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This creative project, titled What Did You Expect?, is five comedy plays all written and edited by me (with the help of my director Jason Scott), to ideally be performed all in a single night of entertainment. All five plays are united with an overarching theme, which sits somewhere on

This creative project, titled What Did You Expect?, is five comedy plays all written and edited by me (with the help of my director Jason Scott), to ideally be performed all in a single night of entertainment. All five plays are united with an overarching theme, which sits somewhere on the borders of subverting expectations and the fortitude of human emotion. I have a long history writing sketch comedy (for a college student), but each of these plays were all written with the specific intention to divert from the style of short-form comedy to longer stories with dynamic characters and plot movement, rather than circling around one singular joke. Each play tells a story placed in a setting with specific expectations, then follows an absurd character as she or he subverts each and every one of those expectations. There are five plays. The first and fifth play comprise the two parts of the story of Leonardo Da Vinci and Mona Lisa, their secret love affair, and it discusses, through a series of misunderstandings and insults, broad realizations about love and art. The second is the story of a therapy session between a seasoned professional and a nightmare patient, and it follows the therapist's absurd descent into (brief) madness, as well as the patient's ascent into (brief) catharsis. The third play serves as a transition; a short monologue by a 13-year old boy delivering a science fair presentation about a hermit crab \u2014 only to realize that he and the crab have more in common than he would like to think. Finally, the fourth play is called Space Cowboy, and to discuss it any further would take all the fun out of reading it. Overall, the project was about self-discovery through a new form of comedy writing, and hopefully it's funny enough for someone to read. Hell, I'd even take a skim. If someone skimmed the plays, I'd consider this creative project a success. You've already read the abstract though, so we're off to a good start! If it's not up to your standards, all I have to say is...what did you expect?
ContributorsMahai, Cameron Jahon (Author) / Scott, Jason (Thesis director) / Maday, Gregory (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
A bicycle tour is an unusual thing, one that often defies the expectations of the first-time touring cyclist. In this report, the experience of touring cycling is examined in two parts: a narrative documenting the author's tour down the Pacific Coast, and a reflective work that examines the journey and

A bicycle tour is an unusual thing, one that often defies the expectations of the first-time touring cyclist. In this report, the experience of touring cycling is examined in two parts: a narrative documenting the author's tour down the Pacific Coast, and a reflective work that examines the journey and the major themes which persist throughout. In examining the trip, two major dichotomies arose as themes. The first major dichotomy is found in the expectation of a solitary experience for one who is touring solo. In reality, tours are often built on the goodwill of others in the cycling community. On this particular tour, a website called Warmshowers was central to this point. By offering lodging to tired touring cyclists who would otherwise camp alone, this website serves to bring the cycling community together, and allows for connections that would otherwise never exist to be formed. However, it is true that much of a solo tour is, in fact, spent in solitude. This allows a cyclist long periods for self-reflection and meditation, an opportunity to strengthen one's connection with oneself and the natural world around them. The second is a contrast between the planning that goes into embarking on a long trip and the entropy and randomness that inevitably causes the experience to wildly differ from said plan. When the unexpected occurs, there are two options: to reject the unknown and cling to the framework one sets out for themselves, or to embrace the unexpected and see where it takes you. Often, diverting from the plan can allow for new and exciting experiences. However, there is also value to the framework and stability afforded by adhering to a plan. Through these experiences and more, a bicycle tour changes the way one looks at the world.
ContributorsReid, Evan Calderwood (Author) / Fette, Donald (Thesis director) / Loebenberg, Abby (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the

For my Spring 2022-23 Barrett Honors College creative project, I designed and created my own analog game. The created game is a tile-management game for 2-4 players called Plash. Players collect tiles and manipulate the board to complete goals and win the game. The paper for this project details the inspirations and research done for the game’s design, the game's design journey, and detailed instructions on how to play.

ContributorsDavis, Jordan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description
Into The Network is the result of a years worth of role-playing game research and design. Creating a game that allows for dramatic and comical narratives about colliding video-game worlds. This thesis documents the process of researching various analog games, the process of developing mechanic ideas into a prototype, testing

Into The Network is the result of a years worth of role-playing game research and design. Creating a game that allows for dramatic and comical narratives about colliding video-game worlds. This thesis documents the process of researching various analog games, the process of developing mechanic ideas into a prototype, testing the prototype on groups, and finalizing the game into a full product.
ContributorsGaumond, Timothy (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
Description
The Mary-El tarot deck is famous in the tarot community for its intense spiritual power and esoteric imagery. By analyzing its major arcana and investigating the symbology featured therein, for purposes of making the deck accessible to others, I discover a rich world of flowing energies and underlying transcendence. I've

The Mary-El tarot deck is famous in the tarot community for its intense spiritual power and esoteric imagery. By analyzing its major arcana and investigating the symbology featured therein, for purposes of making the deck accessible to others, I discover a rich world of flowing energies and underlying transcendence. I've used writing to document my journey and discoveries of the internal self. I present these writings as my thesis, and I demonstrate my understanding of the cards through tarot readings.
ContributorsBenson, Caley (Author) / Giner, Oscar (Thesis director) / Zent, Miranda (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2024-05
Description

This creative honors thesis explores game design by going through the game design experience to produce a prototype of an original board game. From being a casual board game designer to creating one herself, here is a re-account of the experiences it took to design Descent into the Deep. The

This creative honors thesis explores game design by going through the game design experience to produce a prototype of an original board game. From being a casual board game designer to creating one herself, here is a re-account of the experiences it took to design Descent into the Deep. The game design process involved intensive research of game mechanics, learning design tool skills for prototyping, and playtesting to create a playable original board game. Descent into the Deep is a hand management/path game that has players balance their resources to stay alive while considering the opportunity costs of their decisions to earn the most research points. Descent into the Deep has players push their luck and brains to collect research cards for points or offense and defense attacks against other players. The documentation includes the game's rule book, design process, and journal.

ContributorsTran, Teresa (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-05