their successful inclusion in general education placements. Music is a type of behaviorally-based intervention, which has proven to be effective in helping students develop the skills necessary to be successfully included, and because it is a type of activity which can serve as a bit of a distraction from the social aspect of the interaction, it can help children practice social skills and interact in a comfortable way. This study examines how music is used in public school settings to help foster the skills necessary for autistic children to be involved in standard school curriculums in order to allow them to receive the full benefits from learning in a general education setting. This study was conducted by reviewing past literature on the benefits of inclusion in special education, the benefits of music for children with ASDs, and the difference in efficacy of music interventions when conducted in an inclusive setting. Interviews with special education teachers, music educators, and music therapists were also conducted to address examples of the impact of music in this research area. The study found that music is beneficial in allowing more students to be included in standard school curriculums, and data showed the trend that inclusion positively affected their social and academic development.

ContributorsVerma, Alisha (Author) / Kappes, Janelle (Thesis director) / Ruiz, Eugenia Hernandez (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
This project seeks to motivate runners by creating an application that selectively plays music based on smartwatch metrics. This is done by analyzing metrics collected through a person’s smartwatch such as heart rate or running power and then selecting the music that best fits their workout’s intensity. This way, as

This project seeks to motivate runners by creating an application that selectively plays music based on smartwatch metrics. This is done by analyzing metrics collected through a person’s smartwatch such as heart rate or running power and then selecting the music that best fits their workout’s intensity. This way, as the workout becomes harder for the user, increasingly motivating music is played.
ContributorsDoyle, Niklas (Author) / Osburn, Steven (Thesis director) / Miller, Phillip (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2023-05
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ContributorsHilliker, Jacob (Author) / Li, Baoxin (Thesis director) / Libman, Jeffrey (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2021-12
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This essay examines national leaders’ shaping of K-pop into a foreign export, specifically looking into how K-pop is used as a soft power for South Korea. I also examine how effective K-pop is as a soft power. Because of its growing global popularity and use of K-pop artists for international

This essay examines national leaders’ shaping of K-pop into a foreign export, specifically looking into how K-pop is used as a soft power for South Korea. I also examine how effective K-pop is as a soft power. Because of its growing global popularity and use of K-pop artists for international relations, such as Red Velvet performing for Kim Jong Un, we might expect K-pop to act as the gateway into South Korean culture, often being the first exposure that other countries have into this country’s way of life. Through a qualitative analysis of resources ranging from news articles, videos, and social media posts, we see that K-pop idols, a term for K-pop celebrities, are heavily groomed and shaped by their labels to promote the South Korean national brand. Combined with a well-made business model to appeal to different countries, they also create sentiment for South Korean culture throughout the world with the support of the government and a strong fanbase. This plan is extremely effective in generating revenue for a multitude of South Korean brands beyond K-pop and even fosters South Korean affection in North Korea.
ContributorsMendez, Audrey F (Author) / Ingram-Waters, Mary (Thesis director) / Sandoval, Mathew (Committee member) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The goal of this product was to create a highly customizable application in which any individual, musician or not, can create a harmony for the user’s melody. This Automating Music Composer is built on the underlying rules of music composition, rules that are unique for each type of music available.

The goal of this product was to create a highly customizable application in which any individual, musician or not, can create a harmony for the user’s melody. This Automating Music Composer is built on the underlying rules of music composition, rules that are unique for each type of music available. This program is built on rules that are similar to how a Finite State Machine works (Fig 1). Each state represents a different chord in a given key, where the first roman numeral represents the first note in the chord progression. Each transition represents the action that can be taken by the chord progression, or the next note that can be reached by the current note. The user is able to manipulate these rules and styles, adjust different musical parameters to their liking, and is able to input their own melody, which then will output a unique harmony. This product aims to bridge the gap between predictive technologies and musical composition. Allowing the user to be more involved in the composition process helps the program to act as a tool for the user, rather than a separate entity that simply gives the user a completed recording. This allows the user to appreciate and understand what they are helping to produce more than they would if they were to simply be an inactive consumer of a random music composer. This product is meant to feel like an extension of the user, rather than a separate tool.
ContributorsKumar, Dhantin (Co-author) / Lopez, Christian (Co-author) / Nakamura, Mutsumi (Thesis director) / Blount, Andrew (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05