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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
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Description
The seven interconnected short stories of Miserablists spring from a reality created by its protagonist and ostensible author: Paul Marston, a persistently melancholy undergraduate who tries to exorcise the ghost of a past love by adapting the story into a screenplay for a film entitled Miserablists. What happens to our

The seven interconnected short stories of Miserablists spring from a reality created by its protagonist and ostensible author: Paul Marston, a persistently melancholy undergraduate who tries to exorcise the ghost of a past love by adapting the story into a screenplay for a film entitled Miserablists. What happens to our identity, Paul asks, in post-narrative selfhood—that is, when the meaningful narratives we’ve told ourselves about others and ourselves collapse?

In other stories (wherein Paul tries—and often fails—to figure himself a secondary character), the tangled lives of his immediate social circle unravel, overlap, and disintegrate amidst the decaying milieu of the Scene and the maddening sprawl of Phoenix. A brief sampling of happenings: Sophie confronts ideological qualms with capitalism by way of a summer gig selling knives to depressed housewives; Brett nearly burns a house down on the Fourth of July; hallucinogenic kombucha is foisted upon a hapless Alex; black mold overtakes Paul’s residence; etc.

The core text is followed by an afterword supposedly written by (the perhaps psychotic) Saul P. Thomas Marton, Ph.D. and acts as an academic analysis of the nonexistent film adaption of Miserablists. There, Marton places Marston’s work in conversation with many influential critical text and works of fiction that shaped the formation of Miserablists (including Roland Barthes’ Lover’s Discourse, Slavoj Žižek’s The Plague of Fantasies, and Alain Robbe-Grillet’s Last Year at Marienbad).
ContributorsWebb, Zachariah Kaylar (Author) / Gilfillan, Daniel (Thesis director) / Garrison, Gary (Committee member) / Department of English (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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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
The events leading up to and following the 2014 Sochi Winter Olympics can be better understood in the transhistorical context of the contentious relationships between the United States, Russia, and Germany since the 1960's. The intense nationalism that fuels Olympic competition was especially enhanced by the deep ideological differences of

The events leading up to and following the 2014 Sochi Winter Olympics can be better understood in the transhistorical context of the contentious relationships between the United States, Russia, and Germany since the 1960's. The intense nationalism that fuels Olympic competition was especially enhanced by the deep ideological differences of the Cold War, as seen in the 1980 "Miracle on Ice." The ideological fight between capitalism and communism became the frame by which social issues were politicized, such as doping, gender, and disability; then sociocultural divisions, like disagreements on the perception of gender and homosexuality, emerged in place of ideological ones. Through these cultural and political disagreements, we see continuing conflict between the United States and Russia on an international sport stage carried out in much the same manner (and to the same effect) as in the past.
ContributorsFehnel, Dana Ellen (Author) / Gilfillan, Daniel (Thesis director) / Moldabekova, Saule (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-05
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Description
This thesis covers second language acquisition in regards to age, examining the difference between elementary and high school students. The primary language of all the students tested was English. The second language being tested in this study is German. The general age range in the elementary students observed was 7-12

This thesis covers second language acquisition in regards to age, examining the difference between elementary and high school students. The primary language of all the students tested was English. The second language being tested in this study is German. The general age range in the elementary students observed was 7-12 years old. The high school students' ages were between 14-18 years old. The environment consisted of a physical education atmosphere, which includes: gyms, outside recreational areas, fitness equipment, fields, etc. Methods used to conduct this study were visual and auditory/verbal approaches. No direct instruction was provided to the students, they were assessed based on their ability to absorb the information when provided to them indirectly in a traditional classroom atmosphere. In addition, direct instruction is also not conducive to a physical education setting as it has the potential to detract from the necessary lesson content.
ContributorsMarch, Ashley Taylor (Author) / Pangrazi, Connie (Thesis director) / Gilfillan, Daniel (Committee member) / School of International Letters and Cultures (Contributor) / College of Health Solutions (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Postmodernism has been one of the dominant modes of thought in literature and philosophy since the 1960s, but its roots go back much further. This thesis is an examination of Brechtian frameworks in an assortment of popular postmodern works. Both literary texts, such as novels, films, and music, and philosophical

Postmodernism has been one of the dominant modes of thought in literature and philosophy since the 1960s, but its roots go back much further. This thesis is an examination of Brechtian frameworks in an assortment of popular postmodern works. Both literary texts, such as novels, films, and music, and philosophical texts are used to form a general understanding of the postmodern project, and these concepts are then placed in conversation with ideas from the works of the 20th century German playwright Bertolt Brecht. I found that despite certain differences, the central ideas of postmodernism can be seen as the extension of Brecht’s philosophy, especially his concept of the Verfremdungseffekt. First, multiplicity—in perspectives and understandings—can be seen as an attempt to achieve this Verfremdungseffekt in the reader, and second, transgression in these texts can be used to evoke the same feeling. Many of the identifying techniques of postmodernism, e.g. juxtaposition, unreliable narrator, self-reference, and so on, can be interpreted as the extension of ideas pioneered by Brecht in the 1920s and 1930s. My thesis illustrates these connections.
Keywords: Postmodernism, Bertolt Brecht, Verfremdungseffekt
ContributorsTeipen, Jakob Corry (Author) / Gilfillan, Daniel (Thesis director) / O'Flaherty, Katherine (Committee member) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
The thesis explores the trial of the Nazi war criminal Adolf Eichmann, which occurred in Jerusalem in 1961. In order to do this, the thesis analyzes four sources—two films and two books—that exist as representations of and responses to the historic trial. My analyses investigate the role of the witnesses

The thesis explores the trial of the Nazi war criminal Adolf Eichmann, which occurred in Jerusalem in 1961. In order to do this, the thesis analyzes four sources—two films and two books—that exist as representations of and responses to the historic trial. My analyses investigate the role of the witnesses who offered testimony during the trial and the sentencing that occurred at the trial’s conclusion, which are two major aspects of the trial. By comparing the way that various witnesses, who appear in multiple representations of the trial, are portrayed, the thesis will make conclusions regarding the way that each source utilizes the witness testimony. In order to evaluate the way each source presents the sentencing of the trial, the thesis uses Yasco Horsman’s concepts of the constative and performative aspects of judgement. The thesis concludes by discussing the value that each of these works has as a representation of the Holocaust. Ultimately, as time distances the modern generation from the events of the Holocaust and post-Holocaust trials, the need for such representations as the four examined in this thesis continues to grow in importance.
ContributorsKierum, Caitlin Anne (Author) / Gilfillan, Daniel (Thesis director) / Goodman, Brian (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / School of Social Transformation (Contributor) / Department of English (Contributor) / School of International Letters and Cultures (Contributor) / School of Music (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Experimentation is as vital to literature as it is to the sciences. Experimentation through narrative is an evolutionary process that develops the art of storytelling through changing mediums, formats and forms of linearity. Challenging conceptual norms of narrative has resulted in a new genre characterized by interactive nonconventional structures, and

Experimentation is as vital to literature as it is to the sciences. Experimentation through narrative is an evolutionary process that develops the art of storytelling through changing mediums, formats and forms of linearity. Challenging conceptual norms of narrative has resulted in a new genre characterized by interactive nonconventional structures, and the necessity of reading with nontrivial effort. The term ergodic was applied to literature first in Espen J. Aarseths 1997 study Cybertext: Perspectives on Ergodic Literature. In its simplest terms, ergodic literature requires nontrivial effort to transverse the text, as opposed to nonergodic literature, which would be the majority of traditionally formatted and conventionally read literature that requires no extraneous responsibilities of the reader (Aarseth, 1997). The qualities that necessitate a heightened requirement of nontrivial effort vary widely. Literary works like Doug Dorst’s Ship of Theseus (2013) integrates supplemental materials, and notes transcribed in the margins connected to the multiple narratives within the actual pages of the book. Some books such as Mark Z. Danielewski’s House of Leaves (2000) utilize coded messages and hidden information that contribute to the atmosphere of the narrative. These intricacies enclose information that constructs a veritable labyrinth, containing details and material not easily found but ultimately pivotal to the comprehension of the text. And while completion may be a goal of the standard text, it may never even be intended for works such as these. Throughout this discussion I intend to contest that House of Leaves is an apex of literature and experimental narrative. Furthermore, I will highlight the importance of experimentation in narratives and its role in the development of various modes and mediums while analyzing prominent works and themes that fall under the category of experimental narrative or ergodic literature.
ContributorsGalvan, Joshua Paul (Author) / Gilfillan, Daniel (Thesis director) / Rigoni, Adam (Committee member) / School of Criminology and Criminal Justice (Contributor) / School of Politics and Global Studies (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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