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The Way Home is a full-length young adult novel. The story is split between the perspectives of Theo and Ella, best friends from high school who are starting their freshman year in college. Neither is extremely excited about the start of the new phase of their lives; Theo struggles with

The Way Home is a full-length young adult novel. The story is split between the perspectives of Theo and Ella, best friends from high school who are starting their freshman year in college. Neither is extremely excited about the start of the new phase of their lives; Theo struggles with severe anxiety and is just hoping to survive the four years; and dark memories in Ella's past don't seem to want to let her start over. A series of murders happening in town don't help their nerves at all, making it hard to focus on the "college experience." They were supposed to be there for each other... But then Ella goes missing, and Theo is left without a clue of where she went. While he searches for her desperately, she wakes up miles away from home, surrounded by strangers. In their efforts to find one another again, they instead find themselves presented with opportunities to study the impossible: magic. Things become stranger and stranger as murders, magic, police investigations, and ever-looming final exams begin to challenge Theo and Ella in ways they never expected. In writing this novel, I hoped to depict the transition from high school to college and the worries and wonders that come with it. The story is almost split directly in half, beginning with normal school life and shifting into the world of magic. The conflicts presented to the characters during the first half, such as grades, majors, and socializing, persist throughout the second half, but are also metaphorized once the characters begin studying magic. I chose to include a protagonist with an anxiety disorder because I believe mental disabilities are not represented enough in YA literature, though it is something that many high school and college students deal with. I wanted to create a character that could inform others and that students with similar mental disorders could relate to. Additional themes I deal with include newfound independence, individuality, growth, and friendship.
ContributorsWoner, Catherine Flynn (Author) / Blasingame, James (Thesis director) / Irish, Jennifer (Committee member) / Department of English (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Abstract "Empty Horizons": A Creative Writing Piece Max Harmon "Empty Horizons" is a creative writing piece composed of two different short stories sharing a common narrator. The first story "Can you dig it?" details a trip the narrator takes to South Dakota to go hunting shortly before starting college. On

Abstract "Empty Horizons": A Creative Writing Piece Max Harmon "Empty Horizons" is a creative writing piece composed of two different short stories sharing a common narrator. The first story "Can you dig it?" details a trip the narrator takes to South Dakota to go hunting shortly before starting college. On the trip the narrator contemplates certain aspects of his life and the events of the story serve as a vehicle to explore the narrator's mindset as an eighteen year old about to start a new phase in his life. The second story "Toads, Sharks and Beautiful Encounters with Uncertainty" takes place during the summer before the narrator begins his last semester in college as he attends the funeral of his recently deceased grandmother in Hawaii. During the trip to Hawaii, the narrator meets a girl his age and they are able to bond with each other over feelings of loss and uncertainty. In this story the narrator explores his feelings about life with college graduation on the horizon and comes to terms with some of the anxieties that have been plaguing him since the start of college. By detailing these two distinct and important time periods in the narrator's life the reader is able to gain a sense of understanding in regards to the narrator's own process of beginning life as an adult.
Created2014-12
Description
While studying in Japan, I became fascinated by the variety shows my roommates would watch. These shows featured a flexible format with comedians and other entertainers participating in a wide variety of activities. For my senior creative project, I decided to determine what features were essential to Japanese variety

While studying in Japan, I became fascinated by the variety shows my roommates would watch. These shows featured a flexible format with comedians and other entertainers participating in a wide variety of activities. For my senior creative project, I decided to determine what features were essential to Japanese variety shows, and to then use these features to create my own program.
In order to determine the essential features of Japanese variety television, I watched a total of 22 episodes of three popular Japanese variety shows: Gaki no tsukai ya arahende (ダウンタウンのガキの使いやあらへんで! Usually abbreviated as ガキの使い), London Hearts (ロンドンハーツ), and Utaban (うたばん). I chose these three shows because of their differing styles, popular comedic hosts, and impressive longevity, with a combined 58 years of runtime. Through my research, I was able to assemble the analyses of basic and technical features found in the next section of this document in addition to several pages of my own notes used to design my original program.
My own program, American Joke (アメリカンジョーク), is meant to be filmed in America featuring an entirely Japanese cast. The main idea of the show is to capitalize on the comedic potential of cultural differences by having Japanese comedians interact with American people and traditions.
In order to showcase the show, I filmed a short “sizzle reel” video featuring Japanese exchange students as the cast. Segments filmed included our “comedians” learning the high jump from ASU track athletes, bringing Japanese fermented soybeans to campus for American students to taste, and participating in an American-themed quiz show.
ContributorsAmkraut, Elliott R. (Author) / Chambers, Anthony (Thesis director) / Wilson, Bradley (Committee member) / Maday, Gregory (Committee member) / Barrett, The Honors College (Contributor) / Department of Economics (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-05
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It is very difficult to construct an explicit definition of Jewish humor and, thus, even harder to identify examples of the use of this type of humor. In this paper, I use a literature review to set forth a list of characteristics of Jewish humor to aid in its identification

It is very difficult to construct an explicit definition of Jewish humor and, thus, even harder to identify examples of the use of this type of humor. In this paper, I use a literature review to set forth a list of characteristics of Jewish humor to aid in its identification and I explain the common reasons for the use of this humor. I use the characteristics of Jewish humor to aid in my identification of Jewish humor in five popular Jewish films from Argentina. I examine what aspects I believe to be exemplifying this type of humor and what this type of humor adds to the films in question. The films that I have chosen to analyze are: El abrazo partido directed by Daniel Burman, Cara de queso—mi primer gueto directed by Ariel Winograd, Relatos salvajes directed by Damián Szifron, Sol de otoño directed by Eduardo Mignogna, and Anita directed by Marcos Carnevale. Judaism is central to the plots of these five films and three of the directors (Burman, Winograd, and Szifron) are Jewish themselves. I show how the directors’ experiences with the Argentinian-Jewish community inform their use of Jewish humor. Lastly, I demonstrate how these examples of Jewish humor help to bring Judaism into Argentinian popular culture and, by doing so, allow Jewish stories and history to be told on a large scale.
Created2018-05
Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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This creative project is the result of reading several novellas, doing research about the form, and doing academic research regarding exchange students, South American migration to Europe, and Korean culture. Julie Yun is a Korean-America who is determining whether she will move back to Korea with her family or stay

This creative project is the result of reading several novellas, doing research about the form, and doing academic research regarding exchange students, South American migration to Europe, and Korean culture. Julie Yun is a Korean-America who is determining whether she will move back to Korea with her family or stay in the United States; Nathan is a young expatriate traveling in Europe who paused his education and hasn't determined whether he will return to his "home"; and Rima is a Central American who left her family and is trying to adapt to living in a new country and trying to learn a new language. The novella takes place primarily in Lausanne, Switzerland, and explores the themes of self-identity, cross-cultural communities, and how people with different backgrounds but in similar situations define home. One particular motif is that people and places are sometimes more similar to each other than we imagine.
ContributorsDe La Rosa, Stephanie Odette (Author) / Murphy, Patricia (Thesis director) / LaCroix, Kristin (Committee member) / Ríos, Alberto (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Art (Contributor) / Department of English (Contributor)
Created2013-05
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Description
Japanese animated film director Hayao Miyazaki is famous for his numerous film featuring female protagonists. These protagonists have been examined for their conformance and deviance with regard to widespread stereotypes of masculine and feminine traits. Miyazaki's female characters tend to exhibit nuanced and varied traits, with a balance of traditionally

Japanese animated film director Hayao Miyazaki is famous for his numerous film featuring female protagonists. These protagonists have been examined for their conformance and deviance with regard to widespread stereotypes of masculine and feminine traits. Miyazaki's female characters tend to exhibit nuanced and varied traits, with a balance of traditionally masculine and feminine characteristics. They also tend to demonstrate and moralize on larger social issues such as environmentalism and gender equality, advancing ideals for both Japanese and Western feminism. The status of these female protagonists as cultural icons is contrary to wider film trends that exclude women from the spotlight except when they conform to rigid gender roles.
ContributorsNevitt, Stephanie Nicole (Author) / Facinelli, Diane (Thesis director) / Creamer, John (Committee member) / Whitesman, Linda (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Politics and Global Studies (Contributor)
Created2013-05
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Description
The Soviet Union suffered immensely as a result of World War II. When the dust settled and Soviet citizens began to rebuild their lives, the memory of the social, economic, and human costs of the war still remained. The Soviet state sought to frame the conflict in a way that

The Soviet Union suffered immensely as a result of World War II. When the dust settled and Soviet citizens began to rebuild their lives, the memory of the social, economic, and human costs of the war still remained. The Soviet state sought to frame the conflict in a way that provided meaning to the chaos that so drastically shaped the lives of its citizens. Film was one such way. Film, heavily censored until the Gorbachev period, provided the state with an easily malleable and distributable means of sharing official history and official memory. However, as time went on, film began to blur the lines between official memory and real history, providing opportunities for directors to create stories that challenged the regime's official war mythology. This project examines seven Soviet war films (The Fall of Berlin (1949), The Cranes are Flying (1957), Ballad of a Soldier (1959), Ivan's Childhood (1962), Liberation (1970-1971), The Ascent (1977), and Come and See (1985)) in the context of the regimes under which they were released. I examine the themes present within these films, comparing and contrasting them across multiple generations of Soviet post-war memory.
Created2014-05
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Description
The Soviet Union suffered immensely as a result of World War II. When the dust settled and Soviet citizens began to rebuild their lives, the memory of the social, economic, and human costs of the war still remained. The Soviet state sought to frame the conflict in a way that

The Soviet Union suffered immensely as a result of World War II. When the dust settled and Soviet citizens began to rebuild their lives, the memory of the social, economic, and human costs of the war still remained. The Soviet state sought to frame the conflict in a way that provided meaning to the chaos that so drastically shaped the lives of its citizens. Film was one such way. Film, heavily censored until the Gorbachev period, provided the state with an easily malleable and distributable means of sharing official history and official memory. However, as time went on, film began to blur the lines between official memory and real history, providing opportunities for directors to create stories that challenged the regime's official war mythology. This project examines seven Soviet war films (The Fall of Berlin (1949), The Cranes are Flying (1957), Ballad of a Soldier (1959), Ivan's Childhood (1962), Liberation (1970-1971), The Ascent (1977), and Come and See (1985)) in the context of the regimes under which they were released. I examine the themes present within these films, comparing and contrasting them across multiple generations of Soviet post-war memory.
Created2014-05
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This work examines three common practices—yellowface in Cloud Atlas (2012), whitewashing in Star Trek Into Darkness (2013), and absence in Firefly (2002)—employed in popular science fiction that represent Asianness and disregard the Asian body. Though the creators purport to have progressive ideals at the center of their production choices, their

This work examines three common practices—yellowface in Cloud Atlas (2012), whitewashing in Star Trek Into Darkness (2013), and absence in Firefly (2002)—employed in popular science fiction that represent Asianness and disregard the Asian body. Though the creators purport to have progressive ideals at the center of their production choices, their works call on Techno-Orientalist and Orientalist tropes and divorce them from the Asian body, implicitly continuing the Orientalist argument of Western supremacy even in representing Asianness.
ContributorsTse, Kassidy Laurane (Author) / Miller, April (Thesis director) / Rondilla, Joanne (Committee member) / Department of English (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05