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The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through,

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in the project, we concluded that the gameplay was engaging enough to keep most users' interest through the educational puzzles, and the potential for expanding this project to reach an even greater audience is vast.
ContributorsNitescu, George (Co-author) / Medawar, Alexandre (Co-author) / Spano, Mark (Thesis director) / LaBelle, Jeffrey (Committee member) / Guiang, Kristoffer (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
"Memento mori- remember you must die." Death is not a simple topic for anyone to address, especially when they are already grieving the loss of a loved one or the realization that they too will die one day. Death and the practice of death rituals are things that all humans

"Memento mori- remember you must die." Death is not a simple topic for anyone to address, especially when they are already grieving the loss of a loved one or the realization that they too will die one day. Death and the practice of death rituals are things that all humans have in common, but at the same time they are something that we will all go through alone and all perceive differently. It can be extremely isolating and painful to grieve or to confront the reality of our own life ending, but it is something that many of us must face. Rituals are what give us the ability to reflect and work through difficult emotions and the ritual created through this project is no different.
ContributorsMarchello, Mackenzie N (Author) / Nocek, Adam (Thesis director) / Long, Elenore (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying

Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying the competitive social environment that such games offer, creating a rift between casual and competitive players. Learning the rules can sometimes be more difficult than playing the game itself. To truly master these concepts requires personal attention from someone who deeply understands the core mechanics that operate behind the scenes.
Meanwhile, machine learning is growing more advanced by the day. Online retailers like Amazon run complex algorithms to recommend future purchases and monitor price changes. Mobile phones use neural networks to interpret speech. GPS apps track anonymous motion data in smartphones to give real-time traffic estimates. Artificial intelligence is becoming increasingly ubiquitous because of its versatility in analyzing and solving human problems; it follows, then, that a machine could learn how to teach humans skills and techniques. HelperBot is a platform fighting game project that employs this cutting-edge learning technology to close the skill gap between novice and veteran gamers as quickly and seamlessly as possible.
ContributorsPalermo, Seth Daniel (Author) / Olson, Loren (Thesis director) / Marinelli, Donald (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
The project explores how the school of Digital Culture at Arizona State University can create an online marketing video through an attempt in making such a video and a deep research into online video marketing. The first half of the project encompasses an attempt in making a video only using

The project explores how the school of Digital Culture at Arizona State University can create an online marketing video through an attempt in making such a video and a deep research into online video marketing. The first half of the project encompasses an attempt in making a video only using footage captured within Digital Culture from the four years. Using techniques widely used in the media industry, the footage is put together to market the school of Digital Culture. The second half of the project researches how such a video can be created by investigating how an online video stands out with the tools of viral content, rich information, emotional arousal and video construction. Then applies the research to the online marketing videos for college recruiting. Observations of current successful online college marketing videos are made in attempt to document the successful and unsuccessful techniques. The videos used from the University of Oregon. Butler University, and Boston College. After all the research in how an online marketing video stands out and observing the current success of online college videos, then the information learned is then applied to the school of Digital Culture. Now an array of tools, techniques and options are given in how the school of Digital Culture can create an online marketing video for the program.
ContributorsRempel, Ezekiel G (Author) / Tinapple, David (Thesis director) / Moran, Stacey (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
Description
The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for

The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for designing dynamic and compelling digital gestural interfaces. At the core of this work is a Max external object which uses a custom API to extract data from the Leap Motion service and retrieve it in Max. From this data, a library of Max objects for determining more complex gesture and posture information was generated and refined. These objects can be are highly flexible and modular and can be used to create complex control schemes for a variety of systems. To demonstrate the use of this system in a performance context, an experimental musical instrument was designed in which the Leap is combined with an absolute orientation sensor and mounted on the head of a performer. This setup leverages the head mounted Leap Motion paradigm used in VR systems to construct an interactive sonic environment within the context of the user's environment. The user's gestures are mapped to the controls of a synthesis engine which utilizes several forms of synthesis including granular synthesis, frequency modulation, and delay modulation.
ContributorsJones, George Cooper (Author) / Hayes, Lauren (Thesis director) / Byron, Lahey (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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
Description

A friend of mine once told me that coding is like doing magic, and frankly, I am inclined to agree. With a keyboard, a development environment, and a little bit of language skill, you can build an entire world. Despite being heavily rooted in logic, math, and science, there is

A friend of mine once told me that coding is like doing magic, and frankly, I am inclined to agree. With a keyboard, a development environment, and a little bit of language skill, you can build an entire world. Despite being heavily rooted in logic, math, and science, there is a certain mystery to it, a sense of illusion and wizardry. The sense of pride and power that comes from successfully finishing an app, program, or website is like no other. I recently watched the film Ex Machina (Alex Garland, 2014) for the first time, and I was struck by one of the lines. In thinking about the success of his creation and what that means for the world, he says, “I’m not a man, I’m God.” And although I wouldn’t say that is exactly how I feel when I turn in a coding assignment, I understand the sentiment. This thesis is going to be a bit different than the one I thought I was going to write. When I started this, I thought it would be about an amazing coding project I had completed. I would write about all the beautiful code and the nitty gritty of the technical aspects. But, the project that I intended to create is not the project I ended up with, and I couldn’t be happier. I finished with something a lot more meaningful, a lot more interdisciplinary, and a lot more me. In this essay and the accompanying coding project, I aim to take you on the journey of building my own piece of digital culture, an app titled “Exposed.” I begin by discussing how the motivation to create Exposed came from the desire to stop using an app made by an internet celebrity and how the values of Gen Z and their relationship with technology influenced and guided the creation of the app. Then I examine the relationship between code and the coder, and how external factors such as being a woman in technology impacts project development. Then I explain the results of the coding process and outline how Exposed turned out. Finally, I consider the meaning of digital culture and how it functions in the creation of Exposed. Along the way this project became extremely personal. I found that the deeper I dove into making the code work, the more I learned about myself and my relationship to technology. If I promise to be honest with you, will you promise to listen to what I have to say?

ContributorsRimsza, Melissa (Author) / Olson, Loren (Thesis director) / Moran, Stacey (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor)
Created2023-05
Description

In accordance with the practices of Digital Culture, Chrononaut Canyon is an interactive art experience that demonstrates how digital design practices can influence change, and innovative solutions to global problems. Digital Culture is defined as the arts, tools, customs, and values of the digital world and how they interact and

In accordance with the practices of Digital Culture, Chrononaut Canyon is an interactive art experience that demonstrates how digital design practices can influence change, and innovative solutions to global problems. Digital Culture is defined as the arts, tools, customs, and values of the digital world and how they interact and overlap with the physical world. As computerization and technological innovations rapidly increase and permeate into everyday life and the physical world, the need to understand the role of digital tools becomes imperative in designing solutions to global problems. This includes using digital technology and design as communication tools to aid in the awareness of global problems, such as climate change and environmental degradation, in order to create sustainable solutions whilst embracing the twenty-first century’s digital culture.

ContributorsDoris, Rose (Author) / Kautz, Luke (Thesis director) / Bauer, DB (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05
Description
As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their

As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their stance on certain issues whether that be their self-identity, politics, social injustice, etc. Realistically, many people feel uncomfortable talking about these issues. We want to prepare our audience, so they are not afraid or uncomfortable of such conversations. Through collectible cards and enamel pins with a children’s book, this product acts as a gateway to becoming more educated at an earlier age, and it aims to spread awareness about the experiences of our peers. The combination of digital branding and physical objects puts our purpose of spreading awareness in a way that makes it easier for our peers to understand. When people can relate to an idea, they will develop a personal connection to it and feel comfortable. We want our audience to be able to identify with, feel connected, and get educated on social injustice topics like mental health, discrimination, or harassment through our product. In recent years, education technology has been transforming the way we learn. With our project’s website feature, it is a more immersive and entertaining way to learn. Our generation has grown up with collectibles like Webkinz, Pokemon, Build-A-Bears, etc. that would come with a digital feature where owners can form a personal connection with their character for fun. Our purpose is to bring that back and make it more modern, current, and educational.
ContributorsReyes, Sharliz (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
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DescriptionDeath is a common mechanic in video games, but how does it relate to humanity's understanding of death? This thesis project seeks to understand the cultural dynamics of death within video games, as well as how death is approached and depicted within said games.
ContributorsYen, Jay (Author) / Bauer, Danielle (Thesis director) / de la Garza, Amira (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2023-12