Matching Items (44)
Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to showcase their outfits and creations – in a phenomenon called “masking” – but with the widespread emergence of the COVID-19 pandemic, conventions were put on hold for over a year. This paper questions how convention culture has changed in a world where cosplay can no longer rely on it due to the COVID-19 pandemic. Through analysis, personal narrative, and a critical reflection, the authors compare Saboten Con 2019 and 2021 to discuss that despite the numerous changes to the physical culture of conventions, the social essence of conventions has remained the same.
Cosplay, or the act of dressing up as a character, is a hobby that has become increasingly popular over the last several decades. Since its conception in 1939, the practice of cosplaying has always been heavily tied to that of conventions. Until 2019 these conventions were utilized by cosplayers to showcase their outfits and creations – in a phenomenon called “masking” – but with the widespread emergence of the COVID-19 pandemic, conventions were put on hold for over a year. This paper questions how convention culture has changed in a world where cosplay can no longer rely on it due to the COVID-19 pandemic. Through analysis, personal narrative, and a critical reflection, the authors compare Saboten Con 2019 and 2021 to discuss that despite the numerous changes to the physical culture of conventions, the social essence of conventions has remained the same.
In this project, I will study how the Disney corporation altered the story Rapunzel and how those changes interact and are influenced by culture and time. The story is indicative of the time and culture that produced it, but it has been reproduced many times and in many cultures. I will compare the original Grimm Brothers' Rapunzel (1812) and the popular Disney film Tangled (2010). This project will be divided into two main parts to address these two distinct iterations of the story. In the first section, I will focus on this form of media's background information and relevance. In the second part, I will address the specific differences between the versions and their relevance. I will discuss the restraints and limitations of my research as well as possible future related research. I will establish the importance and value of fairy and folk tales as well as their widespread reciprocal impact. I will compare the effects of media in general on a population with a hypothesized impact of fairy and folktales. Furthermore, through all of this, I will critique the changes made by Disney.
Modern media meant for light consumption tends to lean heavily on tropes and assumptions that don't really exist in literary fiction. Authors writing today are aware of this manner of reading and often tailor their messages to it. However, the framework doesn't really work for older novels. They were not written for this modern lens, and therefore, make their criticisms in ways that modern readers might not understand. So what does this mean for modern readings of these books, modern adaptations of these stories, or even modern original stories set in these time periods? This thesis explores these questions through perusing Bram Stoker's Dracula, Jane Austen's Persuasion and the 2022 Netflix adaptation of such, and the first season of Netflix's Bridgerton.
This creative project discusses my experience studying abroad in Europe this past fall. It includes nine poems for each of the nine countries I visited, along with corresponding reflections and commentaries. The larger theme shows how I transformed from a tourist to a traveler.
This project is a wordless children's book about an excluded child with autism who, with the help of a cat, learns to make friends and be happy with who she is. The book is illustrated with water color and acrylic paints and is based on my experiences with autism. The goals for this project were to create representation for autistic people and to give something to younger autistic children to practice their communication. The essay portion of the project details the creation of the project, my inspirations, the research that has been done on how autistic children interact with storytelling and other non written communication, and a reflection on how the project went.

Cain's Jawbone is a puzzle book written in 1936, detailing 6 murders in 100 pages. However, it is up to the reader to not only figure out who kills who, but also what order the events happen in. With multiple narrators- none explicitly named- it is a seemingly impossible task. In the 90 years since publishing, only 3 people have successfully solved it. A contest started in 2018 to see who could solve it by December of 2022- the winner receives a cash prize of $350. This thesis will detail my process of solving the book, as well as (part) of my proposed solution. In the spirit of fairness for the competition, I will not submit my proposed page order- but I will go into great detail of what I believe happens, as well as who murders who.

This creative project is a reference document explaining the fictional fantasy world of the in-progress novel Veil Us in Gold by Shepard Adkins. Using the framework of the anthropological concept of placemaking, I describe three countries featured in the manuscript, including information on history, government, daily lives, and more. These descriptions were influenced by collaboration with Adkins and historical research on Ancient Rome, Ancient Greece, and Enlightenment Russia. After completing the reference document, I interviewed Adkins to see how our collaboration in worldbuilding has shaped the revision process of their novel.

This story is a gothic-themed narrative which represents the amalgamation of two academic fields: creative writing and psychology. Told from the perspective of the main character, Euanthe, the focus of the story is to provide the reader with a recounting of a moment in her life as she contemplates her existence as a vampire. Set in a decaying gothic city, this is an excerpt of a more extensive narrative and is intended to serve as a self-contained piece within a larger story. Sources such as folk tales, historical accounts of vampirism, popular literature, religious beliefs, and architectural symbolism were all influences that contributed to the conceptualization of the story and its themes.

This creative project is a short story in the Gothic genre followed by an explanation of certain literary elements and decisions. The Gothic genre often explores supernatural and uncomfortable topics that can challenge the reader’s perception and understanding of the world. Through this means of storytelling, authors are given the opportunity to connect the supernatural with complex and sensitive topics that may be difficult or even taboo to speak about in certain locations and time periods. In this thesis, I embrace the traditions of the Gothic-genre with a story that focuses on the issues prevalent today. The years 2020 and 2021 have been unprecedented times for humanity. Technology continues to grow at an alarming rate, suicide rates of young people have been on the rise for years, and a global pandemic has people adapting to all new ways of living. During these ever changing times, it is the Gothic that may provide guidance through these uncertainties by shedding light on the problems that will plague humanity both today and tomorrow. The story follows an outcast from society who aids in the creation of a divine monster, and the consequences that follow.