Matching Items (10)
151981-Thumbnail Image.png
Description
Magicians are informal cognitive scientists who regularly test their hypotheses in the real world. As such, they can provide scientists with novel hypotheses for formal psychological research as well as a real-world context in which to study them. One domain where magic can directly inform science is the deployment of

Magicians are informal cognitive scientists who regularly test their hypotheses in the real world. As such, they can provide scientists with novel hypotheses for formal psychological research as well as a real-world context in which to study them. One domain where magic can directly inform science is the deployment of attention in time and across modalities. Both magicians and scientists have an incomplete understanding of how attention operates in time, rather than in space. However, magicians have highlighted a set of variables that can create moments of visual attentional suppression, which they call "off-beats," and these variables can speak to modern models of temporal attention. The current research examines two of these variables under conditions ranging from artificial laboratory tasks to the (almost) natural viewing of magic tricks. Across three experiments, I show that the detection of subtle dot probes in a noisy visual display and pieces of sleight of hand in magic tricks can be influenced by the seemingly irrelevant rhythmic qualities of auditory stimuli (cross-modal attentional entrainment) and processes of working memory updating (akin to the attentional blink).
ContributorsBarnhart, Anthony S (Author) / Goldinger, Stephen D. (Thesis advisor) / Glenberg, Arthur M. (Committee member) / Homa, Donald (Committee member) / Simons, Daniel J. (Committee member) / Arizona State University (Publisher)
Created2013
134365-Thumbnail Image.png
Description
The Rider-Waite Tarot deck is arguably the most popular divinatory Tarot deck in use today. This is the deck most new readers learn with, myself included. I began reading the Tarot in late 2015 in an academic setting. I learned on the Rider-Waite deck and have yet to find another

The Rider-Waite Tarot deck is arguably the most popular divinatory Tarot deck in use today. This is the deck most new readers learn with, myself included. I began reading the Tarot in late 2015 in an academic setting. I learned on the Rider-Waite deck and have yet to find another deck I would rather read with. The artwork by Pamela Colman Smith is both simple and complex, continuously revealing deeper meanings the more I study it. This is why I decided to research Smith and uncover what influenced her when illustrating these cards. Every image is picked with a purpose, some more obscure than others, especially to someone not well versed in mystic beliefs and history. I was not knowledgeable in any occult beliefs or teachings when I first saw the deck, aside from some Greek imagery. Details such as the T.A.R.O. on the Wheel of Fortune card or the Egyptian creatures on the World card made no sense to me. At first I thought they had little meaning beyond a creative flair by the artist. But these minute details reveal the ties her cards have to world history and the mystic universe. Pamela Colman Smith was a well-known and esteemed artist in the early nineteen-hundreds. However, she is hardly seen or recognized in modern texts. Her biggest legacy, the Rider-Waite Tarot deck hardly gives her any credit. The only evidence of Smith's work is her initials in the bottom right corner of every card. This makes Pamela Colman Smith quite the mysterious woman. Even in life, her colleagues found her an enigma, or a mystic pixie. She worked sporadically, with paints littered about her apartment. Smith was chosen by Waite to work on his new Tarot deck mostly because she was in the right place at the right time. She was a good artist, but not actively sought after for big projects like this. What impacted Smith in illustrating the Rider-Waite deck? Pamela Colman Smith was influenced by her personal art style/life, the Tarot's history, the teachings of the Golden Dawn, and important people in her life when illustrating the Rider-Waite Tarot deck.
ContributorsCrow, Devin Daley (Author) / Giner, Oscar (Thesis director) / Ostling, Michael (Committee member) / Zent, Miranda (Committee member) / Department of Marketing (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me.

I love to work with numbers and data. Learning to solve equations and extrapolate points to predict outcomes will help me hone the talents I want to pursue a job based in an area I enjoy. Solving problems and creating solutions is like a puzzle or a game to me. Games are a big part of my life… from family game night to chess to computer games and math problems. This concept of problem-solving and solution-finding is what led me to this thesis. My Data Analytics and Supply Chain Management majors both involve these concepts as well, so revolving them around my thesis project helped to give me more experience that will help me in my future career. When looking into the field of games, people enjoy many different types around the world. Games can range anywhere from card and board games, to video games, and even sports and the Olympics. These are all considered games, and my goal in taking this thesis course is to become a game designer and start my journey into providing entertainment for my audience to play. Due to the already enormous amount of games in circulation today, I was creative and used the game-making skills I learned in this class when making my game. I focused on developing a strategy board game. Since I have played games all my life, I know that game development is not a simple task to undertake. That is why this Honors Thesis Course is important to me since it was beneficial to gain the skills necessary to create my own game. Making sure the game I created maintained the proper mechanics, story, aesthetic, and technology was paramount to creating an enjoyable board game. Figuring out a cohesive theme was also necessary to sufficiently market the game so people will want to add it to their collection, and more importantly, spend hours of their time playing. Those are skills I learned in my honors-directed study. I used my research by examining different genres of board games and determining which aspects in each influenced my own game design. Once I figured out the general concept of my project, I looked into how already existing games in this genre or other games that are related to my idea function and why they became popular. It was important to understand exactly how these games operate and function in order to be intuitive enough that most people can understand how to play them. I also had to make sure the game wasn’t so basic that people wouldn’t have fun playing them over and over. Once I figured these things out, I started construction of the game prototype, which served as the final deliverable for my Honors Thesis. My purchase list consists of the supplies I needed to construct my board game. I purchased a variety of materials that I needed for this project. I needed to make three copies of it, since my professor requested I give her and my second a copy if I was able. I needed a box, which turned out to be the most expensive single item on the list. The player cards I made doubled as a dice pad since I needed to use dice during the game. I bought plastic gemstones to simulate my currencies, of which I had five types. Four of those came from the same package while the diamonds I bought separately. The bags I bought are used for storage of each type of gemstone, and then they become the player bags when setting up the game. The little cubes I bought are for the quest boards so players can track their actions and certain quests. When constructing the board tiles as well as the quest boards, I needed to buy the wooden blocks, paint, brushes, glue, and lamination sheets. I first painted half of each block with either royal purple or gold to signify what tile it would become. Once I completed that, I printed and laminated the fronts of each tile and glued them together with the blocks. My goal for my thesis project was to create a board game that I would want to buy, and I believe I have accomplished this. Of course, many things will have to change when I work towards publishing my game, such as commissioning artwork, working on different marketing strategies, and lowering the cost of production per game. For a prototype though, I believe that I have done as well as I could with making as good a game as I could. Thank you for this opportunity, it was a lot of fun and I learned a lot that will help me in the future.

ContributorsRose, Dylan (Author) / Loebenberg, Abby (Thesis director) / Mack, Robert (Committee member) / Barrett, The Honors College (Contributor) / Department of Information Systems (Contributor) / Department of Supply Chain Management (Contributor)
Created2023-05
166205-Thumbnail Image.png
Description

Magic as a practice can be found in cultures all throughout history and well into the contemporary age. Love magic specifically is a type of magic intended to promote feelings of attraction or desire, love and/or intimacy in another person. Despite some pretty compelling negative aspects of love magic, like

Magic as a practice can be found in cultures all throughout history and well into the contemporary age. Love magic specifically is a type of magic intended to promote feelings of attraction or desire, love and/or intimacy in another person. Despite some pretty compelling negative aspects of love magic, like its historically violent and controlling nature, its implications of problematic neurotic behavior, or the coercive, nonconsensual impacts of its effects, I argue that on an individual level it can have many benefits that make it a worthwhile therapeutic practice. For the spell caster, it can function as a stress-relieving response in uncontrollable situations, as well as a form of communication in instances where direct communication isn’t possible. These beneficial claims have been corroborated with many cultural and psychological studies and connect the seemingly fantastical idea of love magic to the scientific world.

ContributorsSamsel, Abigail (Author) / Ostling, Michael (Thesis director) / Ha, Thao (Committee member) / Barrett, The Honors College (Contributor)
Created2022-05
Description
The Mary-El tarot deck is famous in the tarot community for its intense spiritual power and esoteric imagery. By analyzing its major arcana and investigating the symbology featured therein, for purposes of making the deck accessible to others, I discover a rich world of flowing energies and underlying transcendence. I've

The Mary-El tarot deck is famous in the tarot community for its intense spiritual power and esoteric imagery. By analyzing its major arcana and investigating the symbology featured therein, for purposes of making the deck accessible to others, I discover a rich world of flowing energies and underlying transcendence. I've used writing to document my journey and discoveries of the internal self. I present these writings as my thesis, and I demonstrate my understanding of the cards through tarot readings.
ContributorsBenson, Caley (Author) / Giner, Oscar (Thesis director) / Zent, Miranda (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2024-05
Description
RIIIIING. The class bells ring to signal the end of the school day for Timmy and his classmates. Mrs. Clark, the boys’ sixth grade teacher, is in the middle of a vocabulary lesson, but as soon as the bell rings everyone rushes out the door. She sets

RIIIIING. The class bells ring to signal the end of the school day for Timmy and his classmates. Mrs. Clark, the boys’ sixth grade teacher, is in the middle of a vocabulary lesson, but as soon as the bell rings everyone rushes out the door. She sets her chalk down on the desk and waves goodbye to everyone as they head home. Timmy and his best friend, Ben, hop on their bikes and start their ride home.
Every day, the boys drive past Merlin’s Magic Shop on the way back from school. Today when Timmy and Ben ride past the store, Timmy sees something new in the window. It appears to be an old box. Wooden, a little worn in, but it still looks like something special.
The boys go inside to ask someone about the box. Towards the back of the store there is an older gentleman stocking the shelves. The gentleman sees the boys looking his way and he begins to head towards Timmy and Ben.
“How do you do?” the man asks. He can tell they are stealing glances at the box, too nervous to ask about it. He points towards the object in the window and says, “You know, that was my old magic box when I was a boy. I thought it looked like it might need a new home.”

Timmy thinks for a moment. The man seems a bit odd—could this really be magic or is he tricking us? By the way he talks, it’s as if he already knows what people are thinking. He knew right away that we wanted that box. He can be standing in the middle of an aisle and in the blink of an eye, he’s gone! Is he magic himself? The store is odd too. You won’t find more than two of an item in there. The store is full of wands and hats and capes, but none of them look the same. Nothing comes in packages or pretty boxes—everything comes as it is, as if it has been used before.
ContributorsNictakis, Alexandra Marie (Author) / LaCroix, Kristin (Thesis director) / Sadusky, Brian (Committee member) / Morrison School of Agribusiness (Contributor, Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131156-Thumbnail Image.png
Description
Medieval Arthurian stories typically feature noble knights as their main characters, and follow these knights on various quests as they work to fulfill their destiny. Although women do not get to appear as the central characters in these stories, they are oftentimes afforded magical abilities that provide them with a

Medieval Arthurian stories typically feature noble knights as their main characters, and follow these knights on various quests as they work to fulfill their destiny. Although women do not get to appear as the central characters in these stories, they are oftentimes afforded magical abilities that provide them with a great deal of power and influence. This thesis investigates the role of magical women, including fairies and sorceresses, in medieval Arthurian literature. I explore the conditions under which medieval authors permitted women characters to have power, magical or otherwise; for each of five different magical women appearing in Arthurian stories written between the 12th and 15th centuries, I discuss their different abilities, motivations, and major actions. Even when these fairies are fairly powerful and autonomous in their choices, their motivations are typically related to the interests of the male man character. Their relationship to the heroes of their respective stories determines their characterization. I argue that there are three major tropes that these characters fulfill: fairy caretakers, fairy lovers, or evil sorceresses.
ContributorsDardis, Cora Shea (Author) / Cruse, Markus (Thesis director) / Barca, Lisa (Committee member) / Historical, Philosophical & Religious Studies (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131483-Thumbnail Image.png
Description
The goal of this study is to provide an integrative analysis of Sumerian magico-religious practices with special attention paid to demonology and to the Mesopotamian concept of evil. A synthetic approach will help to assess the state of Mesopotamian demonological research, to demonstrate why the so-called “magical” ideas of an

The goal of this study is to provide an integrative analysis of Sumerian magico-religious practices with special attention paid to demonology and to the Mesopotamian concept of evil. A synthetic approach will help to assess the state of Mesopotamian demonological research, to demonstrate why the so-called “magical” ideas of an ancient civilization are essential to understanding humanity, and to suggest a path forward with “evil” as a lens for historical and cultural understanding. This will be attempted in five phases: first, the terms “magic” and “demons” must be reclaimed as historically useful and contextually appropriate to the Sumerian worldview. Next, we briefly survey how the Sumerians and ancient Mesopotamians understood and participated in magic. Then, we examine the role of demons in the Mesopotamian magical worldview. With this understanding, we write a biography of one demon, Lamaštu, as a case study. Lamaštu played a dominant role in Sumerian magico-religious and magico-medical practices and there is sufficient research to compile a biography for her. Then, Lamaštu is reintegrated into the Sumerian pantheon of demons as an exemplum for further studies.
ContributorsStrackbein-Bussey, Max (Author) / Sullivan, Benjamin (Thesis director) / Ostling, Michael (Committee member) / Historical, Philosophical & Religious Studies (Contributor, Contributor, Contributor) / School of Mathematical and Statistical Sciences (Contributor) / School of Sustainability (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
165425-Thumbnail Image.png
Description
With the increasing presence and importance of machine learning, artificial intelligence, and big data in our daily lives, there comes the necessity to re-evaluate how magical, enchanted lines of thinking may or may not survive alongside the turn of the century. There exists a set of connections between magic and

With the increasing presence and importance of machine learning, artificial intelligence, and big data in our daily lives, there comes the necessity to re-evaluate how magical, enchanted lines of thinking may or may not survive alongside the turn of the century. There exists a set of connections between magic and the aforementioned field of technology, in that this specific field has the potential to become sufficiently advanced and complex as to cause unpredictable problems down the line. This discussion will explore several different topics ranging from the comparisons between magic and technology to the dangers of these systems being “black box” and rather ambiguous in how they turn data input into prediction output, all central to the idea that this increasingly tech-focused world should be thought about in a magical and re-enchanted way, especially as legislation is drafted up and decided upon that can determine how these impressive new technologies will be regulated going forward.
ContributorsRodi, Michael (Author) / Ostling, Michael (Thesis director) / Blanco, Eduardo (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2022-05
Description
This thesis details the importance and evidence of medieval and modern fantasy’s influence on modern video gaming. This influence is examined through the lens of three primary themes found in fantasy: magic, the bestiary, and chivalry. These themes are traced using medieval texts including The Prose Edda, The Quest for

This thesis details the importance and evidence of medieval and modern fantasy’s influence on modern video gaming. This influence is examined through the lens of three primary themes found in fantasy: magic, the bestiary, and chivalry. These themes are traced using medieval texts including The Prose Edda, The Quest for the Holy Grail, and The Death of King Arthur, modern texts including A Wizard of Earthsea, The Eye of the World, and The Way of Kings, and modern video games including The Witcher 3: Wild Hunt, God of War, and Elden Ring. The reasons why they are so prevalent and useful for developers and companies is a constant question that this thesis seeks to answer with primary attention focused on increasing gameplay length and player immersion as key strategies that allow for advanced monetization. The overall consensus of this thesis is that not only is fantasy an influential genre but that its primary themes lend themselves very well to the format of video games and that game developers and companies are using this to increase their chances of creating successful video games.
ContributorsFoley, Ethan (Author) / Cruse, Markus (Thesis director) / Jakubczak, Laura (Committee member) / Barrett, The Honors College (Contributor) / School of Human Evolution & Social Change (Contributor)
Created2023-12