Matching Items (4)
Filtering by

Clear all filters

150840-Thumbnail Image.png
Description
Research in fulfillment of the degree of Doctor of Musical Arts in performance has included CD recording projects, commissions of new pieces, as well as papers on existing pieces that push the performer beyond traditional playing by incorporating extended techniques, multimedia, technology, or movement. This study attempts to synthesize these

Research in fulfillment of the degree of Doctor of Musical Arts in performance has included CD recording projects, commissions of new pieces, as well as papers on existing pieces that push the performer beyond traditional playing by incorporating extended techniques, multimedia, technology, or movement. This study attempts to synthesize these ideas by commissioning a new work for clarinet and electronics that can be performed alone, combined with movement, or with an interactive video accompaniment. Primary work for this project has been the audio recording, music video, and live dance performance of the new work, entitled Agents of Espionage, which can be viewed at: http://www.youtube.com/watch?v=SAZ20kCb0Qg or http://www.youtube.com/watch?v=94- C7wWTeKs&context;=C4063fdcADvjVQa1PpcFPv1fBtuWcqgV638q_BRacH7 XWR-xy1B7A=. The entirety of the project, including creating the music, video, audio recordings, and dance was completed on a limited budget of under $500USD, using all student performers and creators. The accompanying written document outlines the various steps for completing each portion of the project, interviews with the artists involved, including Zachary Bramble, composer; Jason Mills, videographer; and Jacquelyn Achord, choreographer; and an analysis of the music from the performer's perspective. This paper should convey ideas about how future undertakings of this sort are possible. This work has been greatly inspired by Martin Fröst and his collaboration with Fredrik Hogberg on the piece The Invisible Duet.
ContributorsViliunas, Brian Bodo (Author) / Spring, Robert (Thesis advisor) / Hill, Gary (Committee member) / Marshall, Kimberly (Committee member) / Schuring, Martin (Committee member) / Rogers, Rodney (Committee member) / Gardner, Joshua (Committee member) / Arizona State University (Publisher)
Created2012
151573-Thumbnail Image.png
Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
156674-Thumbnail Image.png
Description
Working memory capacity and fluid intelligence are important predictors of performance in educational settings. Thus, understanding the processes underlying the relation between working memory capacity and fluid intelligence is important. Three large scale individual differences experiments were conducted to determine the mechanisms underlying the relation between working memory capacity and

Working memory capacity and fluid intelligence are important predictors of performance in educational settings. Thus, understanding the processes underlying the relation between working memory capacity and fluid intelligence is important. Three large scale individual differences experiments were conducted to determine the mechanisms underlying the relation between working memory capacity and fluid intelligence. Experiments 1 and 2 were designed to assess whether individual differences in strategic behavior contribute to the variance shared between working memory capacity and fluid intelligence. In Experiment 3, competing theories for describing the underlying processes (cognitive vs. strategy) were evaluated in a comprehensive examination of potential underlying mechanisms. These data help inform existing theories about the mechanisms underlying the relation between WMC and gF. However, these data also indicate that the current theoretical model of the shared variance between WMC and gF would need to be revised to account for the data in Experiment 3. Possible sources of misfit are considered in the discussion along with a consideration of the theoretical implications of observing those relations in the Experiment 3 data.
ContributorsWingert, Kimberly Marie (Author) / Brewer, Gene A. (Thesis advisor) / McNamara, Danielle (Thesis advisor) / McClure, Samuel (Committee member) / Redick, Thomas (Committee member) / Arizona State University (Publisher)
Created2018
Description
In the fast-paced, technology-driven society of today, new demands are placed on artists to re-think how music is presented and communicated to the world. Access to the internet, development of sound manipulation software, and broader means of use and distribution through the digital music industry have drastically shifted the way

In the fast-paced, technology-driven society of today, new demands are placed on artists to re-think how music is presented and communicated to the world. Access to the internet, development of sound manipulation software, and broader means of use and distribution through the digital music industry have drastically shifted the way the twenty-first century artist creates and performs music. One of the most striking changes that occurred is the increased use of visual material as a vehicle to enhance and contribute to the depth and intrigue of live performances and recordings.

This project researches twenty-first century works for clarinet and multimedia that specifically include a visual element (including but not limited to images, fixed and interactive video, light effects, and choreography) and highlights the prevalence of this genre in contemporary repertoire. Discussion begins with a brief overview of the history of multimedia, its relation to the clarinet, and how it has been defined by the twenty-first century. Additionally, in order to contribute to this ever-growing repertoire, three new works for clarinet and multimedia were commissioned in collaboration with composers and visual artists. These new works include: Roadrunner (2019) for clarinet and fixed electronics by Spencer Brand with video by Samuel Proctor; I’d known this place (2020) for clarinet and electronics by Dan Caputo with live audio generative animations by Andrew Robinson; and Spectral Passages (2020) for clarinet and electronics by Alvaro Varas with painting by Miguel Godoy. Background information and performance guides are included for each piece to aid future musicians in performance, as well as respective audio/video recordings. Finally, a significant portion of this document includes a catalog of works for clarinet and multimedia. The catalog was compiled by focusing on the output of twenty-first century composers to serve as a resource for future performers.
ContributorsClements, Katrina Isabel (Author) / Spring, Robert (Thesis advisor) / Gardner, Joshua (Thesis advisor) / Meyer, Jeffery (Committee member) / Micklich, Albie (Committee member) / Rockmaker, Jody (Committee member) / Arizona State University (Publisher)
Created2020