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South Korea possesses the only culture to successfully create a transnationality and hybridity formula that is not replicable. So why Korea and why now? The goal of this thesis creative project is to demonstrate the marketing and communications strategies used in the arts and culture industry to drive global awareness

South Korea possesses the only culture to successfully create a transnationality and hybridity formula that is not replicable. So why Korea and why now? The goal of this thesis creative project is to demonstrate the marketing and communications strategies used in the arts and culture industry to drive global awareness and interest in K-Pop. In order to achieve that goal, I created HellotoHallyu.com, a website designed for an audience of Millennials and Generation Z English speakers to increase their awareness of the growth and impact of the Korean Wave in a fun and engaging way. So those who may hear a song by K-Pop idol group BTS on a music awards show in the U.S. can get themselves up-to-speed before diving into the fast-paced world of K-culture gossip sites and forums. Hello to Hallyu delivers consumer-friendly, educational content easily understood by English speakers with no prior knowledge of Korean culture, while still piquing the interest of K-pop connoisseurs. It provides the background necessary for even the most dedicated fans to glean new knowledge of Korea's cultural industry and a new perspective on the content they consume. Hello to Hallyu is based on a combination of secondary and primary research conducted over four semesters beginning Spring 2017 and continuing through Spring 2018. This project is set up as an ever-expanding resource freely available to anyone with internet access. The research required to maintain the site will continue with the Wave. However, the content currently on the site is evergreen, a documentation of the history of the Wave as explained in peer-reviewed articles and by Dr. Ingyu Oh as well as a documentation of my personal experience with Hallyu while in Korea and as a Westerner living in the U.S. The site's goal is to demonstrate the marketing and communications strategies used in the industry to drive global awareness and interest. Through this means, Hello to Hallyu aims to provide fully developed multimedia content intended to increase English speakers' awareness of the growth and impact of the Korean Wave as shown through site visits, content views, and audience engagement.
ContributorsTravis, Lisa Anne (Author) / Hass, Mark (Thesis director) / Shewell, Justin (Committee member) / Walter Cronkite School of Journalism and Mass Communication (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The Walt Disney Company has been a worldwide phenomenon for over half a century. Disney's animated films in particular impact a large number of individuals around the world. The fact that they rerelease popular films every few years lends to the lasting influence these movies will hold in the lives

The Walt Disney Company has been a worldwide phenomenon for over half a century. Disney's animated films in particular impact a large number of individuals around the world. The fact that they rerelease popular films every few years lends to the lasting influence these movies will hold in the lives of children to come. It is important to examine the messages Disney animated films can teach children in regards to women's roles, United States history, and racial difference. This essay examines these topics as they appear in Disney's Snow White and the Seven Dwarves, The Little Mermaid, Pocahontas, and The Lion King. Lastly, it examines the potential impact these films can leave on children and suggests ways in which adults can help children analyze what they see in the media.
ContributorsMonnig, Elizabeth Ann (Author) / Baker, Aaron (Thesis director) / Sandlin, Jennifer (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-12
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DescriptionA self-help guide for the independent animator. Answers the question, "What do I do when I finish a film?" Includes information on how to successfully market a film as well as different avenues of distribution. Discusses both shorts and features.
ContributorsHoma, Christopher Andres Burruel (Author) / Pinholster, Jacob (Thesis director) / Bernstein, Gregory (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / School of Film, Dance and Theatre (Contributor) / School of Art (Contributor)
Created2015-05
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Description
Animation is a medium that is not taken as seriously as live-action television and film. This thesis focuses on the representation of LGBT characters in American animation and attempts to give a rigorous analysis on a medium that should be taken seriously. Analysis is done on the stereotypes and coding

Animation is a medium that is not taken as seriously as live-action television and film. This thesis focuses on the representation of LGBT characters in American animation and attempts to give a rigorous analysis on a medium that should be taken seriously. Analysis is done on the stereotypes and coding from various animated shows, such as South Park, Family Guy, and Steven Universe. The shows are further divided into adult and children's animation, in which the analysis will track how LGBT characters are represented and have progressed in both. The thesis describes how problematic these characters may potentially be and how the images may project certain cultural and social attitudes towards the LGBT community. The thesis also considers the future of queer visibility and representation in other mediums, other than just in broadcast television. It was found that representation begins in the early 90s in adult comedy animation with Big Gay Al in South Park. In adult animation, the focus is usually more on the use of stereotypes and how these stereotypes are used for comedy. These stereotypes are sometimes enforced or subverted, depending on the show. It was also found that in adult animation, there has been a shift towards normalizing queer characters to fit a heteronormative framework. For children's animation, the sexuality of a character is subtler and coded with context clues. Some children and teen shows have decided to reveal the sexuality of certain characters in the last episode of the series. Children's animation also follows a similar trend that adult animation has taken with the normalization of queer characters.
ContributorsVuong, Hansen (Author) / Dove-Viebahn, Aviva (Thesis director) / Bryant, Jason (Committee member) / Chemical Engineering Program (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius, Lu, and our hero, 17-year-old high school senior of average

"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius, Lu, and our hero, 17-year-old high school senior of average smarts, Finn. We are first introduced to these characters as they struggle with fitting in both at school and in their lives at home. Lu and Finn feel a disconnect with their families, but both share a common appreciation for art and the escape it provides. Though her entire family is involved in artistic and creative pursuits, Lu has never painted a day in her life but dreams of one day being a great artist. Finn, on the other hand, has inherited his deceased mother’s immense talent with a paintbrush, but is hesitant to live in her shadow. Upon seeing their desire to paint, their high school art teacher—Miss Ro—encourages Finn and Lu to enter the world-renowned art competition Palette Parfaite, created by the famous French artist Madame Inès. In order to enter this art competition, contestants must dive inside a painting. As such, Lu and Finn are forced to literally enter the art world. Once inside the painting, they are introduced to colorful characters, stunning landscapes, and an entire studio of art materials that can only be described as every artists’ dream. However, the more time they spend inside the painting, the sooner Lu and Finn realize that this dreamlike world is not quite what it seems. "The Art of Humans Being" seeks to explore the world of art through the following questions: What happens to the forgotten art that has been discarded after being deemed “not good enough” to be finished? What happens to human beings who are treated the same? And finally, what happens when we accept people for who they are and what they create, even if they have flaws; even if they’re still works in progress?
ContributorsGraves, Cassidy Aadland (Author) / Bernstein, Gregory (Thesis director) / Maday, Gregory (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description

A guide to implementing empathy in crisis communications

ContributorsLong, Mary Louise (Author) / Schmidtke, Lisa (Thesis director) / Bovio, Sonia (Committee member) / Department of Marketing (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05