Matching Items (74)
Description
Public awareness of nature and environmental issues has grown in the last decades and zoos have successfully followed suit by re-branding themselves as key representatives for conservation. However, considering the fast rate of environmental degradation, in the near future, zoos may become the only place left for wildlife. Some scholars

Public awareness of nature and environmental issues has grown in the last decades and zoos have successfully followed suit by re-branding themselves as key representatives for conservation. However, considering the fast rate of environmental degradation, in the near future, zoos may become the only place left for wildlife. Some scholars argue that we have entered a new epoch titled the “Anthropocene” that postulates the idea that untouched pristine nature is almost nowhere to be found. Many scientists and scholars argue that it is time that we embraced this environmental situation and anticipated the change. Clearly, the impact of urbanization is reaching into the wild, so how can we design for animals in our artificializing world? Using the Manoa School method that argues that every future includes these four, generic, alternatives: growth, discipline, collapse, and transformation , this dissertation explores possible future animal archetypes by considering multiple possibilities of post zoo design.
ContributorsAlshaheen, Rua (Author) / Hejduk, Renata (Thesis advisor) / Allenby, Braden (Committee member) / Finn, Ed (Committee member) / Petrucci, Darren (Committee member) / Arizona State University (Publisher)
Created2019
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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 by layouts unsuitable for scalability. The challenge then rests upon researchers to effectively structure their information in a way that

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.
ContributorsMcMichael, Jacob Andrew (Author) / LiKamWa, Robert (Thesis director) / Anderson, Derrick (Committee member) / Goshert, Maxwell (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author

"On Music Videos" is an exploration of music videos, particularly narrative ones. As such, a brief history of the music video and its genres are examined. Ideas about narrative are also discussed through descriptions of what is meant by "story," based on theories from Pixar animators as well as author J.R.R. Tolkien. The connections between how story fits with music videos is then outlined. From this background research one is able to analyze examples of existing narrative music videos, before applying this knowledge and reflecting on the process of creating a narrative music video.
ContributorsNguyen, Melissa M (Author) / Finn, Ed (Thesis director) / Simeone, Michael (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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DescriptionAcoustic 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.
ContributorsNeel, Jordan Tanner (Author) / LiKamWa, Robert (Thesis director) / Feisst, Sabine (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Though people are beginning to analyze the internet as an active social force, a seemingly insurmountable problem permeates all criticisms of the world wide web: how do we begin to frame the Internet as a subject of inquiry when its role in our lives is constantly shifting, continually slipping from

Though people are beginning to analyze the internet as an active social force, a seemingly insurmountable problem permeates all criticisms of the world wide web: how do we begin to frame the Internet as a subject of inquiry when its role in our lives is constantly shifting, continually slipping from definition, yet undeniably reconstructing a new human condition? I believe an answer may lie in placing the Internet within the context of the Faust Myth \u2014 a legend that has repeatedly been used to explore humanity's obsession with power. For my undergraduate honors thesis, I wrote and performed an adaptation of Christopher Marlowe's Doctor Faustus in which I frame the Internet as a modern Faustian contract, and advocate a new approach to the use of technology.
ContributorsMunger, Adrielle Karen (Author) / Sturges, Robert (Thesis director) / Sterling, Pamela (Committee member) / Finn, Ed (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2013-05
Description
The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for

The LeapMax Gestural Interaction System is a project which utilizes the Leap Motion controller and visual programming language Max to extract complex and accurate skeletal hand tracking data from a performer in a global 3-D context. The goal of this project was to develop a simple and efficient architecture for designing dynamic and compelling digital gestural interfaces. At the core of this work is a Max external object which uses a custom API to extract data from the Leap Motion service and retrieve it in Max. From this data, a library of Max objects for determining more complex gesture and posture information was generated and refined. These objects can be are highly flexible and modular and can be used to create complex control schemes for a variety of systems. To demonstrate the use of this system in a performance context, an experimental musical instrument was designed in which the Leap is combined with an absolute orientation sensor and mounted on the head of a performer. This setup leverages the head mounted Leap Motion paradigm used in VR systems to construct an interactive sonic environment within the context of the user's environment. The user's gestures are mapped to the controls of a synthesis engine which utilizes several forms of synthesis including granular synthesis, frequency modulation, and delay modulation.
ContributorsJones, George Cooper (Author) / Hayes, Lauren (Thesis director) / Byron, Lahey (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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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 and eat lunch with one another and share their opinions on personal and school-related topics. A follow-up survey consisting of

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.
ContributorsWheeler, Hannah M (Author) / Tinapple, David (Thesis director) / Olson, Loren (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
This thesis presents the moral and ethical controversy surrounding the possibility of terraforming Mars and provides an overview of the 5 characteristics of Mars that can kill you – radiation, low atmospheric pressure, carbon dioxide, freezing temperatures, and dust – should man embark on the journey. It presents these issues

This thesis presents the moral and ethical controversy surrounding the possibility of terraforming Mars and provides an overview of the 5 characteristics of Mars that can kill you – radiation, low atmospheric pressure, carbon dioxide, freezing temperatures, and dust – should man embark on the journey. It presents these issues in written form, by storyboard, extensive graphics, and in a WIKI.

Ethical Considerations: The thesis presents the three main threads of thought regarding terraforming – that we should because it is there and man – superior to all other forms of life – wants challenges; that we should not since we are not superior to other forms of life and have no right; and the middle position – that we should be able to terraform Mars only if we clean up our act on Earth first. This is the point of view taken by the author of the thesis.

5 Ways Mars Can Kill You: the essay portion of the thesis is an overview of the research regarding the main obstacles to terraforming Mars and potential solutions.

Storyboard: Depicts the ethical efforts one must achieve before traveling to Mars as well as the process of terraforming – all images in chronological order.

Graphics: A series of Illustrator/Photoshop graphics moves the reader through the problems we have here on Earth that must be solved before terraforming, the process of getting to Mars and the activities involved in making her inhabitable for man.

WIKI: The WIKI showcases thesis material in a more interactive manner. JavaScript animations run throughout the WIKI and the user is able to create posts within the website – which acts as a forum.
ContributorsHoulihan, Kyle (Author) / Moran, Stacey (Thesis director) / Finn, Ed (Committee member) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2018-12
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Description
Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this

Physical activity is something that everyone engages in at varying levels. It has been linked to positively impacting general wellbeing, as well as preparing the mind and body to learn new skills. However, the significance of physical activity remains under-explored in some areas. The purpose of this study was to determine the relationship between physical activity levels and emotional intelligence, navigation and planning skills, motor skills, memory capacity, and one’s perception of the ‘value’ of an object or an experience. During sessions, participants were equipped with two physiological sensors: the EEG B-Alert X10 or X24 headset, and the Shimmer GSR3. In addition to these, two external sensors were used: a web camera for recording and evaluating facial expressions, and the Tobii X2-30, X2-60, or Tobii T60XL eye tracking systems, used to monitor visual attention. These sensors were used to collect data while participants completed a series of tasks: the Self-Report of Emotional Intelligence Test, the Tower of London Test, the Motor Speed Test, the Working Memory Capacity Battery, watching product-centered videos, and watching experience-centered videos. Multiple surveys were also conducted, including a demographic survey, a nutritional and health survey, and a sports preference survey. Utilizing these metrics, this study found that those who exercise more experience and express higher levels of emotion, including joy, sadness, contempt, disgust, confusion, frustration, surprise, anger, and fear. This implies a difference in emotional response modulation between those who exercise more and those who exercise less, which in turn implies a difference in perception between the two groups. There were no significant findings related to navigation and planning skills, motor skills, or memory capacity from this analysis.
ContributorsFalls, Tarryn (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05