Matching Items (24)
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Description
This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare.

This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare. A study called Sea of Signs utilized the Situated Multimodal Art Learning Lab (SMALLab), to present a custom-designed conversational scenario for pairs of youth with autism. Heuristics for building the scenario were developed following a 4-year design-based research approach that fosters social interaction, communication, and self-expression through embodied design. Sea of Signs implemented these heuristics through an immersive experience, supported by spatial and audio-visual feedback that helped clarify and reinforce students' vocal expressions within a partner-based conversational framework. A multiple-baseline design across participants was used to determine the extent to which individuals exhibited observable change as a result of the activity in SMALLab. Teacher interviews were conducted prior to the experimental phase to identify each student's pattern of social interaction, communication, and problem-solving strategies in the classroom. Ethnographic methods and video coding were used throughout the experimental phase to assess whether there were changes in (a) speech duration per session and per turn, (b) turn-taking patterns, and (c) teacher prompting per session. In addition, teacher interviews were conducted daily after every SMALLab session to further triangulate the nature of behaviors observed in each session. Final teacher interviews were conducted after the experimental phase to collect data on possible transfer of behavioral improvements into students' classroom lives beyond SMALLab. Results from this study suggest that the activity successfully increased independently generated speech in some students, while increasing a focus on seeking out social partners in others. Furthermore, the activity indicated a number of future directions in research on the nature of voice and discourse, rooted in the use of aesthetics and phenomenology, to augment, extend, and encourage developments in directed communication skills for youth with autism.
ContributorsTolentino, Lisa (Author) / Paine, Garth (Thesis advisor) / Kozleski, Elizabeth B. (Thesis advisor) / Kelliher, Aisling (Committee member) / Megowan-Romanowicz, Colleen (Committee member) / Arizona State University (Publisher)
Created2013
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Description
This study looked at ways of understanding how schoolyards might act as meaningful places in children's developing sense of identity and possibility. Photographs and other images such as historical photographs and maps were used to look at how built environments outside of school reflect demographic and social differences within one

This study looked at ways of understanding how schoolyards might act as meaningful places in children's developing sense of identity and possibility. Photographs and other images such as historical photographs and maps were used to look at how built environments outside of school reflect demographic and social differences within one southwest city. Intersections of children's worlds with various socio-political communities, woven into and through schooling, were examined for evidence of ways that schools act as the embodiment of a community's values: they are the material and observable effects of resource-allocation decisions. And scholarly materials were consulted to examine relationships in the images to existing theories of place, and its effect on children, as well as to consider theories of the hidden curriculum and its relationship to social reproduction, and the nature of visual representation as a form of data rather than strictly in the service of illustrating other forms of data. The focus of the study was on identifying appropriate research methods for investigating ways to understand the importance of the material worlds of school and childhood. Using a combination of visual and narrative approaches to contribute to our understanding of those material worlds, I sought to expose areas of inequity and class differences in ways that children experience schooling, as evidenced by differences in the material environment. Using a mixed-methods approach, created and found images were coded for categories of material culture, such as the existence of fences, trees, views from the playground or walking in the neighborhood at four Tempe schools. Findings were connected to a rich body of knowledge in areas such as theories of space and place, the nature of the hidden curriculum, visual culture, visual research methods including mapping. Familiar aspects of schooling were exposed in different ways, linking past decisions made by adults to their continuing effects on children today. In this way I arrived at an expanded and enriched understanding of the present worlds of children communicated as through the material environment. Visually examining children's worlds, by looking at the material artifacts of everyday worlds that children experience at school and including the child's-eye view in decision processes, has promise in moving decision makers away from strictly analytical and impersonal approaches to decision making about schooling children of the future. I proposed that by weighting of data points, as used in decision-making processes regarding schooling, differently than is currently done, and by paying closer attention to possible longer-term effects of place for all children, not just a few, there is the potential to improve the quality of life for today's children, and tomorrow's adults.
ContributorsWalsum, Joyce Van (Author) / Margolis, Eric M. (Thesis advisor) / Green, Samuel (Thesis advisor) / Collins, Daniel (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each

The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each other and instill a foreign, yet familiar feeling within the listener. With this approach in mind, I created audio for a variety of media and attempted to push myself in terms of genre and production, ultimately allowing myself to survey a multitude of instruments and audio effects outside of what I learned in my classes. In my portfolio, I have an organized layout of my audio work within the categories of film soundtracks, game audio, and original music, along with how to contact me and information about the licensing of my music. In learning how to create a professional online portfolio, I learned more about the business side of music and where I stand regarding how people listen to my music or use it within their own projects. The process of creating my portfolio taught me a lot about the relationships that I want to pursue with artists that I work with in the future. My portfolio can be found at: markusrennemann.weebly.com
ContributorsRennemann, Markus Horst Florian (Author) / Ingalls, Todd (Thesis director) / Paine, Garth (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
Description
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
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
The importance of interactive electronic devices in the twenty-first century is a quickly expanding one, and the field of music technology is not exempt from this. Most traditional acoustic instruments pose challenges for individuals lacking fine motor skills, coordination, or grip strength. The author has responded to this issue as

The importance of interactive electronic devices in the twenty-first century is a quickly expanding one, and the field of music technology is not exempt from this. Most traditional acoustic instruments pose challenges for individuals lacking fine motor skills, coordination, or grip strength. The author has responded to this issue as they experience it by developing a programmable interactive instrument system using a Mugic Motion System hardware, which includes a gyroscopic sensor, and Max/MSP, a visual programming environment which allows for customizable musical engagement for a variety of user types and requirements. This thesis explores the potential of interactive electronic devices to revolutionize the field of music as well as their potential in larger immersive environments, allowing creativity to reach a wider range of people regardless of physical limitations. The use of interactive sensor devices presents a not yet completely explored path for creating forms of sonic and multimedia interaction to a degree that has not yet become standard within either the musical field nor the emerging field of immersive environments and storytelling. The implications of a more fleshed out sensor-based system extend beyond the sound potential explored within this paper, and could allow interaction with visual aspects and motion based interactive art installations. This technology can also be applied as part of larger interactive systems, such as those found in theme parks and other large interactive attraction spaces. The author offers a novel approach to the democratization of music by leveraging the potential of interactive electronic devices for a population traditionally overlooked in music.
ContributorsMeconiates, Stacia (Author) / Temple, Alex (Thesis advisor) / Paine, Garth (Committee member) / Cechanowicz, Laura (Committee member) / Arizona State University (Publisher)
Created2023
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Description
The genre of world music and its market’s reliance on musical exoticism, othering, and the audience’s insatiable quest for musical authenticity have influenced and shaped the way artists construct and negotiate their musical representation. With the popularization of democratized music platforms such as Bandcamp, artists have greater autonomy in terms

The genre of world music and its market’s reliance on musical exoticism, othering, and the audience’s insatiable quest for musical authenticity have influenced and shaped the way artists construct and negotiate their musical representation. With the popularization of democratized music platforms such as Bandcamp, artists have greater autonomy in terms of artistic representation and musical distribution in the online world. Although the internet has in some ways disrupted the old power structures of the music industry, the old forms of world music marketing have been reinscribed into a new context. Old stereotypes and narratives of authenticity in world music have permeated the digital representation of artists and their music. Music recommendation algorithms also shape the way artists are represented in digital environments. Semantic descriptors such as social tags play a vital role in musical identification and recommendation systems implemented by streaming platforms. The use of social tags such as #worldmusic homogenizes diverse cultural sounds into a single umbrella genre. #World music also creates avenues for old stereotypes and narratives of authenticity to re-emerge. This re-emergence of the old tropes of world music creates less equitable recommendation and representational outcomes for musicians operating within the genre. In the age of streaming, where does world music belong? How do artists negotiate representation online? This thesis explores the dynamics of representation and the projections of “authenticity” between world music artists and record labels inside of Bandcamp’s digital ecosystem. By juxtaposing the traditional framework of “world music” marketing with new and evolving methods of distribution and artistic representation, it is possible to see how digital media are reshaping but also reproducing some of the old paradigms of world music. I also propose that a new framework needs to be established to study the impact digital streaming has on the genre of world music. This new framework, which I call “World Music 3.0,” will encompass how algorithms, tech companies, and the democratization of musical practices interact within a globalized community.
ContributorsCureno, Eric Leonel (Author) / Fossum, Dave (Thesis advisor) / Hayes, Lauren (Committee member) / Paine, Garth (Committee member) / Arizona State University (Publisher)
Created2021
ContributorsGardner, Josh (Performer) / Paine, Garth (Performer) / Arizona Contemporary Music Ensemble (Performer) / ASU Library. Music Library (Publisher)
Created2021-12-01
Immersion
Description

Inflatable planetarium dome, 4K projection system, 4-channel surround sound audio system.

 

Spring 2019 Course: Curating Stories and Science in Northern Arizona (taught by Daniel Collins)

In the seminar Curating Stories and Science in Northern Arizona, students worked individually and collectively to create a “research compendium” inspired by James Turrell’s Roden Crater. Marked

Inflatable planetarium dome, 4K projection system, 4-channel surround sound audio system.

 

Spring 2019 Course: Curating Stories and Science in Northern Arizona (taught by Daniel Collins)

In the seminar Curating Stories and Science in Northern Arizona, students worked individually and collectively to create a “research compendium” inspired by James Turrell’s Roden Crater. Marked by the intersection of science and art, our discussions included experts from astrophysics, literature, sacred architecture, natural history, cultural geography, Native American studies, perceptual psychology, phenomenology, archaeology, and fine art.  Students generated a rich collection of works representing many disciplines and methodological approaches.  Roden Crater has become a launching pad for our own embodied experience of place—from the microscopic features of the Arizona landscape to interstellar space.

ContributorsHarris, Yolande (Creator) / Koven, Mark (Creator) / Ringenbach, Calvin (Creator) / Sagheb, Shahab (Creator) / Collins, Daniel (Teacher, Creator)
Created2019
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Description

Seeds, soil

Spring 2019 Course: Curating Stories and Science in Northern Arizona (taught by Daniel Collins)

In the seminar Curating Stories and Science in Northern Arizona, students worked individually and collectively to create a “research compendium” inspired by James Turrell’s Roden Crater. Marked by

Seeds, soil

Spring 2019 Course: Curating Stories and Science in Northern Arizona (taught by Daniel Collins)

In the seminar Curating Stories and Science in Northern Arizona, students worked individually and collectively to create a “research compendium” inspired by James Turrell’s Roden Crater. Marked by the intersection of science and art, our discussions included experts from astrophysics, literature, sacred architecture, natural history, cultural geography, Native American studies, perceptual psychology, phenomenology, archaeology, and fine art.  Students generated a rich collection of works representing many disciplines and methodological approaches.  Roden Crater has become a launching pad for our own embodied experience of place—from the microscopic features of the Arizona landscape to interstellar space.

ContributorsCooper, Brandi Lee (Creator) / Collins, Daniel (Teacher)
Created2019