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Description
The purpose of this study is to analyze the stereotypes surrounding four wind instruments (flutes, oboes, clarinets, and saxophones), and the ways in which those stereotypes propagate through various levels of musical professionalism in Western culture. In order to determine what these stereotypes might entail, several thousand social media and

The purpose of this study is to analyze the stereotypes surrounding four wind instruments (flutes, oboes, clarinets, and saxophones), and the ways in which those stereotypes propagate through various levels of musical professionalism in Western culture. In order to determine what these stereotypes might entail, several thousand social media and blog posts were analyzed, and direct quotations detailing the perceived stereotypical personality profiles for each of the four instruments were collected. From these, the three most commonly mentioned characteristics were isolated for each of the instrument groups as follows: female gender, femininity, and giggliness for flutists, intelligence, studiousness, and demographics (specifically being an Asian male) for clarinetists, quirkiness, eccentricity, and being seen as a misfit for oboists, and overconfidence, attention-seeking behavior, and coolness for saxophonists. From these traits, a survey was drafted which asked participating college-aged musicians various multiple choice, opinion scale, and short-answer questions that gathered how much they agree or disagree with each trait describing the instrument from which it was derived. Their responses were then analyzed to determine how much correlation existed between the researched characteristics and the opinions of modern musicians. From these results, it was determined that 75% of the traits that were isolated for a particular instrument were, in fact, recognized as being true in the survey data, demonstrating that the stereotypes do exist and seem to be widely recognizable across many age groups, locations, and levels of musical skill. Further, 89% of participants admitted that the instrument they play has a certain stereotype associated with it, but only 38% of people identify with that profile. Overall, it was concluded that stereotypes, which are overwhelmingly negative and gendered by nature, are indeed propagated, but musicians do not appear to want to identify with them, and they reflect a more archaic and immature sense that does not correlate to the trends observed in modern, professional music.
ContributorsAllison, Lauren Nicole (Author) / Bhattacharjya, Nilanjana (Thesis director) / Ankeny, Casey (Committee member) / School of Life Sciences (Contributor) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
A piece of music consisting of a single movement was composed with baroque and classical elements. The piece is written in common time in D minor, and the key, along with the slow tempo, give the piece a somber mood. It is written for a string quartet: violin I, violin

A piece of music consisting of a single movement was composed with baroque and classical elements. The piece is written in common time in D minor, and the key, along with the slow tempo, give the piece a somber mood. It is written for a string quartet: violin I, violin II, viola, and cello. The prominence and complexity of each of the four parts is evenly balanced so as not to give the impression that certain parts are more important. The piece is centered around a theme, which each of the parts plays in some form in the piece. This structure was largely inspired by Bach's Art of the Fugue, which introduces a theme (first played unaccompanied and unmodified in Contrapunctus I) and adds different variations in later movements. Like Bach's Art of the Fugue, the theme is passed between the four parts with new modifications in each introduction. After the completion of the theme, the progression was composed without specific inspiration to keep the piece as original as possible. To maintain a baroque style, the parts were composed separately and viewed as independent melodic lines. Ensuring that the lines were harmoniously interdependent was one of the largest challenges in this project. The piece was originally composed by hand on notebook paper, but a majority of the work was done using the professional music writing program Dorico. Dorico was an incredibly useful tool in this process because it easy to learn and allows users to try it free for a month.
ContributorsMunson, Cody (Author) / Rogers, Rodney (Thesis director) / Fritz, Gregory (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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DescriptionReflections of Self is an original score containing three movements composed and transcribed entirely by myself (Cameron Labban) under the guidance of Dr. David Schildkret. The foundation of the movements within the score are based upon stand-alone melodies created since I first began teaching myself how to play the piano.
ContributorsLabban, Cameron Wael (Author) / Schildkret, David (Thesis director) / Evans, Bartlett (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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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
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
This creative project includes a self-reflection, four original compositions by Drew Hensley, and supplementary song commentaries. The self-reflection section of the project contains an extensive look into how Hensley's musical experiences and upbringing influenced his song writing process and compositional voice. Specifically, the piece analyzes how Hensley's gravitation to jazz

This creative project includes a self-reflection, four original compositions by Drew Hensley, and supplementary song commentaries. The self-reflection section of the project contains an extensive look into how Hensley's musical experiences and upbringing influenced his song writing process and compositional voice. Specifically, the piece analyzes how Hensley's gravitation to jazz music and musical styles of various cultures influenced the chord structures, rhythms, and melodies in his pop compositions. The track list for the project includes "Do It Anyway," "Puppeteer," "You Really Kind of Suck at Love," and "Drag You Down." Each piece includes lyrics and composed sheet music for vocals and instruments including guitar, piano, bass, and violin. The pieces were supplemented with commentaries describing specific inspirations for both the lyrics and music. "Do It Anyway" discusses Hensley's decision to pursue music and takes inspiration from classic American jazz melodies and Latin jazz rhythms. "Puppeteer" addresses the complexities of control through the metaphor strings. The piece pulls inspiration from the double harmonic scale often associated with Arabic music. "You Really Kind Of Suck At Love" addresses a break up through expertly placed humor and sarcasm. The piece is a new take on the standard 12 bar blues song form. "Drag You Down" tells of Hensley's personal struggles in music using thoroughly developed metaphors and chord progressions native to American rock music of the 1990's and 2000's. Together, the work will be recorded as an Extended Play entitled Do It Anyway. Hensley plans move to Los Angeles, California and use the recordings to pursue a career in pop music performance.
ContributorsHensley, Andrew Michael (Author) / McAdams, Charity (Thesis director) / Bhattacharjya, Nilanjana (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description

The distinctions between the neural resources supporting speech and music comprehension have long been studied using contexts like aphasia and amusia, and neuroimaging in control subjects. While many models have emerged to describe the different networks uniquely recruited in response to speech and music stimuli, there are still many questions,

The distinctions between the neural resources supporting speech and music comprehension have long been studied using contexts like aphasia and amusia, and neuroimaging in control subjects. While many models have emerged to describe the different networks uniquely recruited in response to speech and music stimuli, there are still many questions, especially regarding left-hemispheric strokes that disrupt typical speech-processing brain networks, and how musical training might affect the brain networks recruited for speech after a stroke. Thus, our study aims to explore some questions related to the above topics. We collected task-based functional MRI data from 12 subjects who previously experienced a left-hemispheric stroke. Subjects listened to blocks of spoken sentences and novel piano melodies during scanning to examine the differences in brain activations in response to speech and music. We hypothesized that speech stimuli would activate right frontal regions, and music stimuli would activate the right superior temporal regions more than speech (both findings not seen in previous studies of control subjects), as a result of functional changes in the brain, following the left-hemispheric stroke and particularly the loss of functionality in the left temporal lobe. We also hypothesized that the music stimuli would cause a stronger activation in right temporal cortex for participants who have had musical training than those who have not. Our results indicate that speech stimuli compared to rest activated the anterior superior temporal gyrus bilaterally and activated the right inferior frontal lobe. Music stimuli compared to rest did not activate the brain bilaterally, but rather only activated the right middle temporal gyrus. When the group analysis was performed with music experience as a covariate, we found that musical training did not affect activations to music stimuli specifically, but there was greater right hemisphere activation in several regions in response to speech stimuli as a function of more years of musical training. The results of the study agree with our hypotheses regarding the functional changes in the brain, but they conflict with our hypothesis about musical expertise. Overall, the study has generated interesting starting points for further explorations of how musical neural resources may be recruited for speech processing after damage to typical language networks.

ContributorsKarthigeyan, Vishnu R (Author) / Rogalsky, Corianne (Thesis director) / Daliri, Ayoub (Committee member) / Harrington Bioengineering Program (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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
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Description

Electronic dance music (EDM) is a broad genre of music that, after gaining popularity, quickly became stigmatized. This study aimed to examine stigma associations of electronic dance music with substance abuse, cult-like devotion, and the inauthenticity of EDM fans. Further, this study intended to examine the positive aspects of tolerance,

Electronic dance music (EDM) is a broad genre of music that, after gaining popularity, quickly became stigmatized. This study aimed to examine stigma associations of electronic dance music with substance abuse, cult-like devotion, and the inauthenticity of EDM fans. Further, this study intended to examine the positive aspects of tolerance, inclusivity, and authenticity associated with the electronic dance community. An online survey composed of 12 questions was administered to 876 students. The survey data was then analyzed and compared to the information gathered through a literature review. The major findings suggest that, when compared to other genres, there is a level of accuracy to the association of electronic dance music events with substance abuse, but not cult-like devotion or inauthenticity. The findings also suggest that there is no less inclusivity nor authenticity experienced at electronic dance music events compared to other genres. Another major finding is that the negative associations of electronic dance music were shared more often by those who have never attended such events. However, the positive associations were shared more often by those who have attended such events. These findings suggest that experiencing an electronic dance music event for oneself is important to understand the true nature of such events, for they have been shown to engender positive social values such as tolerance, inclusivity, and authenticity.

ContributorsWilliams, Jamie Lee Dawn Harvey (Author) / Becker, David Vaughn (Thesis director) / Mae, Lynda (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05