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Description
The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark

The original version of Helix, the one I pitched when first deciding to make a video game
for my thesis, is an action-platformer, with the intent of metroidvania-style progression
and an interconnected world map.

The current version of Helix is a turn based role-playing game, with the intent of roguelike
gameplay and a dark fantasy theme. We will first be exploring the challenges that came
with programming my own game - not quite from scratch, but also without a prebuilt
engine - then transition into game design and how Helix has evolved from its original form
to what we see today.
ContributorsDiscipulo, Isaiah K (Author) / Meuth, Ryan (Thesis director) / Kobayashi, Yoshihiro (Committee member) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of

This paper presents the design and evaluation of a haptic interface for augmenting human-human interpersonal interactions by delivering facial expressions of an interaction partner to an individual who is blind using a visual-to-tactile mapping of facial action units and emotions. Pancake shaftless vibration motors are mounted on the back of a chair to provide vibrotactile stimulation in the context of a dyadic (one-on-one) interaction across a table. This work explores the design of spatiotemporal vibration patterns that can be used to convey the basic building blocks of facial movements according to the Facial Action Unit Coding System. A behavioral study was conducted to explore the factors that influence the naturalness of conveying affect using vibrotactile cues.
ContributorsBala, Shantanu (Author) / Panchanathan, Sethuraman (Thesis director) / McDaniel, Troy (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor)
Created2014-05
Description
Language is powerful. The words we use define our perceptions. They label what we see and paint a picture for those with whom we are communicating. Words serve as heuristic when assigning value to an object, experience, or person. My thesis, Eye of the BeholdHer, focuses on the language used

Language is powerful. The words we use define our perceptions. They label what we see and paint a picture for those with whom we are communicating. Words serve as heuristic when assigning value to an object, experience, or person. My thesis, Eye of the BeholdHer, focuses on the language used in American pop-culture to describe women. I comment on the dehumanization of women through the use of animal names used to describe personality, appearance, and genitalia, as well as the way the English language implies domestication and inferiority of women through the use of the certain words. Examples include, but are not limited to: bitch , chick, pussy, beaver, cougar, catty, heifer, old bat, mousy, foxy, and vixen. Eye of the Behold(her) reflects upon my observations and calls for social change. Eye of the BeholdHer is a call for action. It is time to make conscious word choices and realize the impact words have on shaping our society. It is time for us to empowHer through words.
ContributorsGibly, Sophia (Author) / Maxwell, Kathryn (Thesis director) / Ellsworth, Angela (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of Art (Contributor)
Created2014-05
Description
This project aims to help with the stigma and mystery surrounding mental health through the combination of art and psychology. The project was created by first interviewing individuals with different disorders and then researching the disorders further to acquire an accurate idea of the experiences of those afflicted. Then paintings

This project aims to help with the stigma and mystery surrounding mental health through the combination of art and psychology. The project was created by first interviewing individuals with different disorders and then researching the disorders further to acquire an accurate idea of the experiences of those afflicted. Then paintings were created to depict the emotions and struggles faced by individuals with psychological disorders. The project focusses on five different abnormal disorders: Major Depressive Disorder, Generalized Anxiety Disorder, Obsessive Compulsive Disorder, Bipolar Disorder, and Schizophrenia. These particular ailments were chosen because they include the main diagnoses that the average American thinks of when mental health is mentioned. My thesis contains interviews that I personally conducted, descriptions of the five disorders included, and artistic representations of those disorders in the form of oil paintings. It is my hope that this project will help unafflicted individuals to better understand others who live with abnormal psychological disorders, as well as help the afflicted see themselves represented in a way that they otherwise might not.
ContributorsSanchez Rodriguez, Wendy (Author) / Solis, Forrest (Thesis director) / Cavanaugh Toft, Carolyn (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / School of International Letters and Cultures (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
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Description
Although previous research has explored the relationship between social media use and well-being, many studies are contradictory of each other and conclude varying findings relating to social media use and outspokenness. This study explores the relationship between active and passive social media use, perceived social media expertise, and outspokenness using

Although previous research has explored the relationship between social media use and well-being, many studies are contradictory of each other and conclude varying findings relating to social media use and outspokenness. This study explores the relationship between active and passive social media use, perceived social media expertise, and outspokenness using the potentially mediating variable of perceived social acceptance. 162 participants, recruited through Amazon Mechanical Turk (MTurk) and ASU’s SONA systems, completed a survey relating to their own use of social media, perceived social acceptance, and outspokenness. Contradictory to my first hypotheses, no significant correlations were found between social media use and social media expertise. However, correlation analyses revealed that active social media use is related to an increased amount of perceived social media expertise (r = 0.23, p < .004). Perceived social media expertise was significantly positively correlated with outspokenness (r = 0.19, p < 0.015); however, it was not correlated with perceived social acceptance. When examining these relationships separately by gender, a strong association was found for males between active social media use and outspokenness, whereas passive social media use and outspokenness were negatively correlated for females. The results of this study add to previous research in the field of social media and outspokenness and lend new ideas for future research on these topics, such as exploring the gender differences that are associated with these variables. Further research in the area is needed for a more complete understanding of how one’s social media use affects his/her outspokenness and how gender modifies these effects.
ContributorsRubino, Kelli Erika (Co-author) / Rubino, Kelli (Co-author) / Mickelson, Kristin (Thesis director) / Halavais, Alexander (Committee member) / Department of Psychology (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Since the advent of social media, researchers have studied how platforms like Facebook and Instagram can influence our relationships, and more specifically, how social networking sites can impact what happens when these relationships dissolve. Less is known about the newer platform Snapchat, which provides ephemeral updates as they occur to

Since the advent of social media, researchers have studied how platforms like Facebook and Instagram can influence our relationships, and more specifically, how social networking sites can impact what happens when these relationships dissolve. Less is known about the newer platform Snapchat, which provides ephemeral updates as they occur to one's friend list, as well as self-destructing direct messages between individuals. The present study utilized survey responses from 84 college-aged individuals and eight semi-structured, in-depth interviews to study the relationship between using Snapchat to engage with or monitor one's ex-partner, the level of distress that results from these behaviors, and an individual's overall breakup distress level. A significant positive correlation was found between each of these variables, indicating that remaining connected with one's ex-partner on Snapchat may contribute to one's level of distress, or alternatively, that more distressed individuals are turning to Snapchat to monitor their ex-partner. Pairing this quantitative data with in-depth interviews allowed for more robust and generalizable findings. Qualitative details supported the statistical analysis to indicate that one's overall breakup distress level may be leading individuals to use Snapchat to monitor their ex-partner or exaggerate their own speed of recovery. Future research should analyze these same variables in a larger, more representative sample by following couples as their breakups occur in real-time to capture more comprehensive participant experiences.
ContributorsAter, Brittany Alexis (Author) / Parker, John (Thesis director) / Bodford, Jessica (Committee member) / Sanford School of Social and Family Dynamics (Contributor) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
In 2012, Chick-fil-A president Dan Cathy's "came out" about his anti-same sex marriage views, launching an enormous negative backlash across social media networks. To counteract this, former governor Mike Huckabee called on his Facebook fans to support the company on "Chick-fil-A Appreciation Day," both on Facebook and in person. The

In 2012, Chick-fil-A president Dan Cathy's "came out" about his anti-same sex marriage views, launching an enormous negative backlash across social media networks. To counteract this, former governor Mike Huckabee called on his Facebook fans to support the company on "Chick-fil-A Appreciation Day," both on Facebook and in person. The project examines both the backlash and Appreciation Day on social media networks. Posts on the Appreciation Day Facebook event page and similar posts on Twitter were first broken down in the framework of supportive and oppositional posts and then analyzed in further contexts. Comments on official Chick-fil-A Facebook statuses were then examined in a similar fashion. The research concludes that a strong support system both online and offline were necessary for Chick-fil-A to recover from its backlash. The controversy that ensued is ultimately a case study in the growing influence of Facebook as a tool for small-scale activism.
ContributorsKuiland, Zachary Rico (Author) / Cheong, Pauline (Thesis director) / Szeli, Eva (Committee member) / Lim, Merlyna (Committee member) / Barrett, The Honors College (Contributor) / School of Criminology and Criminal Justice (Contributor) / Department of Psychology (Contributor)
Created2013-05
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Description
Social media has quickly become a dominant tool for businesses across all sectors due to its two-way communication capabilities. Previous research has suggested that companies, particularly the hospitality and travel industry, should be engaging in authentic dialogue with its audience members, be using vibrant imagery and be monitoring and promoting

Social media has quickly become a dominant tool for businesses across all sectors due to its two-way communication capabilities. Previous research has suggested that companies, particularly the hospitality and travel industry, should be engaging in authentic dialogue with its audience members, be using vibrant imagery and be monitoring and promoting user-generated content and electronic-word-of-mouth. These elements were observed for six luxury hotels and resorts in the Southwestern United States over the course of a month on Facebook, Twitter and TripAdvisor. In addition, three two-part electronic-questionnaires were administered to three of the six luxury hotels and resorts to determine industry perspectives on these subjects and to serve as a comparison of social media tactics in this sector. There were social media differences and similarities based on the location and size of the hotel. Facebook was comprised of 42 percent advertising and used large amounts of imagery to promote the properties. There was very little user-generated content and word-of-mouth. Twitter was comprised of 31 percent dialogue and 22 percent user-generated content. Five of the six properties responded to reviews on TripAdvisor. Three crisis responses via social media were also observed. Later research may choose to include more analytic-based research and examine other social media platforms.
ContributorsWininger, Emily Renee (Author) / Wu, Xu (Thesis director) / Ostrom, Amy (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Social Transformation (Contributor)
Created2014-05
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Description
This paper is a supplement to our interactive algorithmic art generator project which can be found at weiverlyroe.github.io/waverlyplace. For this thesis, we demonstrate how with certain input we can algorithmically generate art, specifically a playable random maze with exactly one solution. We explore interactive and algorithmic art and how our

This paper is a supplement to our interactive algorithmic art generator project which can be found at weiverlyroe.github.io/waverlyplace. For this thesis, we demonstrate how with certain input we can algorithmically generate art, specifically a playable random maze with exactly one solution. We explore interactive and algorithmic art and how our mazes are a form of both. Through examining several maze generation algorithms, we show that an ideal representation of a single-solution maze, called a perfect maze, is a spanning tree of a planar graph. The final algorithm is a re-imagining of Kruskal's Minimum Spanning Tree Algorithm with these adjustments: (1) potential edges are ordered randomly rather than sorted and (2) certain edges are forced in the maze in order for the wall structure to display the player's text input. Lastly, we discuss improvements which could be made and features which we plan to add to the project in the future.
ContributorsRoeger, Waverly Wu (Author) / Richa, Andrea (Thesis director) / Ellsworth, Angela (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12