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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
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
Music is part of cultures all over the world and is entrenched in our daily lives, and yet little is known about the neural pathways responsible for how we perceive music. The property of "dissonance" is central to our understanding of the emotional meaning in music, and this study is

Music is part of cultures all over the world and is entrenched in our daily lives, and yet little is known about the neural pathways responsible for how we perceive music. The property of "dissonance" is central to our understanding of the emotional meaning in music, and this study is a preliminary step in understanding how this property of music is perceived. Twenty-four participants with normal hearing listened to melodies and ranked their degrees of dissonance. Melodies that are categorized as "dissonant" according to Western music theory were ranked as more "dissonant" to a significant degree across the 9 conditions (3 conditions of scale: Major, Neapolitan Minor, and Oriental; 3 conditions of wrong notes: no wrong notes, diatonic wrong notes, and non-diatonic wrong notes). As expected, the familiar Major scale was identified as more consonant across all wrong note conditions than the other scales. Notably, a significant interaction was found, with diatonic and non-diatonic notes not perceived differently in both of the unfamiliar scales, Neapolitan and Oriental. This study suggests that the context of musical scale does influence how we create expectations of music and perceive dissonance. Future studies are necessary to understand the mechanisms by which scales drive these expectations.
ContributorsBlumenstein, Nicole Rose (Author) / Rogalsky, Corianne (Thesis director) / Peter, Beate (Committee member) / FitzPatrick, Carole (Committee member) / School of Music (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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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