Matching Items (12,675)
Filtering by

Clear all filters

Description

In this thesis, I explored the interconnected ways in which human experience can shape and be shaped by environments of the future, such as interactive environments and spaces, embedded with sensors, enlivened by advanced algorithms for sensor data processing. I have developed an abstract representational experience into the vast and

In this thesis, I explored the interconnected ways in which human experience can shape and be shaped by environments of the future, such as interactive environments and spaces, embedded with sensors, enlivened by advanced algorithms for sensor data processing. I have developed an abstract representational experience into the vast and continual journey through life that shapes how we can use sensory immersion. The experimental work was housed in the iStage: an advanced black box space in the School of Arts, Media, and Engineering, which consists of video cameras, motion capture systems, spatial audio systems, and controllable lighting and projector systems. The malleable and interactive space of the iStage transformed into a reflective tool in which to gain insight into the overall shared, but very individual, emotional odyssey. Additionally, I surveyed participants after engaging in the experience to better understand their perceptions and interpretations of the experience. With the responses of participants' experiences and collective reflection upon the project I can begin to think about future iterations and how they might contain applications in health and/or wellness.

ContributorsHaagen, Jordan (Author) / Turaga, Pavan (Thesis director) / Drummond Otten, Caitlin (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor) / School of Human Evolution & Social Change (Contributor)
Created2022-05
Description

In accordance with the practices of Digital Culture, Chrononaut Canyon is an interactive art experience that demonstrates how digital design practices can influence change, and innovative solutions to global problems. Digital Culture is defined as the arts, tools, customs, and values of the digital world and how they interact and

In accordance with the practices of Digital Culture, Chrononaut Canyon is an interactive art experience that demonstrates how digital design practices can influence change, and innovative solutions to global problems. Digital Culture is defined as the arts, tools, customs, and values of the digital world and how they interact and overlap with the physical world. As computerization and technological innovations rapidly increase and permeate into everyday life and the physical world, the need to understand the role of digital tools becomes imperative in designing solutions to global problems. This includes using digital technology and design as communication tools to aid in the awareness of global problems, such as climate change and environmental degradation, in order to create sustainable solutions whilst embracing the twenty-first century’s digital culture.

ContributorsDoris, Rose (Author) / Kautz, Luke (Thesis director) / Bauer, DB (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05
Description
Artificial Intelligence has had a massive burst of growth in the past two years, and will likely impact every job on the market. In my thesis I investigate how AI will affect the creative arts, specifically visual arts, creative writing and film, and why the industry might turn to using

Artificial Intelligence has had a massive burst of growth in the past two years, and will likely impact every job on the market. In my thesis I investigate how AI will affect the creative arts, specifically visual arts, creative writing and film, and why the industry might turn to using AI over human counterparts.
ContributorsDouglas, Aidan (Author) / Cruse, Markus (Thesis director) / Kozicki, Michael (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow

Finding Flow was inspired by a previous research project, Zen and the Art of STEAM. The concept of flow was developed by Mihaly Csikszentmihalyi and can be described as "being in the zone." The previous research project focused on digital culture students and whether they could find states of flow within their coursework. This thesis project aimed to develop a website prototype that could be used to help students who struggled to find flow.
ContributorsDredd, Dominique (Author) / Jayasuriya, Suren (Thesis director) / Barnett, Jessica (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05
Description

In this thesis, I combine my passion for baton twirling choreography, improvisation, and performance with my passion for theatre lighting and sound design technology. I developed a performance system centered around a baton which has been augmented with sensors, capturing its movements; these sensors send data via WiFi to a

In this thesis, I combine my passion for baton twirling choreography, improvisation, and performance with my passion for theatre lighting and sound design technology. I developed a performance system centered around a baton which has been augmented with sensors, capturing its movements; these sensors send data via WiFi to a computer connected to a lighting network and a generative sound composition software, changing music and theatrical lighting looks based on the real-time movements of the baton. To demonstrate my work, I design and present a public performance to showcase the capabilities of the baton. Future work includes creating a flexible, scalable version of the system to be portable for multiple venues and to include more advanced lighting responses such as controlling motorized, moving lights, and collaborating with audio and media artists to generate more performances with different sound and media.

ContributorsCarter, Cody (Author) / Swisher, Kimberlee (Thesis director) / Thorn, Seth (Committee member) / Jennings-Roggensack, Colleen (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2023-05
Description
WEAVER: The Color of Cadence is an animated short film about overcoming fear that demonstrates the collaboration between several skill sets to bring a story to life through visual art, music, writing, and digital design. This project is an example of the incredible intersection of art and technology to enrich

WEAVER: The Color of Cadence is an animated short film about overcoming fear that demonstrates the collaboration between several skill sets to bring a story to life through visual art, music, writing, and digital design. This project is an example of the incredible intersection of art and technology to enrich the lives of our fellow humans, the culmination of our team’s studies in Media Arts and Sciences. This creative thesis serves as a closer accompanying look at the short film that will be screened at showcase, delving into detailing the research and inspiration behind its conception, our techniques and digital design practices, and in what positive ways we hope this film impacts its audience.
ContributorsFernandez, Charlize (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their

As children and preteens begin to grow up and make their way through their teenage years, they are beginning to figure themselves out and form their own identities. They are starting to learn about events and the issues going on in the world and they are forced to determine their stance on certain issues whether that be their self-identity, politics, social injustice, etc. Realistically, many people feel uncomfortable talking about these issues. We want to prepare our audience, so they are not afraid or uncomfortable of such conversations. Through collectible cards and enamel pins with a children’s book, this product acts as a gateway to becoming more educated at an earlier age, and it aims to spread awareness about the experiences of our peers. The combination of digital branding and physical objects puts our purpose of spreading awareness in a way that makes it easier for our peers to understand. When people can relate to an idea, they will develop a personal connection to it and feel comfortable. We want our audience to be able to identify with, feel connected, and get educated on social injustice topics like mental health, discrimination, or harassment through our product. In recent years, education technology has been transforming the way we learn. With our project’s website feature, it is a more immersive and entertaining way to learn. Our generation has grown up with collectibles like Webkinz, Pokemon, Build-A-Bears, etc. that would come with a digital feature where owners can form a personal connection with their character for fun. Our purpose is to bring that back and make it more modern, current, and educational.
ContributorsReyes, Sharliz (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
In exploration of the negative reputation of gender-inclusive housing (GIH) among LGBTQ+ students at Arizona State University (ASU), this study seeks to investigate the extent to which ASU student housing inadvertently replicates structural discrimination and social inequities through its conceptualization and implementation of GIH. The present study is guided by

In exploration of the negative reputation of gender-inclusive housing (GIH) among LGBTQ+ students at Arizona State University (ASU), this study seeks to investigate the extent to which ASU student housing inadvertently replicates structural discrimination and social inequities through its conceptualization and implementation of GIH. The present study is guided by four core research questions: (1) are GIH students more likely to report negative user experiences than non-GIH students? (2) are GIH students more likely to report poor housing outcomes than non-GIH students? (3) are GIH students more likely to report poor communications with Housing staff than non-GIH students? (4) are GIH students less likely to recommend University Housing to their peers than non-GIH students? In defining answers to these core research questions, the present study employs a four-pronged research methodology: (1) student survey; (2) student interviews; (3) faculty interview; (4) analysis of existing GIH models. Findings from the student survey, student interviews, and faculty interview elucidate answers to three of the four research questions, with GIH students being more likely to report negative user experiences and poor housing outcomes, and being more likely to recommend University Housing. Findings relating to housing outcomes were inconclusive, demonstrating the need for additional research. Synthesizing these findings with those of the analysis of existing housing models, the present study proposes three specific design solutions for consideration by ASU administration as they invest in systems redesign – decenter student gender in core University Housing system, establish a GIH living-learning community and dedicated staff team comprising Queer faculty, and expand residential community options for all students along cultural identities and extracurricular interests.
ContributorsStetson, Nathan (Author) / Bauer, DB (Thesis director) / Cheung, Patrick (Committee member) / Barrett, The Honors College (Contributor) / College of Integrative Sciences and Arts (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
This paper describes the Divine Decisions project, an experiment on the synthesis of physical and digital design techniques in the field of video game design and development. The project is inspired by unique types of video game input devices like the Nintendo R.O.B, the digital twin technologies utilized in Activision

This paper describes the Divine Decisions project, an experiment on the synthesis of physical and digital design techniques in the field of video game design and development. The project is inspired by unique types of video game input devices like the Nintendo R.O.B, the digital twin technologies utilized in Activision Blizzard’s Skylanders series, and the narrative themes present in titles such as Undertale and Fear and Hunger, with the ultimate goal of creating a uniquely immersive experience that enhances the user’s sense of agency and responsibility for their choices. Divine Decisions examines how the use of physical, interactive elements can affect how an audience experiences a digital narrative and how they choose to interact with it.
ContributorsCraven, Jonah (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / School of Human Evolution & Social Change (Contributor) / Computing and Informatics Program (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05
Description
Creative thesis written in conjunction with my Media Arts and Sciences capstone project, Relatables. Relatables are a series of collectible cards and pins that feature four fictional characters representing a diverse range of backgrounds and personalities. These characters serve as catalysts for open and insightful discussions, encouraging children to explore

Creative thesis written in conjunction with my Media Arts and Sciences capstone project, Relatables. Relatables are a series of collectible cards and pins that feature four fictional characters representing a diverse range of backgrounds and personalities. These characters serve as catalysts for open and insightful discussions, encouraging children to explore and reflect upon the beginnings of complex aspects of human experiences in a comprehensible manner. A QR code on each of the cards direct users to an interactive website that acts as a hub for exploration and discussion where users can access more detailed profiles of each character and resources for parents.
ContributorsBustamante, McKenna (Author) / Kautz, Luke (Thesis director) / Kirtz, Jaime (Committee member) / Barrett, The Honors College (Contributor) / Walter Cronkite School of Journalism and Mass Comm (Contributor) / Arts, Media and Engineering Sch T (Contributor)
Created2024-05