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I am double majoring in Film & Media Production and Geography, and whenever I tell anyone that their first reaction is one of polite incredulity. The two disciplines seem so far from each other that there doesn't seem to be any possible way of combining them. With this project, I

I am double majoring in Film & Media Production and Geography, and whenever I tell anyone that their first reaction is one of polite incredulity. The two disciplines seem so far from each other that there doesn't seem to be any possible way of combining them. With this project, I wanted to incorporate these two very different fields into one meaningful product. Using film as a medium, I explored how impactful a geographical location can truly be on someone. When we think about our pasts, we often focus on the people and events, losing sight of the physical location where these memories take place. Life in a Museum attempts to shine a light on this forgotten aspect of memory. I moved to Prescott, Arizona when I was 11 and moved away when I was 18, living there for only 7 years. Yet as time passes, I am starting to realize how impactful Prescott has been on me. For my Honors Creative Project, I created a video essay in an attempt to "map" my relationship with Prescott and how it has changed over time. Incorporating digital video, Google SketchUp Animations and historical photographs, Life in a Museum acts as collage that attempts to mimic the tangential aspects of memory. The film addresses my upbringing in Prescott, the town's intense pride for its history, and how living there has affected my own perception of time, memory, death and the future. Link to video: https://vimeo.com/126633587
ContributorsJones, Zachary Loren (Author) / Larson, Elizabeth (Thesis director) / Kitson, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / School of Geographical Sciences and Urban Planning (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2015-05
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Description
A longing to revisit the people, places, and moments of my past has followed me for years, sometimes affecting me to the extent that the past seems to intrude on my present. In this piece, I wish to turn a critical eye on these feelings of nostalgia and examine how

A longing to revisit the people, places, and moments of my past has followed me for years, sometimes affecting me to the extent that the past seems to intrude on my present. In this piece, I wish to turn a critical eye on these feelings of nostalgia and examine how strong emotion can emerge from nothing more than fractured, faded memories. Using footage of moments I had recorded over six months of living in Europe, I seek to sculpt these images from my past into a form that rejects the daze of nostalgia for the fragmented truth of memory. My background is in more traditional narrative filmmaking, and so I was excited to work in this experimental three-screen format, in which I could explore the concept of memory in a manner that felt truer to how I actually experience it. I tested various combinations of imagery in my videos to build the progression of the piece, which I hoped would play out in an associational style that mimicked the process of my own memory. I hope that this will cause people to walk away from the piece thinking about how memory can fuel emotion and even to investigate their own relationship to the past.
ContributorsPowell, Matthew Rhys (Author) / Bradley, Christopher (Thesis director) / Brye, Anne (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2015-05
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Description
Psychology and dance both shed light on the question: how do our personal, life experiences affect our movement? This document introduces elements from psychology and dance through associative learning, attachment styles, muscle patterning, and partner improvisation as ways of exploring this question. It aims to briefly introduce these theories

Psychology and dance both shed light on the question: how do our personal, life experiences affect our movement? This document introduces elements from psychology and dance through associative learning, attachment styles, muscle patterning, and partner improvisation as ways of exploring this question. It aims to briefly introduce these theories and explain how they had a role in the research of the creative project. It also documents the inception, creation, and production of Lullabye, a dance work intended to be accessible to an audience with little to no experience viewing concert dance, with the target audience specifically being the writer’s mother. It has three sections, each featuring a different element of dance, storytelling, and individuality. It starts a conversation on how emotions and thoughts related to personal experiences can affect our movement.
ContributorsTello Solano, Carlos (Co-author, Co-author) / Kaplan, Robert (Thesis director) / Montoya, Yvonne (Committee member) / Schupp, Karen (Committee member) / Department of Psychology (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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Description
Locals only. An exclusionary phrase used to preserve the unique, lesser known aspects of a destination. Sunny San Diego's city defining local spots are in danger of being washed away by overwhelming tourism. This visual journey acts as a historical marker for the local destinations that exemplify San Diego's diverse culture. The website and book design outlines ten different places

Locals only. An exclusionary phrase used to preserve the unique, lesser known aspects of a destination. Sunny San Diego's city defining local spots are in danger of being washed away by overwhelming tourism. This visual journey acts as a historical marker for the local destinations that exemplify San Diego's diverse culture. The website and book design outlines ten different places that play integral roles in the foundation of the city through photography and written stories. The places were chosen based off of their significance to the San Diego community, whether that be in relation to lifestyle, history or culture. The process for determining each destination was an initial discussion with San Diego natives to determine the top 15 places that are influential in the city. From there, research was conducted on each place to determine which ten places would best fit the visual and storytelling platform of the project. Once the destinations were determined, people representing each place were contacted to gather more information. Each destination had at least one, if not several days of shooting photos in order to gather an array of visuals that would fit properly into the design and goal of the final thesis project. The website design was built almost originally using wix.com. Using the photos and stories from the site, the final project was turned into a digital layout of a book that can be printed. The places that the book and website outline are Kobey’s Swap Meet, Hodad’s, Carlsbad Flower Fields, Sunset Cliffs, Windansea, Torrey Pines Gliderport, Spruce St. Bridge, Julian, Mount Soledad and Presidio Park.
Created2018-05
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Description
Original Sin is a new play and poetry collection that tells the stories of mythological women and femmes, including Eve, Niobe, Queen Isis, Hera, Athena, Demeter, Ganymede, and Persephone. The words are comprised of the monologues of living women interviewed specifically for the purposes of this project, fighting to "take

Original Sin is a new play and poetry collection that tells the stories of mythological women and femmes, including Eve, Niobe, Queen Isis, Hera, Athena, Demeter, Ganymede, and Persephone. The words are comprised of the monologues of living women interviewed specifically for the purposes of this project, fighting to "take their stories back" from the monolithic male voices which have held them fast. These words were converted into a free verse poetic series of monologues intended to be presented on the stage. At its core, Original Sin is about the relationship between hope and loss, and how empowerment is born from their collision. Original Sin was first written, directed and staged by Emily Adams at Binary Theatre Company in Tempe, Arizona. The first production opened at the Prism Space on February 23rd, 2018.
ContributorsAdams, Emily Rose (Author) / Sterling, Pamela (Thesis director) / Eckard, Bonnie (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement

Technical innovation has always played a part in live theatre, whether in the form of mechanical pieces like lifts and trapdoors to the more recent integration of digital media. The advances of the art form encourage the development of technology, and at the same time, technological development enables the advancement of theatrical expression. As mechanics, lighting, sound, and visual media have made their way into the spotlight, advances in theatrical robotics continue to push for their inclusion in the director's toolbox. However, much of the technology available is gated by high prices and unintuitive interfaces, designed for large troupes and specialized engineers, making it difficult to access for small schools and students new to the medium. As a group of engineering students with a vested interest in the development of the arts, this thesis team designed a system that will enable troupes from any background to participate in the advent of affordable automation. The intended result of this thesis project was to create a robotic platform that interfaces with custom software, receiving commands and transmitting position data, and to design that software so that a user can define intuitive cues for their shows. In addition, a new pathfinding algorithm was developed to support free-roaming automation in a 2D space. The final product consisted of a relatively inexpensive (< $2000) free-roaming platform, made entirely with COTS and standard materials, and a corresponding control system with cue design, wireless path following, and position tracking. This platform was built to support 1000 lbs, and includes integrated emergency stopping. The software allows for custom cue design, speed variation, and dynamic path following. Both the blueprints and the source code for the platform and control system have been released to open-source repositories, to encourage further development in the area of affordable automation. The platform itself was donated to the ASU School of Theater.
ContributorsHollenbeck, Matthew D. (Co-author) / Wiebel, Griffin (Co-author) / Winnemann, Christopher (Thesis director) / Christensen, Stephen (Committee member) / Computer Science and Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Theory Jam is a series of online, education videos that teach music theory in a fun, engaging way. Our project is a response to the growing need for successful online education content. It incorporates strategies for creating effective educational video content and engages with contemporary debates in the field of

Theory Jam is a series of online, education videos that teach music theory in a fun, engaging way. Our project is a response to the growing need for successful online education content. It incorporates strategies for creating effective educational video content and engages with contemporary debates in the field of music theory surrounding the purpose of a music theory education.
ContributorsCannatelli, Joshua Bryce (Co-author) / Daval, Charles Joseph (Co-author) / Miller, April (Thesis director) / Scott, Jason (Committee member) / Tobias, Evan (Committee member) / Department of English (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Reveal follows the story of high school student Jason as he navigates the hardships of high school and the personal hardships of sexual identity. The thesis was created through research of other LGBTQ performers and interviews conducted on campus. It includes a one-act script followed by a list of the

Reveal follows the story of high school student Jason as he navigates the hardships of high school and the personal hardships of sexual identity. The thesis was created through research of other LGBTQ performers and interviews conducted on campus. It includes a one-act script followed by a list of the sources that I used to further my writing experience.
ContributorsPinero, John Richard (Author) / McMahon, Jeff (Thesis director) / Dove-Viebahn, Aviva (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Trailers are an effective tool used by marketing teams in the film industry to persuade people to spend money to see a movie. Their role in film marketing has changed and exponentially increased throughout the history of the medium, and their form is constantly evolving. While the core function of

Trailers are an effective tool used by marketing teams in the film industry to persuade people to spend money to see a movie. Their role in film marketing has changed and exponentially increased throughout the history of the medium, and their form is constantly evolving. While the core function of trailers is to advertise a finished product, they are created with a focused effort on grabbing an audience's attention and initiating an emotional interaction. The development of a feature film trailer by an organized marketing group is also an artistic venture that requires a high level of proficiency at editing and storytelling to effectively communicate the necessary elements of a film in an effort to persuade. Trailer making is a craft honed by an extraordinary amount of person-hours and intentionality, with a blend of plenty of diegetic and non-diegetic functions which exhibit the best parts of a movie. While trailers can suffer from hyperbolicism as well as excessive genre signaling, it's important to stand out and prove a product worthy of a customer's dollars especially in a film culture saturated with content. As marketing budgets continue to balloon in the entertainment industry, it seems that trailers will continue to be a mainstay of promoting art, and will evolve to fit any societal shifts they encounter.
ContributorsHolmgren, Devin Brent (Author) / Scott, Jason Davids (Thesis director) / Fortunato, Joseph (Committee member) / School of Film, Dance and Theatre (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05