Matching Items (30)

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ECOAcoustic: A VR Experience

Description

Acoustic Ecology is an undervalued field of study of the relationship between the environment and sound. This project aims to educate people on this topic and show people the importance

Acoustic Ecology is an undervalued field of study of the relationship between the environment and sound. This project aims to educate people on this topic and show people the importance by immersing them in virtual reality scenes. The scenes were created using VR180 content as well as 360° spatial audio.

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Date Created
  • 2019-05

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Empowering Women in Zambia through Computational Thinking Curriculum

Description

The nonprofit organization, I Am Zambia, works to give supplemental education to young women in Lusaka. I Am Zambia is creating sustainable change by educating these females, who can then

The nonprofit organization, I Am Zambia, works to give supplemental education to young women in Lusaka. I Am Zambia is creating sustainable change by educating these females, who can then lift their families and communities out of poverty. The ultimate goal of this thesis was to explore and implement high level systematic problem solving through basic and specialized computational thinking curriculum at I Am Zambia in order to give these women an even larger stepping stool into a successful future.

To do this, a 4-week long pilot curriculum was created, implemented, and tested through an optional class at I Am Zambia, available to women who had already graduated from the year-long I Am Zambia Academy program. A total of 18 women ages 18-24 chose to enroll in the course. There were a total of 10 lessons, taught over 20 class period. These lessons covered four main computational thinking frameworks: introduction to computational thinking, algorithmic thinking, pseudocode, and debugging. Knowledge retention was tested through the use of a CS educational tool, QuizIt, created by the CSI Lab of School of Computing, Informatics and Decision Systems Engineering at Arizona State University. Furthermore, pre and post tests were given to assess the successfulness of the curriculum in teaching students the aforementioned concepts. 14 of the 18 students successfully completed the pre and post test.

Limitations of this study and suggestions for how to improve this curriculum in order to extend it into a year long course are also presented at the conclusion of this paper.

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Created

Date Created
  • 2019-05

VERSES/VERSUS: An Audio-Visual Media Installation

Description

Our audio-visual installation explores human development through internal conflicts as theorized by psychologist Erik Erikson. Erikson’s theory breaks down development into eight stages, each one with a unique internal conflict

Our audio-visual installation explores human development through internal conflicts as theorized by psychologist Erik Erikson. Erikson’s theory breaks down development into eight stages, each one with a unique internal conflict as its cornerstone. These stages will be expressed in our installation through different animation styles and accompanying songs. Originally these were planned to be projected on all four walls of an enclosed room; however, due to the COVID-19 situation, the installation was moved to a VR video that can be experienced virtually instead. These different styles and songs will uniquely represent each of the stages essential to psychosocial development, while the dynamic use of space through the projection of varied visuals in all directions will immerse audience members in the diverse experience of dealing with internal conflict. This unique installation will invite audience members to understand the internal nature of conflicts, and the similar conflicts we will all experience as we mature, inspiring them to participate in self-reflection, looking within themselves rather than on external factors as they develop throughout their lifetimes.

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Date Created
  • 2020-05

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Identity and The Unstable Self: A Painful Journey of Self Realization

Description

Identity is something that I considered to be concrete and true, but I never really questioned my own identity until I was faced with solitude and self reflection. Throughout

Identity is something that I considered to be concrete and true, but I never really questioned my own identity until I was faced with solitude and self reflection. Throughout this essay, I will explain my journey through identity and my realization that there is no stable self and there never will be. To reach this conclusion I defined Identity and different theories that are associated with it, while also analyzing texts from theorists such as Nietzsche and Butler. I was able to reflect on my own identity and embark on an endless voyage of questioning while conducting this research. This inspired me to create an art installation that depicts my discovery while also displaying the painful mourning of a Self that I never really had.

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Date Created
  • 2020-05

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Song Sift: Angular Web App to Filter Songs and Create Customizable Playlists via the Spotify API

Description

Although Spotify’s extensive library of songs are often seen broken up by “Top 100” and main lyrical genres, these categories are primarily based on popularity, artist and general mood alone.

Although Spotify’s extensive library of songs are often seen broken up by “Top 100” and main lyrical genres, these categories are primarily based on popularity, artist and general mood alone. If a user wanted to create a playlist based on specific or situationally specific qualifiers from their own downloaded library, he/she would have to hand pick songs that fit the mold and create a new playlist. This is a time consuming process that may not produce the most efficient result due to human error. The objective of this project, therefore, was to develop an application to streamline this process, optimize efficiency, and fill this user need.

Song Sift is an application built using Angular that allows users to filter and sort their song library to create specific playlists using the Spotify Web API. Utilizing the audio feature data that Spotify attaches to every song in their library, users can filter their downloaded Spotify songs based on four main attributes: (1) energy (how energetic a song sounds), (2) danceability (how danceable a song is), (3) valence (how happy a song sounds), and (4) loudness (average volume of a song). Once the user has created a playlist that fits their desired genre, he/she can easily export it to their Spotify account with the click of a button.

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Date Created
  • 2020-05

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Bringing History Alive In 2020

Description

Over the course of his four years of course, Matt Stockmal has told multiple historical stories for multiple different groups in multiple different mediums. As a Digital Culture major, these

Over the course of his four years of course, Matt Stockmal has told multiple historical stories for multiple different groups in multiple different mediums. As a Digital Culture major, these storytelling mediums were all infused with creative technology. As Matt comes to the close of his college career, he wanted to take the time to review his work, reflect on the merits of the medium used with regards to its ability to instill visceral impact, and write a series of tutorials using what was learned in the process of experimentation in historical storytelling.
The paper is meant to serve as a base of reference material for future, real world, project proposals to historical organizations. A mock proposal to the Fullersburg Historic Foundation, proposing the digital mediums and methods discussed, is included at the end of the paper.
In concluding thoughts, Matt I appears to have the depth and breadth of skills needed to make impactful media. And the mediums of media have been as diverse as the subjects they cover. But upon reviewing his own review, it took someone else smarter had to tell me that though there is diversity abound in his portfolio, there is a single baseline: Keeping history alive. Every one of these mediums can be used to infuse a sense of digital energy, simulated life, back into historical artifacts and documentation. The historical characters return to live when a medium brings back the motion, the energy, of the thing it is showing. If the medium infuses this life back into the story. The results are nothing short of magic.

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Date Created
  • 2020-05

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Exploring the Influence of Visualized Data: Inclusion and Collaboration Between University Members

Description

Visualizations are an integral component for communicating and evaluating modern networks. As data becomes more complex, info-graphics require a balance between visual noise and effective storytelling that is often restricted

Visualizations are an integral component for communicating and evaluating modern networks. As data becomes more complex, info-graphics require a balance between visual noise and effective storytelling that is often restricted by layouts unsuitable for scalability. The challenge then rests upon researchers to effectively structure their information in a way that allows for flexible, transparent illustration. We propose network graphing as an operative alternative for demonstrating community behavior over traditional charts which are unable to look past numeric data. In this paper, we explore methods for manipulating, processing, cleaning, and aggregating data in Python; a programming language tailored for handling structured data, which can then be formatted for analysis and modeling of social network tendencies in Gephi. We implement this data by applying an algorithm known as the Fruchterman-Reingold force-directed layout to datasets of Arizona State University’s research and collaboration network. The result is a visualization that analyzes the university’s infrastructure by providing insight about community behaviors between colleges. Furthermore, we highlight how the flexibility of this visualization provides a foundation for specific use cases by demonstrating centrality measures to find important liaisons that connect distant communities.

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Date Created
  • 2020-05

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KnowU: A Study on the Undergraduate Arts, Media, and Engineering Student Community

Description

This study explores the results of an event hosted for undergraduate students in the Arts, Media and Engineering (AME) department at Arizona State University. 18 students were asked to sit

This study explores the results of an event hosted for undergraduate students in the Arts, Media and Engineering (AME) department at Arizona State University. 18 students were asked to sit and eat lunch with one another and share their opinions on personal and school-related topics. A follow-up survey consisting of eight questions was sent out to gauge how effective this event was in getting students to build stronger relationships with each other. Statistical analysis showed that 89% of students who attended would participate again and consider collaborating with another student at the event in future projects. From these results, a series of future interventions like the one mentioned in this paper could promote stronger relationships among students and add value to the department. A positive response from the students who participated could imply that students might be more inclined to reach out to classmates when in a setting made for that purpose.

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Date Created
  • 2019-05

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Music Mood Classification

Description

Spotify, one of the most popular music streaming services, has many
algorithms for recommending new music to users. However, at the
core of their recommendations is the collaborative filtering algorithm,

Spotify, one of the most popular music streaming services, has many
algorithms for recommending new music to users. However, at the
core of their recommendations is the collaborative filtering algorithm,
which recommends music based on what other people with similar
tastes have listened to [1]. While this can produce highly relevant
content recommendations, it tends to promote only popular content
[2]. The popularity bias inherent in collaborative-filtering based
systems can overlook music that fits a user’s taste, simply because
nobody else is listening to it. One possible solution to this problem is
to recommend music based on features of the music itself, and
recommend songs which have similar features. Here, a method for
extracting high-level features representing the mood of a song is
presented, with the aim of tailoring music recommendations to an
individual's mood, and providing music recommendations with
diversity in popularity.

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Date Created
  • 2020-05

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Investigating Methods of Achieving Photorealistic Materials for Augmented Reality Applications on Mobile Devices

Description

As the prevalence of augmented reality (AR) technology continues to increase, so too have methods for improving the appearance and behavior of computer-generated objects. This is especially significant as

As the prevalence of augmented reality (AR) technology continues to increase, so too have methods for improving the appearance and behavior of computer-generated objects. This is especially significant as AR applications now expand to territories outside of the entertainment sphere and can be utilized for numerous purposes encompassing but not limited to education, specialized occupational training, retail & online shopping, design, marketing, and manufacturing. Due to the nature of AR technology, where computer-generated objects are being placed into a real-world environment, a decision has to be made regarding the visual connection between the tangible and the intangible. Should the objects blend seamlessly into their environment or purposefully stand out? It is not purely a stylistic choice. A developer must consider how their application will be used — in many instances an optimal user experience is facilitated by mimicking the real world as closely as possible; even simpler applications, such as those built primarily for mobile devices, can benefit from realistic AR. The struggle here lies in creating an immersive user experience that is not reliant on computationally-expensive graphics or heavy-duty models. The research contained in this thesis provides several ways for achieving photorealistic rendering in AR applications using a range of techniques, all of which are supported on mobile devices. These methods can be employed within the Unity Game Engine and incorporate shaders, render pipelines, node-based editors, post-processing, and light estimation.

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Date Created
  • 2020-05