The Role and Function of Feature Film Trailers as a Marketing Tool and Artform

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Description
Trailers are an effective tool used by marketing teams in the film industry to persuade people to spend money to see a movie. Their role in film marketing has changed and exponentially increased throughout the history of the medium, and

Trailers are an effective tool used by marketing teams in the film industry to persuade people to spend money to see a movie. Their role in film marketing has changed and exponentially increased throughout the history of the medium, and their form is constantly evolving. While the core function of trailers is to advertise a finished product, they are created with a focused effort on grabbing an audience's attention and initiating an emotional interaction. The development of a feature film trailer by an organized marketing group is also an artistic venture that requires a high level of proficiency at editing and storytelling to effectively communicate the necessary elements of a film in an effort to persuade. Trailer making is a craft honed by an extraordinary amount of person-hours and intentionality, with a blend of plenty of diegetic and non-diegetic functions which exhibit the best parts of a movie. While trailers can suffer from hyperbolicism as well as excessive genre signaling, it's important to stand out and prove a product worthy of a customer's dollars especially in a film culture saturated with content. As marketing budgets continue to balloon in the entertainment industry, it seems that trailers will continue to be a mainstay of promoting art, and will evolve to fit any societal shifts they encounter.
Date Created
2018-05
Agent

More than a Moving Backdrop: Projection Design in Theatre

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Description
More than a Moving Backdrop: Projection Design in Theatre is comprised of two parts, a research paper and a guidebook. This thesis is about using media/projection design, in conjunction with other elements of design, to create the world of the

More than a Moving Backdrop: Projection Design in Theatre is comprised of two parts, a research paper and a guidebook. This thesis is about using media/projection design, in conjunction with other elements of design, to create the world of the story on stage and take the storytelling to the next level. The research paper starts with information about unique opportunities offered through media, including using media as a new way to tell old stories and a way to bring cinematic elements, such as rapidly switching locations, into the theatre. This information is followed by an examination of a few disadvantages of using media in theatre. Some of these include the expense of the technology required to use media, the steep learning curve with the necessary software and hardware, and the fact that media can very easily become a distraction for the audience. The paper then covers ways to use media design with a purpose beyond simply setting location with examples from recent Broadway productions. Some of these methods include using media as a way to bring the audience into the mind of the main character, such as in Dear Evan Hansen. Another way to use media is for accessibility, such as projecting supertitles, which can be seen in the recent revival of Spring Awakening through Deaf West Theatre. In this production, the supertitles are integrated into the design and fit the aesthetic of the rest of the production. The third example mentioned in this paper is using media as a backdrop to support the production's aesthetic, such as in Anastasia. This section is followed by an analysis of three personal experiences as a media designer. The research portion of the thesis concludes with thoughts about where media could go in the future, given media's basis in rapidly evolving technology. The second part of this thesis is a guidebook, created specifically for college age directors and media designers. The guidebook starts with a brief history of media design in theatre and uses of media outside of theatre. Next, the guidebook contains the same information and examples about using media with purpose from the research portion, translated from more academic language, to more easily digestible language. This is followed by a large section, specifically directed toward media designers, about collaboration with other designers. This section is filled with information and advice gathered from personal experience and surveys sent to fellow designers. The guidebook ends with an advice section from and to directors and media designers about working together and creating a common language to collaborate successfully. Hopefully the guide will help ease trepidations for working with media design.
Date Created
2018-05
Agent

Best Practices for Teaching Argument Writing in Secondary Schools

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Description
This honors thesis outlines a method for teaching argument writing in the secondary classroom, including the elements of an argument based upon the Toulmin method, and diverse ways to help students who are all types of learners become engaged and

This honors thesis outlines a method for teaching argument writing in the secondary classroom, including the elements of an argument based upon the Toulmin method, and diverse ways to help students who are all types of learners become engaged and receive the support they need. It includes all elements of argument, including evidence, warrants, backing, counterargument, claims, theses, the rhetorical triangle and the rhetorical appeals, including definitions and how they fit together in an argumentative essay. The largest portion of the project is dedicated to activities and resources for teachers based upon all of those elements, along with activities for the writing process as a whole. These activities are based upon the student's individual experience as well as various scholarly resources from leading professionals in the curriculum development field for English Language Arts. This is not meant to be an end-all be-all solution for teaching argument writing, but rather one of many resources that teachers can use in their classroom. This 30-page paper, including references, are condensed into an accessible website for teachers to use more easily. Each tab on the website refers to a different element or focus of the argument writing process, with both a definition and introduction as well as one or more activities for teachers to implement into the classroom. The activities are versatile and general for the purpose of teachers being able to include them into whatever curriculum they are currently teaching. The goal is that they can add argument instruction into what they are already either willingly or being required to teach in an easy and logical way. The website is available for any secondary teachers to use as they see fit at www.teachingargumentwriting.weebly.com.
Date Created
2018-05
Agent

The Korean Wave from a Global Perspective

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Description
South Korea possesses the only culture to successfully create a transnationality and hybridity formula that is not replicable. So why Korea and why now? The goal of this thesis creative project is to demonstrate the marketing and communications strategies used

South Korea possesses the only culture to successfully create a transnationality and hybridity formula that is not replicable. So why Korea and why now? The goal of this thesis creative project is to demonstrate the marketing and communications strategies used in the arts and culture industry to drive global awareness and interest in K-Pop. In order to achieve that goal, I created HellotoHallyu.com, a website designed for an audience of Millennials and Generation Z English speakers to increase their awareness of the growth and impact of the Korean Wave in a fun and engaging way. So those who may hear a song by K-Pop idol group BTS on a music awards show in the U.S. can get themselves up-to-speed before diving into the fast-paced world of K-culture gossip sites and forums. Hello to Hallyu delivers consumer-friendly, educational content easily understood by English speakers with no prior knowledge of Korean culture, while still piquing the interest of K-pop connoisseurs. It provides the background necessary for even the most dedicated fans to glean new knowledge of Korea's cultural industry and a new perspective on the content they consume. Hello to Hallyu is based on a combination of secondary and primary research conducted over four semesters beginning Spring 2017 and continuing through Spring 2018. This project is set up as an ever-expanding resource freely available to anyone with internet access. The research required to maintain the site will continue with the Wave. However, the content currently on the site is evergreen, a documentation of the history of the Wave as explained in peer-reviewed articles and by Dr. Ingyu Oh as well as a documentation of my personal experience with Hallyu while in Korea and as a Westerner living in the U.S. The site's goal is to demonstrate the marketing and communications strategies used in the industry to drive global awareness and interest. Through this means, Hello to Hallyu aims to provide fully developed multimedia content intended to increase English speakers' awareness of the growth and impact of the Korean Wave as shown through site visits, content views, and audience engagement.
Date Created
2018-05
Agent

Immersion of Choice

Description
The topic of my creative project centers on the question of "How can the audience's choices influence dancers' improvisation?" This dance work seeks to redefine the relationship between audience and performers through integration of audience, technology, and movement in real-time.

The topic of my creative project centers on the question of "How can the audience's choices influence dancers' improvisation?" This dance work seeks to redefine the relationship between audience and performers through integration of audience, technology, and movement in real-time. This topic was derived from the fields of Computer Science and Dance. To answer my main question, I need to explore how I can interconnect the theory of Computer Science/fundamentals of a web application and the elements of dance improvisation. This topic interests me because it focuses on combining two studies that do not seem related. However, I find that when I am coding a web application, I can insert blocks of code. This relates to dance improvisation where I have a movement vocabulary, and I can insert different moves based on the context. The idea of gathering data from an audience in real time also interests me. I find that data is most useful when a story can be deduced from that data. To figure out how I can use dance to create and tell a story about the data that is collected, I find that to be intriguing as well. The main goals of my Creative Project are to learn the skills needed to develop a web application using the knowledge and theory that I am acquiring through Computer Science as well as learning about the skills needed to produce a performance piece. My object for the overall project is to create an audience-interactive experience that presents choices for dancers and creates a connection between two completely different studies: Computer Science and Dance. My project will consist of having the audience enter their answers to preset questions via an online voting application. The stage background screen will be utilized to show the question results in percentages in the form of a chart. The dancers will then serve as a live interpretation of these results. This Creative Project will serve as a gateway between the work that has been cultivated in my studies and the real world. The methods involve exploring movement qualities in improvisation, communicating with my cast about what worked best for the transitions between each section of the piece, and testing for the web applications. I learned the importance of having structure within improvisational movement for the purpose of choreography. The significance of structure is that it provides direction, clarity, and a sense of unification for the dancers. I also learned the basics of the programming language, Python, in order to develop the two real-time web applications. The significance of learning Python is that I will be able to add this to my skillset of programming languages as well as build upon my knowledge of Computer Science and develop more real-world applications in the future.
Date Created
2018-05
Agent

The Art of Humans Being: An Original Screenplay by Cassidy Graves

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Description
"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius,

"The Art of Humans Being" is a feature length screenplay in the same vein as an original Pixar animated script. The story takes place in New York City, and focuses on our heroine, 13-year-old high school senior and certifiable genius, Lu, and our hero, 17-year-old high school senior of average smarts, Finn. We are first introduced to these characters as they struggle with fitting in both at school and in their lives at home. Lu and Finn feel a disconnect with their families, but both share a common appreciation for art and the escape it provides. Though her entire family is involved in artistic and creative pursuits, Lu has never painted a day in her life but dreams of one day being a great artist. Finn, on the other hand, has inherited his deceased mother’s immense talent with a paintbrush, but is hesitant to live in her shadow. Upon seeing their desire to paint, their high school art teacher—Miss Ro—encourages Finn and Lu to enter the world-renowned art competition Palette Parfaite, created by the famous French artist Madame Inès. In order to enter this art competition, contestants must dive inside a painting. As such, Lu and Finn are forced to literally enter the art world. Once inside the painting, they are introduced to colorful characters, stunning landscapes, and an entire studio of art materials that can only be described as every artists’ dream. However, the more time they spend inside the painting, the sooner Lu and Finn realize that this dreamlike world is not quite what it seems. "The Art of Humans Being" seeks to explore the world of art through the following questions: What happens to the forgotten art that has been discarded after being deemed “not good enough” to be finished? What happens to human beings who are treated the same? And finally, what happens when we accept people for who they are and what they create, even if they have flaws; even if they’re still works in progress?
Date Created
2018-05
Agent

Quentin Tarantino's Shared Universe

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Description
My thesis provides an in-depth analysis of the Tarantinoverse, a shared universe in which most of Quentin Tarantino's movies exist. I start by talking about the relationships between characters across different movies and how Tarantino portrays them. I examine how

My thesis provides an in-depth analysis of the Tarantinoverse, a shared universe in which most of Quentin Tarantino's movies exist. I start by talking about the relationships between characters across different movies and how Tarantino portrays them. I examine how he has some characters who are brothers and some characters who have ancestral relationships with other characters. I also observe how two characters in separate movies are the same person and that there is one non-familial relationship within Tarantino's shared universe. Next, I investigate the two distinct universes that make up the Tarantino's cinematic universe, the "realer than real" universe and the "movie" universe. In that section, I explain how he uses crossover characters, who can exist in both the "realer than real" and "movie" universes and how they represent different types of people that exist within both universes. Then I examine fictional products that are exclusive to Tarantino's shared universe. In that segment, I examine how Tarantino critiques the way other filmmakers use product placement in their movies and the way movies are used to market products. After that, I discuss how Tarantino's alteration of history in Inglourious Basterds, namely Adolf Hitler's death, affected the society of Tarantino's movies with respect to popular culture and violence. Regarding pop culture, I examine how Tarantino's characters use pop culture references, how frequently they used them, and what they reference in Tarantino's movies set before Hitler's death and contrast those with the same three aspects in movies set after Hitler's death. Finally, I inspect on how Tarantino uses violence within his movies and contrast how he uses it in movies before Hitler's death and how he uses it in movies set after Hitler's death.
Date Created
2018-05
Agent

Sketch Show

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Description
My creative project was the (aptly named) "Sketch Show," short series of sketches presented in order without greater context or structure. I challenged myself to push the limits of my creativity and be involved in every aspect of the production.

My creative project was the (aptly named) "Sketch Show," short series of sketches presented in order without greater context or structure. I challenged myself to push the limits of my creativity and be involved in every aspect of the production. I wrote, directed, shot, edited, acted, scored, and color graded 3 sketches. I chose sketch comedy as my genre of focus because it is one that I have loved my whole life, and wanted to try my hand at. My research process was expansive, as I studied many of the great sketch shows and tried to learn what makes them successful. I next wrote many sketches, and they were almost uniformly terrible. My rewrite and selection phase was very difficult as I struggled to identify which of my sketches were working best, and I still question the decisions I made. Regardless, the shooting process began and I continued to push myself through cinematography and especially acting, something I have the least experience in by far. I had acted in theatre in high school, but I quickly learned this was completely different and struggled to give myself the performance I had in my head. Finally in the edit, where I am most comfortable, I pushed myself one step further to score the project, something I had never done before. "Sketch Show" may not have turned out to be the project I intended, but it taught me more about writing and myself than any project ever has.
Date Created
2017-12
Agent

Production in Journalism Schools and Future Careers

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Description
A core tenet of production can be summarized that if you are doing your job right, no one will notice. But this can come back to count against production in that when things go right, then people think that it

A core tenet of production can be summarized that if you are doing your job right, no one will notice. But this can come back to count against production in that when things go right, then people think that it is easy to do and therefore to replace. And as production is something unseen by the camera, it can often be lost or overlooked in favor of those seen and presented by the camera. This project was motivated from my own interest in media production and my experience at the Walter Cronkite School of Journalism and Mass Communication in classes and available opportunities. And due to my own interests in production, an objective of this thesis and process was to find how my own school compared to other big journalism schools and if my interests had a possibility of turning into a viable career. This thesis focuses on broadcast media production in primarily three areas: news, sports, and entertainment. 10 different media production professionals were interviewed to get first-hand knowledge of production in these chosen media areas and journalism schools. My thesis breaks into three main topics that cover a range of aspects of production. The first topic focuses on the effects of developing technology and funding concerns. The second topic is on how production is taught or not in journalism schools. And the third topic looks at job possibilities for production. Through interviews with professionals, personal histories and job statistics, this thesis aims to show that production should be taught in journalism schools, as it is still a viable career path with possibilities beyond just the typical news newscast.
Date Created
2017-12
Agent

Putting a Ding in the Universe: Creative Arts and the SolarSPELL

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Description
The SolarSPELL is an offline, ruggedized, digital library, created by Dr. Laura Hosman for the U.S. Peace Corps. It has thousands of pieces of educational content that can be accessed through a self-contained Wi-Fi hotspot on the device itself. Currently,

The SolarSPELL is an offline, ruggedized, digital library, created by Dr. Laura Hosman for the U.S. Peace Corps. It has thousands of pieces of educational content that can be accessed through a self-contained Wi-Fi hotspot on the device itself. Currently, there are more than 200 deployed in several Pacific Island nations. After visiting one of these nations, Tonga, in December of 2016, I learned that almost all of the Peace Corps volunteers stationed around the Pacific Islands suffered from a lack of resources due to a variety of reasons. While the SolarSPELL helps to remedy that, the device is lacking classroom activities and resources for creative work and educational drama. Furthermore, for many students in these environments, schools are for learning information and producing high scores on exams, not for learning about creative strengths and identity. After researching curriculum development and the use of drama in an educational setting, I compiled over 50 pieces of content to include on the SolarSPELL involving art, drama, music, movement, and most importantly, imagination. These resources will allow Peace Corps volunteers to explore additional ways to teach English in their schools, while also creating a classroom environment that allows for creative expression. All the content is compiled into one folder as "Teaching Resources", and is then broken down into seven sub- categories. In the first sub-category, Art Projects, there is a collection of several hands-on projects, many of which involve recyclable or readily available materials. These projects will allow for a greater understanding of conservation and "green" living, concepts that are crucial to the stability of these island nations. The next 5 categories are Drama Readings, Music, Movement, and Video, Group Exercises, Creative Writing, and Worksheets. The second sub- category is a collection of beginner-level "Reader's Theater" scripts. The third sub-category involves music and video to engage students in movement activities. The fourth sub-category is a compilation of group games and activities to help students express themselves and learn social skills. The fifth sub-category includes a collection of activities such as fill-in-the-blank story worksheets and journal prompts which will aid in creative thinking and the practice of the English language. The sixth sub-category involves a collection of worksheets that mainly focus on self-reflection and identity. The seventh and final sub-category, Content Guide and Information, works to explain the benefits of using of drama and creative play in the classroom, as well as strategies teachers can implement in order to further engage their students in dramatic learning and play. Overall, these pieces of content are meant to be used as resources for the Peace Corps volunteers in order to provide alternative ways to practice reading, writing, and speaking the English language, a critical part of education in the Pacific Islands.
Date Created
2017-12
Agent