Matching Items (12)
Filtering by

Clear all filters

135586-Thumbnail Image.png
Description
Fringe: Abstract Fringe is a feature length screenplay and a work of original science fiction. The story takes place in the future, on a planet far from Earth but it is told from the human perspective and is meant to draw into question many issues present in society today: prejudice,

Fringe: Abstract Fringe is a feature length screenplay and a work of original science fiction. The story takes place in the future, on a planet far from Earth but it is told from the human perspective and is meant to draw into question many issues present in society today: prejudice, hatred, multiculturalism, war, and social division. The screenplay seeks to pose an allegorical relationship between the humanity living on the planet, and the enemies they face, and the present day conflict between America and the Middle East or ISIS. The story follows Miles as he is forced to ally with his sworn enemy, the Lue, and learn to fight together to save his world from destruction. Miles begins the film bitter, resentful, and filled with prejudice towards his foes, much like a majority of Americans today. Instead of focussing on that conflict though, my story unites these two bitter enemies and asks them to put aside their violent and hateful pasts to fight a new, more powerful foe together. As the events unfold my characters learn that their enemies can be just like them and that they have something valuable to offer their world. My screenplay is about finding commonality with the enemy, on both sides of a conflict. By the end of my tale, Miles learns that there is good to be found in the world, even in his sworn enemies, if he looks close enough. It may seem like an archetypal plot on the surface but I worked hard to create a world that has not been seen in film before, an original science fiction universe that can bring these issues into the light and entertain an audience while doing so. I feel that my screenplay does just that, offering entertainment with and edge of social commentary, and stays true to the science fiction form.
ContributorsTrcic, Colton Walker (Author) / Maday, Gregory (Thesis director) / Bernstein, Gregory (Committee member) / WPC Graduate Programs (Contributor) / W. P. Carey School of Business (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
136452-Thumbnail Image.png
Description
The purpose of this thesis will be to compare and contrast films made by German and American directors about World War II and the Vietnam War, respectively. First, we will provide a list of the films including a brief summary and the reasons why that specific film was chosen for

The purpose of this thesis will be to compare and contrast films made by German and American directors about World War II and the Vietnam War, respectively. First, we will provide a list of the films including a brief summary and the reasons why that specific film was chosen for this analysis. Next, we will give background information about the two wars and the time period in the respective nations. The next steps are the actual project. First, we will list the criteria for analysis and why we chose those specific items to focus on. Lastly, we will provide an analysis of each film individually; going through the criteria previously provided. After reading the thesis the reader will be able to understand how filmmaking can show the feelings and sentiments of a nation during a specific time period, like war.
ContributorsRen, Haimo (Co-author) / Ahern, Jared (Co-author) / Bradley, Christopher (Thesis director) / Forss, Brennan (Committee member) / Barrett, The Honors College (Contributor) / School of Accountancy (Contributor) / Department of Supply Chain Management (Contributor) / W. P. Carey School of Business (Contributor) / School of Politics and Global Studies (Contributor)
Created2015-05
133643-Thumbnail Image.png
Description
Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the human condition, reflecting his disciplined and stylized design he possesses. Comprised of literary, film/media, and rhetorical elements, this report illustrates

Drawing on existing scholarship as well as primary analytical materials, the research within this report demonstrates Wile E. Coyote's character is reliant on human connectivity and is evocative of the human condition, reflecting his disciplined and stylized design he possesses. Comprised of literary, film/media, and rhetorical elements, this report illustrates how Wile E. is an individual whose character holds various influences that provide dimensionality to his existence. The research within this report is both primary and secondary through observational recordings about the cartoons Wile E. appears in and through thorough analysis of texts elaborating on the elements comprising Wile E.'s character. Primary research from the initial observational recordings provides direction for the secondary research after viewing multiple cartoons and films containing Wile E. Coyote in his Warner Brothers Studios appearances and noting unique moments in his cinematic career. The notes from this viewing of Wile E. in his natural "habitat" drive the secondary research to focus on specific aspects of Wile E.'s character through the analysis of supporting texts which ultimately leads to the findings within this report. Research in the fields of literature, film/media studies, and rhetoric shape the analysis of Wile E.'s character as this report studies the various components compiled within the cartoon coyote. As a multifaceted individual, Wile E. illustrates a complexity within a stylized character that allows viewers to connect to his plights and to identify with his struggles. Through his emulative form, Wile E. embodies vital elements of character creation that allow him to become a memorable and prominent character that resonates in viewers and artists. From Wile E. Coyote's example, future generations of story tellers, regardless of their medium, can learn how to create similarly iconic and timeless characters within their works. Such stories can then contribute significant additions to popular narrative and characterization.
ContributorsGarza, Christopher Aaron (Author) / Baldini, Cajsa (Thesis director) / Mack, Robert (Committee member) / Sandler, Kevin (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
The multibillion dollar fantasy sports industry is comprised of two main groups: traditional fantasy sports (TFS) and daily fantasy sports (DFS). TFS users play in season­long leagues while DFS users play in one­day contests. In November 2015, New York Attorney General Eric T. Schneiderman opened an investigation into the DFS

The multibillion dollar fantasy sports industry is comprised of two main groups: traditional fantasy sports (TFS) and daily fantasy sports (DFS). TFS users play in season­long leagues while DFS users play in one­day contests. In November 2015, New York Attorney General Eric T. Schneiderman opened an investigation into the DFS businesses FanDuel and DraftKings following allegations of “insider trading” by employees who may have had access to information that was not available to the public. Schneiderman’s investigation generated questions about DFS and how they differed from TFS. It was also the first instance of the differentiation between the two. This study looks at how TFS users and DFS users are similar and different in their motivations to play.
Our study surveyed 43 DFS users to determine how they began playing DFS, what they like about DFS, and what they dislike about DFS. From the data collected, it was determined that TFS and DFS users are similar in their competitive nature, in their increased levels of sports consumption and investment, and in their increased favoritism towards individual players over teams. The main differences between TFS and DFS users were how each felt they were at a disadvantage, the levels of camaraderie within the sport, and their stance on gambling. TFS users felt their disadvantages came from lackluster commissioners while DFS users felt that the companies themselves were setting them at a disadvantage. TFS users placed more value on the camaraderie and social sport while DFS users placed more value on profit and excitement. TFS users felt that TFS was not gambling and that DFS was, while DFS users accepted DFS as gambling.
ContributorsLandauer, Kevin James (Author) / Ingram-Waters, Mary (Thesis director) / Fette, Donald (Committee member) / W. P. Carey School of Business (Contributor) / School of Molecular Sciences (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
134410-Thumbnail Image.png
Description
The sport of football has become one of the most widely loved and watched sports in the United States. Fans of football are extremely dedicated to the sport and form very personal, emotional attachments to teams within the National Football League. Through studying these fans, three main analysis topics will

The sport of football has become one of the most widely loved and watched sports in the United States. Fans of football are extremely dedicated to the sport and form very personal, emotional attachments to teams within the National Football League. Through studying these fans, three main analysis topics will be addressed in this thesis: the established fan knowledge that creates rules within the fandom on how a fan participates and the exceptions to those rules, the need that fan's who do not fit into the normative patterns of the fandom feel to explain their motivations, and the degree of fanship that can be measured through a fan's explanation for their deviant behavior. For this fandom analysis, two sets of data will be referenced throughout the discussion. The first is anecdotal data pulled from various reddit threads on the personal experiences of each fan as well as some opinion sharing about the National Football League fandom. The second set of data is primary data that I have compiled via a survey. The established fan knowledge within this fandom is two fold: First, fans choose their team for a specific reason (usually based off of the team their parent's are a fan of or the state they grew up in), which typically takes place by age twelve. Secondly, once a fan chooses a team, they should stick with that team through their entire fanship. This second piece of fan knowledge is the most important rule within the fandom. This idea of loyalty is what guides fan participation. Identifying this rule led me to my main question about this fandom \u2014 if fans are so dedicated to their chosen team, what does it mean when someone switches to a new team. I feel that this breaking of a bond that seems so personal to fans is important and should be researched. This brought me to researching these fans that have switched teams, learning why, as well as what this group of fans can say about the National Football League fandom as a whole.
ContributorsGutierrez, Brooke Kathleen (Author) / Eaton, John (Thesis director) / Lee, Christopher (Committee member) / W. P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
134805-Thumbnail Image.png
Description
In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be

In this undergraduate thesis, I explore the relationship between politics and popular culture through an ethnography of Justice League Arizona, a cosplay ensemble devoted to costumed civic activism. While existing scholarship addresses cosplay ensembles and political theory, there is very little that examines how the act of cosplay can be a form of politics and what the impact of that interpretation has on both individuals and the community at large. Through both participant observation and interviews with members of the ensemble, I discovered that cosplay has the ability to intensify aspects of the self, the ability to expose new aspects of the self, and the ability to bring one closer to a particular character. I also found cosplay to be political through the sensibility and situated knowledge that proves to be in practice during cosplay, ultimately having the power to be used as a form of political resistance.
ContributorsBurrus, Ella Rene (Author) / Mack, Robert (Thesis director) / Behl, Natasha (Committee member) / School of Social and Behavioral Sciences (Contributor) / Herberger Institute for Design and the Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
135118-Thumbnail Image.png
Description
Clothing is dynamic and better understood in-motion than through still photography, giving way to the genre of fashion films. This thesis project is dedicated to the production of a two to three minute fashion film that lives up to the industry stands of production value and creative quality. Three months

Clothing is dynamic and better understood in-motion than through still photography, giving way to the genre of fashion films. This thesis project is dedicated to the production of a two to three minute fashion film that lives up to the industry stands of production value and creative quality. Three months were dedicated to pre-production during which time the logistics were organized and the artist plans were made. The location was finalized through its private owner after acquiring insurance from a third party. Models were booked and brought up to speed while the designer was approached with a list of our needs and what our team could do for him. The clothing has a free-spirited bohemian aesthetic, which is brought to life and highlighted by the final product. As the director and cinematographer, I researched past fashion films and studied their editing, acting and composition choices to prepare for the single shoot day we had mid September. After 8 hours of shooting, the footage was sent off to the editor who had collaborated with me to develop a unique and aggressive style. The final fashion film was titled "Mobilize" with a total run time of 2:07.
ContributorsMadala, Yagna (Author) / Crystal, Griffith (Thesis director) / Andrés, Vives-Toress (Committee member) / W. P. Carey School of Business (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
135626-Thumbnail Image.png
Description
This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines

This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines for game packaging standards. The second part contains an analysis of selected global film posters from all genres leading up to Disney/Pixar movies, and also a few popular video game packaging designs. The research is then be applied to 3 designs based on regional trends in the largest hubs of digital design in Asia, Europe and the Americas. Lastly, a survey will be conducted with international contacts to identify if the trends were correctly identified and which designs they personally preferred. The background research on video games includes 3 interviews. Diane Fornasier the current Vice President of Marketing at Immersive Play, and former VP of Marketing at Maximum Games, Sony and Sega talks about the evolution of packaging and packaging trends. Tom Kalinske, the former CEO of Mattel, Sega and Leapfrog details the emergence of the ESRB board in America and of the rating boards and guidelines from Asia, Europe. Al Nilsen, the former Director of Global Marketing at Sega explains international marketing and the character development of Sonic the Hedgehog. The case studies examine some film posters of all genres and some of the most successful international Pixar film posters to compare and contrast the different design elements in different regions, along with any outlying observations that cannot necessarily be allocated to a specific trend. The findings from the case studies are applied towards creating three film poster designs based on the most remarkable trends in the Americas, Europe and Asia that were observed. All of the film posters exhibit successful methods of engaging and appealing to their audiences based on cultural norms and values. Finding Dory, a film with a strong global appeal that showcases different regional design elements was a suitable option for the design concept. This will not only help understand the basic rules of international marketing when it comes to digital art, but it will also help us identify cultural norms and values that most of us might not be aware of when it comes to what can be publicized or not and what appeals to different target audiences.
ContributorsAdivikolanu, Harika Sruthi (Author) / Dove-Viebahn, Aviva (Thesis director) / Viles, Rebecca (Committee member) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description

A podcast that discusses the phenomenon of cult cinema deemed “so bad, it's good”. It takes a look at what makes these films enduring and entertaining, with the ability to create near-religious followings. Moreover, it discusses the financial aspect of the filmmaking and how these followings affect the market.

ContributorsFischler, Max Caskey (Co-author) / Stone, Zac (Co-author) / Schmidt, Peter (Thesis director) / Mack, Robert (Committee member) / School of Accountancy (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
132314-Thumbnail Image.png
Description
Horror films are typically comprised of three specific features: jump scares, gore, and suspense shots of a shadowy figure creeping up on an unaware victim. These three elements are some of the hallmarks of what defines the horror genre as they are methods that have proven successful in eliciting a

Horror films are typically comprised of three specific features: jump scares, gore, and suspense shots of a shadowy figure creeping up on an unaware victim. These three elements are some of the hallmarks of what defines the horror genre as they are methods that have proven successful in eliciting a bodily response within audience members, which is crucial to a horror movie being considered successful. However, these elements are also very polarizing. Individuals that enjoy horror often like these three things, while those who don’t appreciate the genre often cite over the top gore, distain for jump scares, and the anxiety that accompanies those suspenseful shots as primary reasons for avoiding horror. Due to the fact that those spectators who like horror tend to be in the minority, horror tends to have a very weak crossover appeal, thus limiting the audience interest while also being very unpopular among critics as well.
Interestingly, three recent horror films have achieved both critical acclaim and popularity among all audiences, horror and non-horror fans alike. Get Out, A Quiet Place, and It Follows are all noticeably lacking in the three features that commonly make a horror film “successful”, and yet it would be difficult to argue that they aren't successful horror films given that they have received critical acclaim, impressive box office returns, and have a strong crossover appeal. Therefore, they must use alternative methods to achieve the bodily response of fear that is necessary to be successful in the genre. I argue that these films put the audience member in a position that mirrors what Forced Lacanian Hysteric Neurosis and that this positioning produces the bodily response that is necessary for a horror movie to be successful. This manifestation has the additional benefit of allowing those spectators who do not like the fundamental aspects of horror (jump scares, gore, and suspenseful shots) to find the pleasure of horror without experiencing on-screen events that might cause them notable distress.
ContributorsStevens, Summer Charis (Author) / Mack, Robert (Thesis director) / Miller, April (Committee member) / Department of Psychology (Contributor) / Department of Economics (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05