Matching Items (2)
Description
Cosmic horror distinguishes itself from standard horror in large part because of the things that it finds horrifying. Cosmic horror, like any horror, attaches itself to external experience. Powerful technologies’ ability to reshape our perspective are the ideal choice for this anchor point. Beyond the Wall of Sound is a

Cosmic horror distinguishes itself from standard horror in large part because of the things that it finds horrifying. Cosmic horror, like any horror, attaches itself to external experience. Powerful technologies’ ability to reshape our perspective are the ideal choice for this anchor point. Beyond the Wall of Sound is a podcast that seeks to unify the existential dread and scientific imaginings inherent in cosmic horror and weird fiction, with dystopian visions of technological futures. The podcast uses the strange and horrifying mind of HP Lovecraft, as revealed through his short stories, to shed light on the horrifying, revealing and absurd imaginaries that drive and emerge unintentionally from current pursuits in science and technological innovation. In this essay, I describe the roots of horror and its relevance and therefore applicability to human experience. I then exemplarily relate the practical mode of thought that created one of the podcast’s episodes, which take’s Lovecraft’s The Thing on the Doorstep and the authors fears of the future as a lens to discuss and reflect upon the technology of body switching. The podcast is presented as an important piece of science communication in the face of increasing misinformation and a rolling technological wave. The project is affected by the strength of Lovecraft’s influences over time, and ultimately is itself a vehicle for and a deconstruction of that influence. Ultimately, the purpose of this podcast is not to horrify, but to inspire people to do good and remain educated despite the horrors of a pessimistic and uncaring existence.
ContributorsMillea, Paul (Author) / Maynard, Andrew (Thesis director) / Withycombe-Keeler, Lauren (Committee member) / School of Sustainability (Contributor) / School for the Future of Innovation in Society (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
Description
As an AASHE Gold university, ASU engages its students, with varying success in adopting sustainable behaviors. The Susty Games pilot project was developed to make the adoption process both interesting and engaging for students. The project goal was to increase sustainable behaviors in ASU students’ daily lifestyles by demystifying and

As an AASHE Gold university, ASU engages its students, with varying success in adopting sustainable behaviors. The Susty Games pilot project was developed to make the adoption process both interesting and engaging for students. The project goal was to increase sustainable behaviors in ASU students’ daily lifestyles by demystifying and familiarizing them with such behaviors. Familiarization occurred by getting students out and into their communities practicing eight specific behaviors that reflect ASU’s Sustainability Operations focus areas: climate neutrality, zero waste, active engagement, and principled practice. The project subject was ASU students because human, incentive, and support resources are readily available and attainable to students. The main system complexities were marketing to potential participants and engaging game players throughout the duration of the game. Indicators of success were the number of new behaviors introduced to each participant by the game, and number of behaviors participants will repeat after the game.
ContributorsLove, Whitney (Author) / Jung, Kendon (Contributor) / Withycombe-Keeler, Lauren (Contributor)
Created2017-12-01