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This collaborative, creative project includes 100 music therapy interventions for all ages including children 0-18, young adults 19-25, adults 26-65, and older adults/geriatrics 65-death. Five goal areas are focused on for each of the four populations. These goal areas are cognitive, social, physical, emotional, and behavioral. Each intervention was modeled

This collaborative, creative project includes 100 music therapy interventions for all ages including children 0-18, young adults 19-25, adults 26-65, and older adults/geriatrics 65-death. Five goal areas are focused on for each of the four populations. These goal areas are cognitive, social, physical, emotional, and behavioral. Each intervention was modeled after Duerksen's (1978) five ways in which music can be used as a organizational, helpful, learning tool: (1) Music as a carrier of information (2) Music as a reinforcer (3) Music as a background for learning (4) Music as a physical structure for the learning activity (5) Music as a reflection of skills or processes learned. The creative possibilities of interacting musically with clients of all ages and levels of functioning are what led us to create this project. The wide variety of populations covered in this project include children on the autism spectrum, young adults suffering from depression, and geriatrics exhibiting symptoms of Dementia. This book encompasses all of these populations and more, providing client-centered activities to use in music therapy sessions. This project was created with the intention of sharing it with fellow students and peers, as well as for the future use of ourselves in our internship experiences and careers.
ContributorsHouck, Olivia Kathryn (Co-author) / Morrison, Sydney (Co-author) / Crowe, Barbara (Thesis director) / Rio, Robin (Committee member) / Barrett, The Honors College (Contributor) / School of Music (Contributor)
Created2014-05
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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
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

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
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
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
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
Description

Standardization is sorely lacking in the field of musical machine learning. This thesis project endeavors to contribute to this standardization by training three machine learning models on the same dataset and comparing them using the same metrics. The music-specific metrics utilized provide more relevant information for diagnosing the shortcomings of

Standardization is sorely lacking in the field of musical machine learning. This thesis project endeavors to contribute to this standardization by training three machine learning models on the same dataset and comparing them using the same metrics. The music-specific metrics utilized provide more relevant information for diagnosing the shortcomings of each model.

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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ContributorsHilliker, Jacob (Author) / Li, Baoxin (Thesis director) / Libman, Jeffrey (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2021-12