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“The Difference Between Paper Cuts & Exit Wounds” is a multidisciplinary body of work consisting of a manuscript, a short film, and a set of photographs. As digital culture expands, there are increasing possibilities for cross-genre work within the literary canon. The adaptation of visual mediums alongside the written word

“The Difference Between Paper Cuts & Exit Wounds” is a multidisciplinary body of work consisting of a manuscript, a short film, and a set of photographs. As digital culture expands, there are increasing possibilities for cross-genre work within the literary canon. The adaptation of visual mediums alongside the written word supports different levels of reader, and viewer, engagement. This visual and written manuscript permits the audience to experience the project at varying levels of intensity. “The Difference Between Paper Cuts & Exit Wounds” explores the self through fragmented lenses. The poems alone work with white space and experimental forms to create new shapes, new considerations, and new wonders. When put in conversation with the visual art, a poem becomes even more layered—providing alternate entrances to the subject matter. This manuscript is invested in the framing of concerns, of questions, and of thematic obsessions. Through the integration of multiple mediums, the poetic self and the agency of the speaker become multifaceted, apart from the written word alone. With the project’s film component, the curation of vignettes encourages a resistance of a linear narrative. Multiple clips are put on top of one another, with varying levels of opacity, creating multi-layered exposures within a second long clip. This represents the same fragmentation and deconstruction of a linear narrative that is prominent in the written manuscript. The work investigates memory as it distorts desire, frequently returning to how the body holds psychological and emotional trauma. With hybrid approaches to the subject matter, the manuscript illustrates the potential for intimacy to be soft and tender while simultaneously abrasive, triggering, and painful. It allows space for uncertainties, for co-existing conditions. By fracturing the expected forms of both standard poetic lexicon, and standard video narratives, “The Difference Between Paper Cuts & Exit Wounds” complicates the tendency for audiences to dissect art in hopes of reaching a single, definite interpretation. Instead, the body of work builds new spaces for engagement and inquiry.
ContributorsGoettl, Maxana Quinn (Author) / Ball, Sally (Thesis director) / Diaz, Natalie (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
Items that have once served as tools in the past become something of greater value in the future: art. Ceramics is a craft that has gone beyond its simple functions to become a representative medium. This ability makes ceramics an art. This will be demonstrated by representing enzyme-substrate binding and

Items that have once served as tools in the past become something of greater value in the future: art. Ceramics is a craft that has gone beyond its simple functions to become a representative medium. This ability makes ceramics an art. This will be demonstrated by representing enzyme-substrate binding and inhibition through the use of a dinner set.
ContributorsMahmud, Ali (Author) / Chung, Sam (Thesis director) / Weiser, Kurt (Committee member) / School of Art (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
The purpose of this creative project is twofold: Firstly, to study various pattern-welding processes that have been used throughout history, and secondly, to attempt to create a piece or several pieces of art using the processes studied. Pattern-welding traditionally refers to the practice of creating forged laminates composed of alternating

The purpose of this creative project is twofold: Firstly, to study various pattern-welding processes that have been used throughout history, and secondly, to attempt to create a piece or several pieces of art using the processes studied. Pattern-welding traditionally refers to the practice of creating forged laminates composed of alternating layers of two or more compositionally distinct metals. This term is typically used to specifically refer to these techniques when they are used for the creation of blades, with laminates made of high-phosphorus iron, low-phosphorus mild steel, and/or wrought iron, which was historically done to give the final weapon allegedly better mechanical properties (Thiele et al., 2015). This technique, while supposedly creating mechanically superior weapons in terms of durability and strength, also results in a unique, incredibly aesthetic visual effect. As the laminated billet of metals is twisted, deformed, etched, and polished, the different layers of metals become visible, resulting in a range of patterns depending on the deformation techniques used, and it was this aesthetic value that truly led to the widespread use of pattern-welding. Metals worked in this manner are colloquially known today as Damascus, although the process is technically distinct from true Damascus steel. For the purposes of this creative project, I will extend the concept of pattern-welding beyond strictly using iron and steel used to create swords, and include the similar artistic technique known as mokume-gane. Mokume-gane, which directly translates into English as “wood-grain metal” (Binnion, 2011), also involves forging alternating layers of different metals into a billet, but uses softer metals, historically silver, gold, copper, and alloys of the above. Mokume-gane, which has only relatively recently been used in the West, is the technique that I used to create my art pieces for this creative project.
ContributorsFox, Matthew Davis (Author) / Misquadace, Wanesia (Thesis director) / Burt, Donald (Committee member) / School of Earth and Space Exploration (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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
Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes

Experimentation with glaze materials resulted in 2 functional and interesting base glazes with multiple color variants each. A semi-matte stoneware glaze was created, however after being unable to replicate a specific coloring without drying out the glaze, it was discovered that using this glaze to spray over specific studio glazes produced a more pleasant color effect than the glaze by itself. A glossy clear glaze was created. The glaze crazed minimally, and color variants were created with the rare earth metals erbium, praseodymium, and neodymium, resulting in celadon-like glazes that were pink, green, and bluish purple respectively. Finally, A semi-matte stoneware glaze with high spodumene content was created with two specific color variations
ContributorsVilen, Zachary Kwochka (Author) / Beiner, Susan (Thesis director) / Steimle, Timothy (Committee member) / School of Life Sciences (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Art history, while vast in scope, is a male-dominated topic. Textbooks predominantly feature male artists, and generally when artists look to the “masters,” they look to men. Although the field is becoming more diverse every day, this discrepancy in what is taught to young artists can have a profound impact

Art history, while vast in scope, is a male-dominated topic. Textbooks predominantly feature male artists, and generally when artists look to the “masters,” they look to men. Although the field is becoming more diverse every day, this discrepancy in what is taught to young artists can have a profound impact on how and why art is produced. As a young female artist who is focused on my own self-identity and developing a body of work, I look to other women in art, past and present, to orient myself in the context of art history. I am interested in how these women came to terms with their identity in a field that acknowledges them less than their male counterparts, and how their self-perception is reflected in their work. Researching other women in art—for example, how do these artists extrapolate from the world around them to create, and how does their work affect their own self-identity? —has gradually shifted the way I looked at myself. Witnessing other female artists be bold with self-portraiture or brave with their honesty through art has shaped how I view myself and how I want to create art. Through employing self-portraiture in my creative practice, this project aims to utilize my personal experiences and perspectives to contemplate the way I engage with my own identity.
ContributorsWelch, Rachel (Author) / Solis, Forrest (Thesis director) / Hogden, Heidi (Committee member) / School of Art (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
When I first began thinking about what to do my honors thesis on during junior year, I knew that I wanted to do something creative. While I had successfully written a plethora of research papers and such throughout college, I knew that, were I to try to make my thesis

When I first began thinking about what to do my honors thesis on during junior year, I knew that I wanted to do something creative. While I had successfully written a plethora of research papers and such throughout college, I knew that, were I to try to make my thesis entirely research based, I would not be able to be passionate about it. This thesis is what is going to be left for other Barrett students, current and future, to look at. I do not want to work on something that I would not be passionate about knowing that other people would see it and maybe even look at it when trying to find inspiration for their own theses. In order to accomplish this, I knew working on a creative project as my thesis was my best option. I would be passionate about what I was working on, and it would also allow me to work on something that did not just feel like more schoolwork. In other words, I would not get as “burnt out” working on my thesis if it were something that I enjoyed working on, rather than something that felt tedious.
ContributorsPrieve, Connor Taylor (Author) / Schmidt, Peter (Thesis director) / Ison, Tara (Committee member) / Department of English (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

Accessible STEAM (Science, Technology, Engineering, Art, and Mathematics) education is imperative in creating the future innovators of the world. This business proposal is for a K-8 STEAM Museum to be built in the Novus Innovation Corridor on Arizona State University (ASU)’s Tempe campus. The museum will host dynamic spaces that

Accessible STEAM (Science, Technology, Engineering, Art, and Mathematics) education is imperative in creating the future innovators of the world. This business proposal is for a K-8 STEAM Museum to be built in the Novus Innovation Corridor on Arizona State University (ASU)’s Tempe campus. The museum will host dynamic spaces that are constantly growing and evolving as exhibits are built by interdisciplinary capstone student groups- creating an internal capstone project pipeline. The intention of the museum is to create an interactive environment that fosters curiosity and creativity while acting as supplemental learning material to Arizona K-8 curriculum. The space intends to serve the greater Phoenix area community and will cater to underrepresented audiences through the development of accessible education rooted in equality and inclusivity.

ContributorsPeters, Abigail J (Author) / McCarville, Daniel R. (Thesis director) / Juarez, Joseph (Committee member) / Industrial, Systems & Operations Engineering Prgm (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist creates for personal enjoyment, whether based on an already existing

How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist creates for personal enjoyment, whether based on an already existing story or world, or completely from their own imagination.
As creations made for purely personal interests, OCs are an excellent elevator pitch to talk one creative to another, opening up opportunities for connection in a world where communication is at our fingertips but personal connection is increasingly harder to make. OCs encourage meaningful interaction by offering themselves as muses, avatars, and story pieces, and so much more, where artists can have their characters interact with other creatives through many different avenues such as art-making, table top games, or word of mouth.

In this thesis, I explore the worlds and aesthetics of many creators and their original characters through qualitative research and collaborative art-making. I begin with a short survey of my creative peers, asking general questions about their characters and thoughts on OCs, then move to sketching characters from various creators. I focus my research to a group of seven core creators and their characters, whom I interview and work closely with in order to create a series of seven final paintings of their original characters.
ContributorsCote, Jacqueline (Author) / Button, Melissa M (Thesis director) / Dove-Viebahn, Aviva (Committee member) / 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