Matching Items (52)
Description
Artificial Intelligence has had a massive burst of growth in the past two years, and will likely impact every job on the market. In my thesis I investigate how AI will affect the creative arts, specifically visual arts, creative writing and film, and why the industry might turn to using

Artificial Intelligence has had a massive burst of growth in the past two years, and will likely impact every job on the market. In my thesis I investigate how AI will affect the creative arts, specifically visual arts, creative writing and film, and why the industry might turn to using AI over human counterparts.
ContributorsDouglas, Aidan (Author) / Cruse, Markus (Thesis director) / Kozicki, Michael (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
For this creative project, I created a visually immersive and artistic data visualization of global space-related activities. The project aims to create a sense of wonder and creativity for space exploration through unconventional data visualization. By focusing mainly on the artistic elements of the visualization, the project will have a

For this creative project, I created a visually immersive and artistic data visualization of global space-related activities. The project aims to create a sense of wonder and creativity for space exploration through unconventional data visualization. By focusing mainly on the artistic elements of the visualization, the project will have a larger emotional impact on its viewers, as opposed to a traditional data visualization. The project uses a comprehensive dataset of space-related articles, all of which include the location of the activity discussed in the article, as well as keywords and other fields. The dataset will serve as material to create a narrative that shows not only how space-related activities are distributed around the globe but also the overarching themes of the activities. To create the final project, I used the JavaScript library p5.js.
ContributorsDeb, Roshni (Author) / Bryan, Chris (Thesis director) / Zhang, Weidi (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Computer Science and Engineering Program (Contributor)
Created2024-05
Description
WEAVER: The Color of Cadence is an animated short film about overcoming fear that demonstrates the collaboration between several skill sets to bring a story to life through visual art, music, writing, and digital design. This project is an example of the incredible intersection of art and technology to enrich

WEAVER: The Color of Cadence is an animated short film about overcoming fear that demonstrates the collaboration between several skill sets to bring a story to life through visual art, music, writing, and digital design. This project is an example of the incredible intersection of art and technology to enrich the lives of our fellow humans, the culmination of our team’s studies in Media Arts and Sciences. This creative thesis serves as a closer accompanying look at the short film that will be screened at showcase, delving into detailing the research and inspiration behind its conception, our techniques and digital design practices, and in what positive ways we hope this film impacts its audience.
ContributorsFernandez, Charlize (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their

As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their stance on certain issues whether that be their self-identity, politics, social injustice, etc. Realistically, many people feel uncomfortable talking about these issues. We want to prepare our audience, so they are not afraid or uncomfortable of such conversations. Through collectible cards and enamel pins with a children’s book, this product acts as a gateway to becoming more educated at an earlier age, and it aims to spread awareness about the experiences of our peers. The combination of digital branding and physical objects puts our purpose of spreading awareness in a way that makes it easier for our peers to understand. When people can relate to an idea, they will develop a personal connection to it and feel comfortable. We want our audience to be able to identify with, feel connected, and get educated on social injustice topics like mental health, discrimination, or harassment through our product. In recent years, education technology has been transforming the way we learn. With our project’s website feature, it is a more immersive and entertaining way to learn. Our generation has grown up with collectibles like Webkinz, Pokemon, Build-A-Bears, etc. that would come with a digital feature where owners can form a personal connection with their character for fun. Our purpose is to bring that back and make it more modern, current, and educational.
ContributorsReyes, Sharliz (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
Sphaera Somnium is a 360 degree audiovisual installation that serves as a gateway for individuals to step into a realm filled with speculative spaces, where immersive techniques encourage the human senses to explore uncharted territories. Within Sphaera Somnium, we aim to demonstrate how new spatial media can enrich user experiences

Sphaera Somnium is a 360 degree audiovisual installation that serves as a gateway for individuals to step into a realm filled with speculative spaces, where immersive techniques encourage the human senses to explore uncharted territories. Within Sphaera Somnium, we aim to demonstrate how new spatial media can enrich user experiences and offer glimpses into alternate perspectives. By seamlessly blending audio and visuals, this immersive journey is meant to evoke dreamlike, multi-sensory sensations. The project also offers accessibility to realities that would typically require significant time, expense, and transportation to access. This accessibility not only breaks down physical barriers but also levels the playing field on the cost of experience, making it available to a wider audience regardless of geographical location or financial means. By providing a platform for individuals to engage with these speculative environments, we hope to foster a deeper understanding of our relationship with technology, perception, and the world around us. As participants are transported into these immersive realms, they are encouraged to contemplate the emerging uses of new technologies and how they shape our understanding of reality.
ContributorsVan Bussum, Tessa (Author) / Kautz, Luke (Thesis director) / Kurtz, Jamie (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
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DescriptionDeath is a common mechanic in video games, but how does it relate to humanity's understanding of death? This thesis project seeks to understand the cultural dynamics of death within video games, as well as how death is approached and depicted within said games.
ContributorsYen, Jay (Author) / Bauer, Danielle (Thesis director) / de la Garza, Amira (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / Hugh Downs School of Human Communication (Contributor)
Created2023-12
Description

In this thesis, I explored the interconnected ways in which human experience can shape and be shaped by environments of the future, such as interactive environments and spaces, embedded with sensors, enlivened by advanced algorithms for sensor data processing. I have developed an abstract representational experience into the vast and

In this thesis, I explored the interconnected ways in which human experience can shape and be shaped by environments of the future, such as interactive environments and spaces, embedded with sensors, enlivened by advanced algorithms for sensor data processing. I have developed an abstract representational experience into the vast and continual journey through life that shapes how we can use sensory immersion. The experimental work was housed in the iStage: an advanced black box space in the School of Arts, Media, and Engineering, which consists of video cameras, motion capture systems, spatial audio systems, and controllable lighting and projector systems. The malleable and interactive space of the iStage transformed into a reflective tool in which to gain insight into the overall shared, but very individual, emotional odyssey. Additionally, I surveyed participants after engaging in the experience to better understand their perceptions and interpretations of the experience. With the responses of participants' experiences and collective reflection upon the project I can begin to think about future iterations and how they might contain applications in health and/or wellness.

ContributorsHaagen, Jordan (Author) / Turaga, Pavan (Thesis director) / Drummond Otten, Caitlin (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / School of Human Evolution & Social Change (Contributor)
Created2022-05
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Description
The purpose of this thesis is to propose and make a case for conducting a study at Arizona State University examining survivors’ perceptions and recommendations for the University’s response to sexual assault. The first part of this thesis provides a comprehensive review of existing research and literature related to sexual

The purpose of this thesis is to propose and make a case for conducting a study at Arizona State University examining survivors’ perceptions and recommendations for the University’s response to sexual assault. The first part of this thesis provides a comprehensive review of existing research and literature related to sexual assault in college, survivors’ help-seeking decisions, available support resources and services, and universities’ responses to sexual assault. The second part of this thesis presents a proposed research study that uses qualitative research methods to examine ASU student-survivors’ views and perceptions of ASU’s sexual assault response and its effectiveness in order to develop survivor-informed recommendations for improving the University’s response to sexual assault. The second part of this thesis includes the methodology, recruitment materials, informed consent form for study participants, survey questions, semi-structured interview questions, general project timeline, and estimated project budget for the proposed study. This proposed study has two primary aims. The first aim is to examine how ASU students, who have had an unwanted sexual experience, view campus support resources and their effectiveness and how they decide whether or not to utilize them. The second aim is to better understand survivors’ needs and help-seeking experiences in the aftermath of sexual assault to address ways the University’s response and resources can be improved based on survivor-informed recommendations.
ContributorsFanti, Christina (Author) / Boyd, Monica (Thesis director) / Robbins, Deborah (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2022-05
Description
Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow

Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow within their coursework. This thesis project aimed to develop a website prototype that could be used to help students who struggled to find flow.
ContributorsDredd, Dominique (Author) / Jayasuriya, Suren (Thesis director) / Barnett, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05
Description

In this paper, I propose that taking an embodied approach to music performance can allow for better gestural control over the live sound produced and greater connection between the performer and their audience. I examine the many possibilities of live electronic manipulation of the voice such as those employed by

In this paper, I propose that taking an embodied approach to music performance can allow for better gestural control over the live sound produced and greater connection between the performer and their audience. I examine the many possibilities of live electronic manipulation of the voice such as those employed by past and current vocalists who specialize in live electronic sound manipulation and improvisation. Through extensive research and instrument design, I have sought to produce something that will benefit me in my performances as a vocalist and help me step out from the boundaries of traditional music performance. I will discuss the techniques used for the creation of my gestural instrument through the lens of my experiences as a performer using these tools. I believe that, through use of movement and gesture in the creation and control of sound, it is more than possible to step away from conventional ideas of live vocal performance and create something new and unique, especially through the inclusion of improvisation.

ContributorsEstes, Isabel (Author) / Hayes, Lauren (Thesis director) / Thorn, Seth (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2021-12