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Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure

Distant is a Game Design Document describing an original game by the same name. The game was designed around the principle of core aesthetics, where the user experience is defined first and then the game is built from that experience. Distant is an action-exploration game set on a huge megastructure floating in the atmosphere of Saturn. Players take on the role of HUE, an artificial intelligence trapped in the body of a maintenance robot, as he explores this strange world and uncovers its secrets. Using acrobatic movement abilities, players will solve puzzles, evade enemies, and explore the world from top to bottom. The world, known as the Strobilus Megastructure, is conical in shape, with living quarters and environmental system in the upper sections and factories and resource mining in the lower sections. The game world is split up into 10 major areas and countless minor and connecting areas. Special movement abilities like wall running and anti-gravity allow players to progress further down in the world. These abilities also allow players to solve more complicated puzzles, and to find more difficult to reach items. The story revolves around six artificial intelligences that were created to maintain the station. Many centuries ago, these AI helped humankind maintain their day-to-day lives and helped researchers working on new scientific breakthroughs. This led to the discovery of faster-than-light travel, and humanity left the station and our solar system to explore the cosmos. HUE, the AI in charge of human relations, fell into depression and shut down. Awakening several hundred years in the future, HUE sets out to find the other AI. Along the way he helps them reconnect and discovers the history and secrets of the station. Distant is intended for players looking for three things: A fantastic world full of discovery, a rich, character driven narrative, and challenging acrobatic gameplay. Players of any age or background are recommended to give it a try, but it will require investment and a willingness to improve. Distant is intended to change players, to force them to confront difficulty and different perspectives. Most games involve upgrading a character; Distant is a game that upgrades the player.
ContributorsGarttmeier, Colin Reiser (Author) / Collins, Daniel (Thesis director) / Amresh, Ashish (Committee member) / School of Arts, Media and Engineering (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Anytime a new product is brought to market or a new business is established, there are several legal and regulatory matters that must be addressed in order to achieve sustainable success. There are certain legal implications that every new business needs to consider, such as business structure, obtaining intellectual property,

Anytime a new product is brought to market or a new business is established, there are several legal and regulatory matters that must be addressed in order to achieve sustainable success. There are certain legal implications that every new business needs to consider, such as business structure, obtaining intellectual property, necessary licenses, agreements, liability, etc. In addition, there are also some regulations and laws that apply to only certain types of businesses. For products created for individuals with disabilities, some of these regulations include the Americans with Disabilities Act (ADA), the Web Content Accessibility Guidelines (WCAG), the Telecommunications Act of 1996, and the Individuals with Disabilities Act (IDEA). In this thesis, I study the disability product market, and the major legal and regulatory obstacles that a company might face in creating and marketing a product for consumers with either a mobile or visual disability. The research I conducted was based on a year-long project I completed in an interdisciplinary program called InnovationSpace. This paper introduces the program and our product, including a summary of the business model we created. Then, I discuss the findings of my research, before developing a plan for complying with the laws when taking our product, Naavi, to market. The major strategy discussed includes getting our product involved in public school districts through the IDEA, to give visually disabled students access to our product by making it a required component of their Individualized Education Plans (IEPs). Being able to do so would give our company an enormous business-to-business customer, which would be great for our company while simultaneously offering these students an opportunity to learn a valuable skill that can improve their daily lives.
ContributorsLeclair, Jordan Tyler (Author) / Trujillo, Rhett (Thesis director) / Koretz, Lora (Committee member) / W. P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This paper outlines the development of a software application that explores the plausibility and potential of interacting with three-dimensional sound sources within a virtual environment. The intention of the software application is to allow a user to become engaged with a collection of sound sources that can be perceived both

This paper outlines the development of a software application that explores the plausibility and potential of interacting with three-dimensional sound sources within a virtual environment. The intention of the software application is to allow a user to become engaged with a collection of sound sources that can be perceived both graphically and audibly within a spatial, three-dimensional context. The three-dimensional sound perception is driven primarily by a binaural implementation of a higher order ambisonics framework while graphics and other data are processed by openFrameworks, an interactive media framework for C++. Within the application, sound sources have been given behavioral functions such as flocking or orbit patterns, animating their positions within the environment. The author will summarize the design process and rationale for creating such a system and the chosen approach to implement the software application. The paper will also provide background approaches to spatial audio, gesture and virtual reality embodiment, and future possibilities for the existing project.
ContributorsBurnett, Garrett (Author) / Paine, Garth (Thesis director) / Pavlic, Theodore (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
This thesis, entitled "A Community Perspective on Alcohol Education," was conducted over a ten month period during the Spring 2014 and Fall 2014 semesters, composed by Christopher Stuller and Nicholas Schmitzer. The research involved interviewing twelve professionals from Arizona State University and the City of Tempe to gather a holistic

This thesis, entitled "A Community Perspective on Alcohol Education," was conducted over a ten month period during the Spring 2014 and Fall 2014 semesters, composed by Christopher Stuller and Nicholas Schmitzer. The research involved interviewing twelve professionals from Arizona State University and the City of Tempe to gather a holistic view on alcohol education and alcohol safety as it involves the students at ASU. Upon completion of the interviews, recommendations were made regarding areas of improvement for alcohol education and alcohol safety at Arizona State University. These recommendations range from creating a mandatory alcohol education class to passing a Guardian Angel Law to creating a national network of alcohol education best practices. Through this thesis, the authors hope to prevent future alcohol related injuries, deaths, and tragedies. For the final display of this thesis a website was created. For the ease of reading, all information has been presented in text format.
ContributorsSchmitzer, Nicholas (Co-author) / Stuller, Christopher (Co-author) / Koretz, Lora (Thesis director) / Scott Lynch, Jacquelyn (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / School of Accountancy (Contributor) / Department of Supply Chain Management (Contributor)
Created2014-12
Description
The fashion industry dubs couture as high fashion, yet couture never reaches the finish line when it comes to comfort. Most of the brand name high heels on the market are too painful to wear for long periods of time. For this project, I have developed 3D printed high heels

The fashion industry dubs couture as high fashion, yet couture never reaches the finish line when it comes to comfort. Most of the brand name high heels on the market are too painful to wear for long periods of time. For this project, I have developed 3D printed high heels with detachable insoles that will relieve tired feet based on the principle of reflexology. The product integrates traditional flexible insoles with Arduino computing and the result is a functional surface that can ease the pain of the wearer. This paper introduces the product and with it, under-explored opportunities to customize your own high heels at home. Essentially, each consumer will have the ability to personalize and switch out their style without sacrificing comfort. Soon, a consumer will be a designer.
ContributorsNguyen, Nhi N. (Author) / Ingalls, Todd (Thesis director) / Gigantino, Josh (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
Modern technologies have allowed for new ways to tell stories. Specifically, interactive film is a medium that has existed for quite some time, but has never really been a widely used or accepted means of conveying narratives in an engaging and effective way. After reviewing some of the most popular

Modern technologies have allowed for new ways to tell stories. Specifically, interactive film is a medium that has existed for quite some time, but has never really been a widely used or accepted means of conveying narratives in an engaging and effective way. After reviewing some of the most popular interactive films to date, I sought to create an interactive film that takes some of the most effective tools implemented by these works of art. I ultimately created If: an Interactive Film with the knowledge I gained. If follows a date between a couple and gives a single audience member the ability to choose the way the narrative progresses at key moments in the narrative. Cycling ‘74’s Max object-oriented programming environment facilitates this interactive film through an audio-driven video feedback system.
ContributorsConte, Salvatore Anthony (Author) / Sha, Xin Wei (Thesis director) / Connell, Ellery (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
Description
This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways

This creative project is a visual and sonic exploration of emotion in a video game format. The game is a 2D side-scroller created using PyGame and Python that focuses on a character who uses "emotions" to navigate their increasingly unrecognizable world. This project was taken on to explore the ways in which technologically-created media can relate to the human experience of emotion, and the ways in which emotions are like software to the human body's hardware. Additionally, this project conceptually comments on and rejects the idea that human situations always require a specific "appropriate" human emotion in response. Credit for the music in this game goes to Markus Rennemann.
ContributorsBennett, Ashley Laura (Author) / Ingalls, Todd (Thesis director) / Kautz, Luke (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-12
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Description
The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play

The objective of this project concentrates on the game Defense of the Ancients 2 (Dota 2). In this game, players are constantly striving to improve their skills, which are fueled by the competitive nature of the game. The design influences the community to engage in this interaction as they play the game cooperatively. This thesis illustrates the importance of player interaction in influencing design as well as how imperative design is in affecting player interaction. These two concepts are not separate, but are deeply entwined. Every action performed within a game has to interact with some element of design. Both determine how games become defined as competitive, casual, or creative. Game designers can benefit from this study as it reinforces the basics of developing a game for players to interact with. However, it is impossible to predict exactly how players will react to a designed element. Designers should remember to tailor the game towards their audience, but also react and change the game depending on how players are using the elements of design. In addition, players should continue to push the boundaries of games to help designers adapt their product to their audience. If there is not constant communication between players and designers, games will not be tailored appropriately. Pushing the limits of a game benefits the players as well as the designers to make a more complete game. Designers do not solely create a game for the players. Rather, players design the game for themselves. Keywords: game design, player interaction, affinity space, emergent behavior, Dota 2
ContributorsLarsen, Austin James (Author) / Gee, James Paul (Thesis director) / Holmes, Jeffrey (Committee member) / Kobayashi, Yoshihiro (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
Modern Americans ignorantly live under a blanket of unread terms, conditions, and binding contracts. Often, these contracts (mostly associated with products and services) come and go with little effect. Periodically, the products or services cause the consumer harm, leading them to seek repair. The consumer then realizes that all the

Modern Americans ignorantly live under a blanket of unread terms, conditions, and binding contracts. Often, these contracts (mostly associated with products and services) come and go with little effect. Periodically, the products or services cause the consumer harm, leading them to seek repair. The consumer then realizes that all the fine print they failed to read makes an impactful legal difference. This paper analyzes the work of Professor Radin through her book, Boilerplate. It goes on to explore many other arguments presented by contract theorists and makes substantial claims regarding the dangers of boilerplate (unread terms and conditions).
ContributorsBecker, Alexander Daniel (Author) / Koretz, Lora (Thesis director) / Calleros, Charles (Committee member) / Barrett, The Honors College (Contributor) / W. P. Carey School of Business (Contributor) / Department of English (Contributor)
Created2015-05
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