Matching Items (52)
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Description
The purpose of this thesis is to formulate a reliable promotion strategy that will help future independent artists effectively gain exposure and create an engaged and enthusiastic audience. To do this, we set out to create moments of discovery - the moment when a listener decides they have a particular

The purpose of this thesis is to formulate a reliable promotion strategy that will help future independent artists effectively gain exposure and create an engaged and enthusiastic audience. To do this, we set out to create moments of discovery - the moment when a listener decides they have a particular affinity for an artist or song - by introducing Apollo Bravo to audiences that are most likely to enjoy what Apollo Bravo has to offer. The methodology underlying these campaigns was to present authentic and attention-grabbing content, in both brief and extended methods, to people who are most likely to enjoy Apollo Bravo.

From our research, we found that for as little as $5 a day, an independent artist can make effective introductions to audiences most likely to enjoy what they have to offer without compromising artistic expression, while also learning from and engaging with their growing audience.
ContributorsFees, Maximilian Soza (Co-author) / Kinerk, Cole (Co-author) / Patrick, Angela (Co-author) / Hass, Mark (Thesis director) / Patrick, Brad (Committee member) / Arts, Media and Engineering Sch T (Contributor) / School of Civic & Economic Thought and Leadership (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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Description
With games an increasing various industry and cultural form, there are still many myths that surround the medium and restrict its potentials. When this often happens at the expense of marginalized audiences and creators who are already present within the space of games and the future realities of games, steps

With games an increasing various industry and cultural form, there are still many myths that surround the medium and restrict its potentials. When this often happens at the expense of marginalized audiences and creators who are already present within the space of games and the future realities of games, steps must be take to understand the nature of games and why these myths prove so insidious. By applying the approaches of Structuralism and Game Studies to the videogame Celeste, the ways that myths surrounding games can be picked away to give space to new ideologies of play, design, and consumption.
ContributorsStickell, James Donald (Author) / Moran, Stacey (Thesis director) / Bennett, Gaymon (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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"Memento mori- remember you must die." Death is not a simple topic for anyone to address, especially when they are already grieving the loss of a loved one or the realization that they too will die one day. Death and the practice of death rituals are things that all humans

"Memento mori- remember you must die." Death is not a simple topic for anyone to address, especially when they are already grieving the loss of a loved one or the realization that they too will die one day. Death and the practice of death rituals are things that all humans have in common, but at the same time they are something that we will all go through alone and all perceive differently. It can be extremely isolating and painful to grieve or to confront the reality of our own life ending, but it is something that many of us must face. Rituals are what give us the ability to reflect and work through difficult emotions and the ritual created through this project is no different.
ContributorsMarchello, Mackenzie N (Author) / Nocek, Adam (Thesis director) / Long, Elenore (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-12
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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

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.
ContributorsStockmal, Matthew Eric (Author) / Pinholster, Jacob (Thesis director) / Foushee, Danielle (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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 as its cornerstone. These stages will be expressed in our installation through different animation styles and accompanying songs. Originally these

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.
ContributorsXu, Gina (Co-author) / Chan, Yvonna (Co-author) / Conner, Jennifer (Co-author) / Pinholster, Jacob (Thesis director) / Fette, Donald (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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,
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

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.
ContributorsGomez, Luis Angel (Author) / Kevin, Burger (Thesis director) / Alberto, Hernández (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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

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.
ContributorsElam, Miranda Michelle (Author) / Moran, Stacey (Thesis director) / Cheyne, Rebekah (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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,

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.
ContributorsDiMuro, Louis (Author) / Balasooriya, Janaka (Thesis director) / Chen, Yinong (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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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 lift their families and communities out of poverty. The ultimate goal of this thesis was to explore and implement high

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.
ContributorsGriffin, Hadley Meryl (Author) / Hsiao, Sharon (Thesis director) / Mutsumi, Nakamura (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying

Popular competitive fighting games such as Super Smash Brothers and Street Fighter have some of the steepest learning curves in the gaming industry. These incredibly technical games require the full attention of the player and often take years to master completely. This barrier of entry prevents newer players from enjoying the competitive social environment that such games offer, creating a rift between casual and competitive players. Learning the rules can sometimes be more difficult than playing the game itself. To truly master these concepts requires personal attention from someone who deeply understands the core mechanics that operate behind the scenes.
Meanwhile, machine learning is growing more advanced by the day. Online retailers like Amazon run complex algorithms to recommend future purchases and monitor price changes. Mobile phones use neural networks to interpret speech. GPS apps track anonymous motion data in smartphones to give real-time traffic estimates. Artificial intelligence is becoming increasingly ubiquitous because of its versatility in analyzing and solving human problems; it follows, then, that a machine could learn how to teach humans skills and techniques. HelperBot is a platform fighting game project that employs this cutting-edge learning technology to close the skill gap between novice and veteran gamers as quickly and seamlessly as possible.
ContributorsPalermo, Seth Daniel (Author) / Olson, Loren (Thesis director) / Marinelli, Donald (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Mechanical and Aerospace Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05