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HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of

HackerHero is an educational game designed to teach children, especially those from marginalized backgrounds, computation thinking skills needed for STEAM fields. It also teaches children about social injustice. This project was focused on creating an audio visualization for an AI character within the HackerHero game. The audio visualization consisted of a static silhouette of a face and a wave-like form to represent the mouth. Audio content analysis was performed on audio sampled from the character’s voice lines. Pitch and amplitude derived from the analysis was used to animate the character’s visual features such as it’s brightness, color, and mouth movement. The mouth’s movement and color was manipulated with the audio’s pitch. The lights of Wave were controlled by the amplitude of the audio. Design considerations were made to accommodate those with visual disabilities such as color blindness and epilepsy. Overall the final audio visualization satisfied the project sponsor and built upon existing audio visualization work. User feedback will be a necessity for improving the audio visualization in the future.

ContributorsNguyen, Joshep D (Author) / Chavez-Echaegaray, Helen (Thesis director) / Waggoner, Trae (Committee member) / Department of Psychology (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
DescriptionI founded the ASU Shakespeare Club and then directed a production of "A Midsummer Night's Dream" set in a contemporary mental institute. This thesis includes the revised script, a journal of the rehearsal process, an introductory essay, and production photos.
ContributorsGallagher, Nicole Marie (Author) / Fox, Cora (Thesis director) / Giner, Oscar (Committee member) / Barrett, The Honors College (Contributor) / Department of Chemistry and Biochemistry (Contributor) / School of Film, Dance and Theatre (Contributor)
Created2014-05
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Description
The process of playwriting is much more than merely writing the script itself; it is a process of outlining, writing, rewriting, and rewriting some more. This project explores that process from the very beginning to the late stages of final rewrites on a full-length, two-act stage play, Forget Me Not.

The process of playwriting is much more than merely writing the script itself; it is a process of outlining, writing, rewriting, and rewriting some more. This project explores that process from the very beginning to the late stages of final rewrites on a full-length, two-act stage play, Forget Me Not. Thematically, the play addresses issues such as legacy, ambition, the limitations of memory, and the complex relationships between women. It also speaks to the possibility of hope and revolves around twenty-something characters who are not nihilistic or pretentious as in the frequently-dominant portrayal of that demographic, but rather witty, intelligent, and layered. The play applies techniques of playwriting with a focus on character development as the element that drives the story, while also playing with conceptions of memory and time through the framing device, structure, and narration. A craft essay follows the script of the play, detailing the process of conceptualizing, writing, and revising the play.
ContributorsPrahl, Amanda Catherine (Author) / Sterling, Pamela (Thesis director) / Campbell, Corey (Committee member) / Jennings-Roggensack, Colleen (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / School of Politics and Global Studies (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor)
Created2015-05
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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
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Description
This project and research intended to address how to successfully run and teach a high school level Theatre I course. The research portion of the project focused on activities to use in the classroom, how to run a drama club and put on productions, and how to create a positive

This project and research intended to address how to successfully run and teach a high school level Theatre I course. The research portion of the project focused on activities to use in the classroom, how to run a drama club and put on productions, and how to create a positive classroom environment where students feel comfortable creating art. The creation portion of the project focused on the things a teacher will need in the classroom: an introduction letter, vision statement, syllabus, and unit plans. The final product includes three unit plans: Introduction to Theatre I, Introduction to Acting, and Theatre and Social Change. The use of the materials in this thesis can help first-time Theatre teachers to become better prepared to run their classroom.
ContributorsKircher, Alyssa Elaine (Author) / Sterling, Pamela (Thesis director) / Whissen, Elaine (Committee member) / Saldana, Johnny (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Division of Teacher Preparation (Contributor)
Created2014-05
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Description
For my Barrett Creative Project I set out to make an Elizabethan inspired women’s costume and write about my process. Images of the completed costume and process photos are included in the appendix. I researched the differences between my modern day costume construction techniques and those of dressmakers from the

For my Barrett Creative Project I set out to make an Elizabethan inspired women’s costume and write about my process. Images of the completed costume and process photos are included in the appendix. I researched the differences between my modern day costume construction techniques and those of dressmakers from the original period of the 16th century. An important distinction that I must make is that I set out to create a costume rather than a historical reproduction of a garment. This allows me to have both creative freedom and an ability to take advantage of the technology to which I have access. I will begin by reviewing the steps I took to construct the costume itself. The task began long before I ever sat down to stitch pieces together. Pollatsek writes, “Popular culture tends to show two versions of making clothing: mass - production drudged in sweatshops, or virtually instantaneous bursts of creative magic . . . (making costumes for the stage), most people do not see the planning and time that the transformation of fabric into wearable art entails. Creating costumes actually requires a combination of art, craft, and engineering” (1). I found her statement to ring true, as the completion of this project incorporated not just sewing but historical research, pattern-making, costume design, and project management. The final product of this project is a costume that very closely resembles the initial rendering. Due to the onset of Covid-19, in order to adhere to social distancing practices, I was unable to photograph the finished project on my model. The alterations marked in our final fitting were completed and the costume is made to her latest measurements.
ContributorsMurphy, Niamh Leavy (Author) / Furr, Constance (Thesis director) / Moench, Sarah (Thesis director) / Hunt, Kristin (Committee member) / School of Film, Dance and Theatre (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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
SmartAid aims to target a small, yet relevant issue in a cost effective, easily replicable, and innovative manner. This paper outlines how to replicate the design and building process to create an intelligent first aid kit. SmartAid utilizes Alexa Voice Service technologies to provide a new and improved way to

SmartAid aims to target a small, yet relevant issue in a cost effective, easily replicable, and innovative manner. This paper outlines how to replicate the design and building process to create an intelligent first aid kit. SmartAid utilizes Alexa Voice Service technologies to provide a new and improved way to teach users about the different types of first aid kit items and how to treat minor injuries, step by step. Using Alexa and RaspberryPi, SmartAid was designed as an added attachment to first aid kits. Alexa Services were installed into a RaspberryPi to create a custom Amazon device, and from there, using the Alexa Interaction Model and the Lambda function services, SmartAid was developed. After the designing and coding of the application, a user guide was created to provide users with information on what items are included in the first aid kit, what types of injuries can be treated through first aid, and how to use SmartAid. The
application was tested for its usability and practicality by a small sample of students. Users provided suggestions on how to make the application more versatile and functional, and confirmed that the application made first aid easier and was something that they could see themselves using. While this application is not aimed to replace the current physical guide solution completely, the findings of this project show that SmartAid has potential to stand in as an improved, easy to use, and convenient alternative for first aid guidance.
ContributorsHasan, Bushra Anwara (Author) / Kobayashi, Yoshihiro (Thesis director) / Nakamura, Mutsumi (Committee member) / Computer Science and Engineering Program (Contributor) / Department of Psychology (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This paper discusses the parameters of my creative project, which utilizes a staged reading of scenes from John Cariani’s Almost, Maine as a means of investigating the representation of queer individuals and relationships in theatre, film, and television. The first section provides background information on Almost, Maine itself, while the

This paper discusses the parameters of my creative project, which utilizes a staged reading of scenes from John Cariani’s Almost, Maine as a means of investigating the representation of queer individuals and relationships in theatre, film, and television. The first section provides background information on Almost, Maine itself, while the second section explains the details of the project and what to expect on the day of my defense. The next section explains my purpose in developing a project centralized around queer representation, and the last two sections are personal reflections of the both my growth throughout the creative process, and the final product: the performance and talkback.
ContributorsThompson, Savannah Blake (Author) / Maday, Gregory (Thesis director) / Rohd, Michael (Committee member) / Dean, Herberger Institute for Design and the Arts (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
On The Mathematical Analysis of An Ancient Greek Tragedy (A CURE AT TROY) Using Mathematical Set Theory To Analyze Patterns In Character And Story Structure; The Production And Direction Of That Greek Tragedy Using Vectors To Direct Action And Objectives In 2-Space; And The Research, Writing, And Production Of A

On The Mathematical Analysis of An Ancient Greek Tragedy (A CURE AT TROY) Using Mathematical Set Theory To Analyze Patterns In Character And Story Structure; The Production And Direction Of That Greek Tragedy Using Vectors To Direct Action And Objectives In 2-Space; And The Research, Writing, And Production Of A Reading Of A New Play (A TREE DISAPPEARS) On The Analogies Of Forestry Management Practices To Family Relationships.
ContributorsFox, Ethan (Author) / Partlan, William (Thesis director) / Lynch, John (Committee member) / Pinholster, Jacob (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05