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Filmmakers seek to create story pieces that are visually beautiful and engage the full attention of their audience. They typically abide by a 3-step process moving through pre-production, production, and post-production. Within each step, there are a series of tasks that need to be accomplished in order to reach the

Filmmakers seek to create story pieces that are visually beautiful and engage the full attention of their audience. They typically abide by a 3-step process moving through pre-production, production, and post-production. Within each step, there are a series of tasks that need to be accomplished in order to reach the completed film. A successful film requires careful planning and strategy in pre-production, timely and decisive execution in production, and minimal unforeseen retouching in post-production.<br/><br/>Even though filmmakers have continued to follow the same formula throughout the decades, the filmmaking process has remained largely inefficient. It is extremely common for pre-production planning to be undercut, for production filming to run far too long, and for post-production VFX and editing to send the project over budget. These instances can cause major issues as the project is being finalized. In many scenarios portions of the project need to be reshot, the box office revenue isn’t enough to make up for extensive VFX retouching, or the project may never even come to fruition. <br/><br/>The reason for this recurring theme of films being over budget and out of time is quite simply that technology has made filmmakers lazy. “Fix it in post” is a disgustingly common phrase used in the film industry. It describes the utter abuse of computer retouching in the post-production phase of filmmaking. Despite working in an industry that seeks to entertain the human eye, filmmakers have become blind to all of the small mistakes that could cost them hundreds of hours and millions of dollars in the long run.

ContributorsKlewicki, Tallee Jo (Author) / Shin, Dosun (Thesis director) / Eliciana, Nascimento (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

The COVID-19 Pandemic has provided a challenge for educators to create virtual learning materials that are engaging and impactful during times of high stress and isolation. In this creative project, I explore the variety of virtual tools and web applications from Esri by creating a Story Map on the Verde

The COVID-19 Pandemic has provided a challenge for educators to create virtual learning materials that are engaging and impactful during times of high stress and isolation. In this creative project, I explore the variety of virtual tools and web applications from Esri by creating a Story Map on the Verde River Watershed. This Story Map is intended for an audience of students in late middle school and early high school but can be a resource to teachers for a wider age range. The integration of interactive technology and virtual tools in educational practices is likely to continue past the immediate circumstances of the COVID-19 pandemic. The purpose of this Story Map is to showcase one of the many uses for geospatial web applications beyond the immediate realm of GIS.

ContributorsTueller, Margaret (Author) / Frazier, Amy (Thesis director) / Dorn, Ron (Committee member) / School of Geographical Sciences and Urban Planning (Contributor, Contributor, Contributor) / Division of Teacher Preparation (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

A play about a ghost and a vampire who are roommates who are secretly in love with each other and have never told one another. One day, the ghosts remains are discovered, and the two must race to get them back - with the help of some friends - before

A play about a ghost and a vampire who are roommates who are secretly in love with each other and have never told one another. One day, the ghosts remains are discovered, and the two must race to get them back - with the help of some friends - before a proper burial means that they'll never see each other again.

ContributorsScaringelli, Nicole (Author) / Murrieta, Peter (Thesis director) / Gharavi, Lance (Committee member) / Sterling, Pamela (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / The Design School (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2022-05
Description

“There are plenty of other fish in the sea,” goes the old cliché. But are there, really? 1,616 species of fish are on the brink of extinction; 989 are endangered and another 627 are critically endangered. Habitat loss and pollution are significant factors in the decline of these species, however,

“There are plenty of other fish in the sea,” goes the old cliché. But are there, really? 1,616 species of fish are on the brink of extinction; 989 are endangered and another 627 are critically endangered. Habitat loss and pollution are significant factors in the decline of these species, however, overfishing is spearheading extinction rates. It’s time to reel in reality on one of the biggest threats to our seas inhabitants. The gutting truth is, if they die, we die.

ContributorsElqadah, Rania (Author) / Sanft, Alfred (Thesis director) / Montgomery, Eric (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2022-05
Description

An exploration of green spaces in urban environments, the mental health impacts of these spaces, and the successfulness of their integration into the city fabric. This project culminates in a video that compares a nature walk through an urban environment to a walk through an urban park.

ContributorsVan Buren, Gabriella (Author) / Underhill, Michael (Thesis director) / Hejduk, Renata (Committee member) / Barrett, The Honors College (Contributor) / The Design School (Contributor)
Created2022-05
Description

The WELL Building Standard is the first of its kind to focus on the health and wellness of building occupants. It’s a dynamic rating system between design and construction with evidence-based health and wellness interventions. It’s a holistic design approach addressing seven concepts: air, water, nourishment, light, fitness, comfort, and

The WELL Building Standard is the first of its kind to focus on the health and wellness of building occupants. It’s a dynamic rating system between design and construction with evidence-based health and wellness interventions. It’s a holistic design approach addressing seven concepts: air, water, nourishment, light, fitness, comfort, and mind. Within these concepts are 100 “features” intended to address specific aspects of occupant health, comfort, and knowledge. To model these concepts and features, I will be using my Spring 2022 interior design studio project to exemplify the importance and benefits of the WELL Building Standard in workplace design.

ContributorsRaines, Emilia (Author) / Jacobs, Cheri (Thesis director) / Bernardi, Jose (Committee member) / Barrett, The Honors College (Contributor) / Department of Marketing (Contributor) / The Design School (Contributor)
Created2022-05
Description
5 With over 55,000 pediatric deaths per year in the United States, there is a tremendous need for pediatric palliative and hospice care facilities. While this programmatic typology exists in several countries around the world - including over 45 centers in the United Kingdom alone - only two pediatric palliative

5 With over 55,000 pediatric deaths per year in the United States, there is a tremendous need for pediatric palliative and hospice care facilities. While this programmatic typology exists in several countries around the world - including over 45 centers in the United Kingdom alone - only two pediatric palliative and hospice facilities are operational in the United States. Offering a spectrum of care that extends from respite to end-of-life, these facilities would benefit over 8,600 children daily in the U.S. In addition to compiling research in order to build a case for the express need for such a facility, I propose that this typology requires a unique organizational scheme that diverges from the traditional program of home or hospital. Rather than adhering to the hierarchies found in a singlefamily residence, upon which the current model is organized, this new type of design revolves around the Nurses' Station as the nucleus of the facility. Additionally, the design relies heavily upon biophilic stratagem and play therapy, which further influence the program and form of the building. These tactics are used to enhance the psychological state of the patient, family, and medical staff and to mitigate the impact of a life-threatening or life-limiting illness.
ContributorsCase, Jessica Marie (Author) / Zingoni, Milagros (Thesis director) / Hejduk, Renata (Committee member) / Peavey, Erin (Committee member) / School of Sustainability (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
"Many Faces" is the result of a year-long exploration of online harassment. It includes multiple graphic design projects which reference the phenomenon of online harassment and attempt to solve it (or at least contribute to a solution), all in different ways.

According to a survey performed by Pew Research in 2014,

"Many Faces" is the result of a year-long exploration of online harassment. It includes multiple graphic design projects which reference the phenomenon of online harassment and attempt to solve it (or at least contribute to a solution), all in different ways.

According to a survey performed by Pew Research in 2014, 40% of Internet users have experienced online harassment. 18% had experienced severe harassment – stalking, sexual harassment, physical threats – while 22% had only experienced less severe harassment, such as name-calling. Women ages 18–24 receive a disproportionately large percentage of all severe online harassment. The emotional trauma suffered from severe or long-term harassment can lead to (and has led to) fear, depression, and suicide in the worst cases.

The anonymity of the Internet partially enables online harassment, since it allows perpetrators to hide behind usernames or false images while they harass others — there is little accountability. However, 66% of online harassment happens on social media platforms, where people's names and images are usually readily available. This indicates that anonymity is not the only factor, and not even the main factor. Rather, the separation of the Internet from the physical world, that which makes it less "real," is what enables harassers to treat it as entirely different experience. They can say across a keyboard what they might never say face-to-face.

To increase my understanding of the problem, I made two three-dimensional pieces – a functioning clock and an exhibit wall. Each project explored different aspects of online harassment and implored the audience to keep compassion and kindness in mind while interacting with others digitally.

Another goal was to create a campaign which could tackle the problem on a larger, more definite scale. To learn from others' attempts, I studied two recent, real-world campaigns against online harassment, Zero Trollerance and HeartMob. Each of these received significant amounts of good press on online news outlets, but people who enjoyed or were helped by those campaigns were grossly outnumbered by those who criticized and even lambasted those campaigns, for various reasons.

I determined that the reactive nature of those campaigns was the main cause of their failure, so I created a proactive campaign with the goal of preventing online harassment, rather than correcting it. I designed the beginnings of "You & I," a multiplayer online game for children ages 4–6, which would encourage positive interaction between players through its very game mechanics. Ideally, the habits formed by the children while playing this game would carry over to their future Internet experiences, and a new generation of kinder, more cooperative, "native" Internet users would arise, reducing the amount of harassment seen on the Internet.
ContributorsWilliams, Peter Ross (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
Description
Fire Shelter Foam Assist is meant as a firefighter's last effort of survival when a wildfire threatens their position. When deployed, it will cover the firefighter as the fire blows over. By reducing the time of deployment and simplifying the process, firefighters will have more time to ensure the area

Fire Shelter Foam Assist is meant as a firefighter's last effort of survival when a wildfire threatens their position. When deployed, it will cover the firefighter as the fire blows over. By reducing the time of deployment and simplifying the process, firefighters will have more time to ensure the area around them is cleared. The Fire Shelter Foam Assist has features that allow it to auto deploy around the firefighter through the use of fire foam retardant. The fire foam retardant inflates the shelter as well as provides an extra layer of protection against the wildfire.
ContributorsSmith, Tori Elizabeth (Author) / Shin, Dosun (Thesis director) / McDermott, Lauren (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / The Design School (Contributor)
Created2015-05
Description
I set out to better understand the issues, perceptions & solutions surrounding drought. The question that compelled my project was "What might be all the ways that we can improve the experience of conserving, reusing & educating on the topic of water." Through the process of design research I developed

I set out to better understand the issues, perceptions & solutions surrounding drought. The question that compelled my project was "What might be all the ways that we can improve the experience of conserving, reusing & educating on the topic of water." Through the process of design research I developed a system of products that improves the user experiences surrounding water. The result is IOW, an intelligent 3-product system that aims to make your water needs & wants smarter & less wasteful.
ContributorsShappee, Christian Kyle (Author) / Shin, Dosun (Thesis director) / McDermott, Lauren (Committee member) / Barrett, The Honors College (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / The Design School (Contributor)
Created2015-05