Matching Items (49)
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This creative group project aims to bring visibility to the diversity of the LGBTQ+ community at Arizona State University by sharing the personal stories and opinions of people from across ASU's rainbow spectrum. Created and produced by a gay couple that met in their first year dorm and a passionate

This creative group project aims to bring visibility to the diversity of the LGBTQ+ community at Arizona State University by sharing the personal stories and opinions of people from across ASU's rainbow spectrum. Created and produced by a gay couple that met in their first year dorm and a passionate ally, gAySU: Exploring Sparky's Rainbow is a compilation of photos, videos, and stories from ASU students, faculty, and staff that identify with the LGBTQ+ community. When reflecting on their own journey over the past three years, gAySU's creators recognized ASU can feel large with many pockets of communities, yet through trial and error over the past 4 years they managed to explore their identities and grow as individuals, as a couple, and as an ally. By sharing their story and the stories of others, it is the hope that gAySU allows its readers and viewers an insight into what it means to be both a Sun Devil and LGBTQ+, and for those new to or anxious to identify with the LGBTQ+ community, to understand they are not alone in their journey and that it is okay to bleed maroon, gold, and all other colors of the rainbow.
ContributorsKing, Shay Scott (Co-author) / Hendricks, Brock (Co-author) / Hom, Claire (Co-author) / Dove-Viebahn, Aviva (Thesis director) / Sanchez, Daniel (Committee member) / W.P. Carey School of Business (Contributor) / School of Politics and Global Studies (Contributor) / Department of Supply Chain Management (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
This creative project thesis is made up of two components. The main component of this thesis is a feature length screenplay adaptation of The Coquette or, The History of Eliza Wharton by Hannah Webster Foster (retitled Tomorrow, Today: The Life and Times of a Fool in Love). This screenplay aspired

This creative project thesis is made up of two components. The main component of this thesis is a feature length screenplay adaptation of The Coquette or, The History of Eliza Wharton by Hannah Webster Foster (retitled Tomorrow, Today: The Life and Times of a Fool in Love). This screenplay aspired to modernize the 18th century novel for a modern audience. This was done by moving the story's time period to the 1950s, changing the location of the story from high society Connecticut to the more rural Yuba City, and most significantly changing the main characters to either be Hispanic or Sikh Indian. The intended result was to make a film that was culturally diverse but to also make a commentary on the religious, social, and gender issues that play a big part in Hispanic culture. The second component of this thesis is a paper that discusses the reasoning behind my adaptation choices but also on how I would actually make and release the film if I was an actual producer in Hollywood. More specifically, the first section of this paper focuses on my process of adapting the novel into a feature length screenplay, discussing topics such as story changes, scene removals, setting changes, etc. The second section of this paper is a business proposal that focuses on how I would plan to facilitate both the production and distribution/marketing of the film if the movie was actually in the process of being made.
ContributorsGarza, James (Author) / Dove-Viebahn, Aviva (Thesis director) / Bernstein, Gregory (Committee member) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
Description
Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense, anyone?), queerness, particularly asexuality, is practically non-existent, and narratives that feature the coming of age of a queer adolescent in

Liminality is a story yet to be told in broad scale entertainment. While a story about a boy who sees ghosts may be a recurring theme in Hollywood, (Sixth Sense, anyone?), queerness, particularly asexuality, is practically non-existent, and narratives that feature the coming of age of a queer adolescent in a positive manner are even less present. Queerness, it seems, is more of a myth than ghosts and the supernatural to most media creators. This project seeks to combat this lack of representation. Liminality is a creative project working to normalize lesser known and underrepresented queer identities into mainstream media through the conceptualization of animated and comic web series. By doing so, this project demonstrates that entertainment can be used as a means of promoting acceptance and understanding of these identities. Our aim with this project is to develop an intriguing long-form story with realistic, relatable characters that exhibits the sociological themes we want to address. We intend this story to be an animated series that entices viewers of all ages, by which we mean that the story explores complex themes that would typically be limited to an older audience, yet are presented in a way that is still accessible to a younger audience. In the process of this project, we have drawn up concept art and storyboards, written character biographies and scripts, created sets and characters using 2D and 3D animation software, and begun setting up the infrastructure for the studio, Studio Skald, with which we may create this series.
ContributorsRandall, Phoebe Airika (Author) / Hansen, Elizabeth (Co-author) / Miller, April (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Hannan, Peter (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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This thesis explores the emergence and evolution of the term ‘binge-watching’ and considers how this practice of television consumption became a widespread cultural phenomenon. For the purposes of this project, binge-watching will be defined as watching several episodes of a television series in a row, without stopping (trips to the

This thesis explores the emergence and evolution of the term ‘binge-watching’ and considers how this practice of television consumption became a widespread cultural phenomenon. For the purposes of this project, binge-watching will be defined as watching several episodes of a television series in a row, without stopping (trips to the bathroom and kitchen excluded). This type of television consumption has become increasingly popular due to the rise in digital streaming content available on sites such as Netflix, Hulu, and Amazon Video. This paper focuses on Netflix, the foremost streaming service used in the United States, because of its implementation of features that allow for easier binge-watching, such as its autoplay countdown feature and its personalized rating system which recommends new content to users based on their preferences. Not only has binge-watching become a popular form of television consumption, the term itself is prevalent in advertisement, critical media discourse, and casual conversation amongst spectators, prompting questions about its etymology. Very little research has yet been published on the topic of binge-watching and what those who consume television this way are doing to their bodies and minds – essentially placing consumers in the midst of an uncontrolled experiment. Future research should be pursued to address these gaps in literature and understanding of this phenomenon. This paper sought to piece together the conflicted responses to the practice of binge-watching, with both producers and viewers lauding how technology enables viewers to have a sense of agency and control over their viewing practices, while also admitting that such practices may have a detrimental impact on the industry and spectators’ physical and mental well-beings.
ContributorsTaylor, Emma Lynette (Author) / Miller, April (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Buffy the Vampire Slayer (1997-2003) is a cult-classic television show about Buffy Summers, a vampire slayer. As the slayer, her job is to protect the earth from monsters, vampires, and demons. Though she may protect the earth from the "bad guys", she still finds time in the day to be

Buffy the Vampire Slayer (1997-2003) is a cult-classic television show about Buffy Summers, a vampire slayer. As the slayer, her job is to protect the earth from monsters, vampires, and demons. Though she may protect the earth from the "bad guys", she still finds time in the day to be a teenage girl who sneaks out of the house and desperately wants a date for prom. Despite being off the air for over 10 years, Buffy the Vampire Slayer fans are still thriving on various online platforms such as Tumblr, Deviantart, and AO3. As a fan of Buffy the Vampire Slayer, I have engaged with fans online by writing and reviewing fanfiction from my teenage years onward. As I did this, I noticed that despite its message of young women saving the world, the Buffy the Vampire Slayer fandom replicates the gendered and racialized hierarchies that it strives to deconstruct. This paper will examine several top-rated SpikexReader self-insert fanfictions in order to argue that though long derided as a genre, self-insert fanfiction is a way for fans to map out their sexuality using a fictional character. In addition, this paper will analyze fan discourse on Tumblr concerning issues of race and racism both in Buffy the Vampire Slayer the television show as well as in the fandom itself. Finally, this paper will argue that though Buffy the Vampire Slayer posits itself as a progressive and feminist television show, it still struggles to move away from upholding white women's experiences with feminism and fandom as normative.
ContributorsJones, Sofia Eleanor (Author) / Dove-Viebahn, Aviva (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Social Transformation (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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This paper looks at the impact sorority life has on the collegiate women at Arizona State University. Much of the content widely available regarding members of the Greek community is relatively negative and describes these organizations through a critical lens. Finding this content to be contrary to that of my

This paper looks at the impact sorority life has on the collegiate women at Arizona State University. Much of the content widely available regarding members of the Greek community is relatively negative and describes these organizations through a critical lens. Finding this content to be contrary to that of my own experience, I sought to analyze the effects the community had, specifically the effects of the sororities and sorority women at Arizona State University. The analysis began with a thorough review of the history of fraternities and sororities, as well as a short overview of the history of feminism. Through the examination of this data, it becomes clear that the foundations of sororities are directly correlated with feminist aims and the feminist movement. After completing a review of their foundation, a trifold analysis of today's sororities was conducted. First, eight studies on the impact of the fraternal and sororal organizations on their members were reviewed, compared, contrasted. Next, a comprehensive survey was sent out to the Arizona State sorority members receiving 273 responses that were analyzed both holistically and from specific angles. Lastly, a brief follow-up interview of 25 of those 273 women was done in order to get more in depth responses and opinions from the women in this community. Combining the knowledge and results garnered from the literature review, survey, and interviews, it can be concluded that contrary to popular media, sorority life, for the most part, does in fact empower the women within it and provide a beneficial impact to both the member and the community at large.
ContributorsGolisch, Allison (Author) / Dove-Viebahn, Aviva (Thesis director) / Burke, Alison (Committee member) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
DescriptionA creative project was made in the form of a movie. The video portrays the corruption of children through media and pop culture's influence. From this, we created the ideas of the Superhero Complex, Princess Complex, and Quasi-fairytale life.
ContributorsEvans, Chanel Nicole (Co-author) / Clayson, Danielle (Co-author) / Switzer, Heather (Thesis director) / Dove-Viebahn, Aviva (Committee member) / Katsulis, Yasmina (Committee member) / Barrett, The Honors College (Contributor)
Created2013-05
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Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was

Abstract Retrograde presents questions about the creation and value of art through a graphic novel. Materials used to create the work were illustration paper, ink, brushes, and printed screen tones. The piece was created in four stages: first, each panel was sketched into the first draft; second, the sketch was researched and fully developed into a complete drawing; third, the sketch was completely traced with ink and texture was added; finally, the drawing tones were added with ink and screen tones. The plot of Retrograde revolves around the protagonist, Vera, as she attempts to find a place for her art in an artistic community that rejects her for her lack of commercial success and for the advantages she got through connections. When Vera appears to have succeeded, a sudden plot twist reveals a conspiracy which undermines her success. By following Vera, the novel illustrates a corrupt artistic society in which the value of art is established by a small amount of artistic elites. The written portion of the project expounds on the various ideas that drove the novel, including how art forms like graphic novels come to be situated low in artistic hierarchies and how interpretations can be negatively guided by already established institutions. Among some of the theorists referenced within the paper are Walter Benjamin, Clement Greenberg, and Susan Sontag. In conclusion, the project illustrates an inclination to judge art by potential commercial value and by already established hierarchies, limiting the possibilities of new interpretations and shifts in those same hierarchies. Keywords: art, art theory, graphic novels
ContributorsCervantes, Liliana (Author) / Dove-Viebahn, Aviva (Thesis director) / Solis, Forrest (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Art is an inherent concept instilled in human nature, which utilizes the abilities of the creative mind to invent. Art has served many purposes in the history of mankind, including, but not limited to story telling, entertainment, decoration, exploration, propaganda, education, and therapy. The primary aim of this creative project

Art is an inherent concept instilled in human nature, which utilizes the abilities of the creative mind to invent. Art has served many purposes in the history of mankind, including, but not limited to story telling, entertainment, decoration, exploration, propaganda, education, and therapy. The primary aim of this creative project was to explore the importance of the art, as a creative process, as a way to supplement academic endeavors. The idea derived from an observation made by myself that contemporary regard for art has been on a decline, which made me question if I also value art as much as I think I do, having done art in the past and recently added a studio art minor. I thought of ways to again incorporate art and the creative process into my life. I asked myself the question: can the creative process be used as a supplement to schoolwork in order to relieve stress? To explore this, an experiment was designed, which entailed my creation of drawings twice a week, accompanied by journal documentation for a full semester of college. Afterwards, analyses were done between the documented journal entries and the artworks to see if any relationships were apparent between various aspects of my life at the times of the drawings and the drawings themselves. Further research was also conducted in related areas of study and documented in written format, which cited and analyzed numerous journal articles, artworks, artists, and research papers. This included art therapy, art education, and the relationships between art and science. Results from the experiment indicated that art as a creative process allowed for the relief of stress by cleansing my mind from any concern or interferences, therefore offering myself a complete break and relaxation, effectively refreshing my mind and allowing me to resume schoolwork or other tasks more mentally taxing. In addition, the research also showed that art therapy could effectively utilize this palliative effect of art making to ease the problems of people in distress. The findings also concluded that art and science go hand in hand, which explains a lot of the similarities in methodologies utilized by scientists and artists. In conclusion, art is a paramount part of mankind in exercising the creative mind and is ubiquitous; we should learn to actively embrace it to enrich our lives.
ContributorsSun, Sean Yu-Hsiang (Author) / Dove-Viebahn, Aviva (Thesis director) / Chandler, Douglas (Committee member) / School of Art (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines

This honors thesis project combines the research of regional marketing trends in international film posters and game packaging designs with a creative application of that research. The thesis consists of 4 main sections. The first section includes background research on film poster marketing design approaches and summary of international guidelines for game packaging standards. The second part contains an analysis of selected global film posters from all genres leading up to Disney/Pixar movies, and also a few popular video game packaging designs. The research is then be applied to 3 designs based on regional trends in the largest hubs of digital design in Asia, Europe and the Americas. Lastly, a survey will be conducted with international contacts to identify if the trends were correctly identified and which designs they personally preferred. The background research on video games includes 3 interviews. Diane Fornasier the current Vice President of Marketing at Immersive Play, and former VP of Marketing at Maximum Games, Sony and Sega talks about the evolution of packaging and packaging trends. Tom Kalinske, the former CEO of Mattel, Sega and Leapfrog details the emergence of the ESRB board in America and of the rating boards and guidelines from Asia, Europe. Al Nilsen, the former Director of Global Marketing at Sega explains international marketing and the character development of Sonic the Hedgehog. The case studies examine some film posters of all genres and some of the most successful international Pixar film posters to compare and contrast the different design elements in different regions, along with any outlying observations that cannot necessarily be allocated to a specific trend. The findings from the case studies are applied towards creating three film poster designs based on the most remarkable trends in the Americas, Europe and Asia that were observed. All of the film posters exhibit successful methods of engaging and appealing to their audiences based on cultural norms and values. Finding Dory, a film with a strong global appeal that showcases different regional design elements was a suitable option for the design concept. This will not only help understand the basic rules of international marketing when it comes to digital art, but it will also help us identify cultural norms and values that most of us might not be aware of when it comes to what can be publicized or not and what appeals to different target audiences.
ContributorsAdivikolanu, Harika Sruthi (Author) / Dove-Viebahn, Aviva (Thesis director) / Viles, Rebecca (Committee member) / Department of Information Systems (Contributor) / W. P. Carey School of Business (Contributor) / School of Art (Contributor) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05