Walker_Spring_2023_Acceptance.pdf

Description
This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to

This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to a synopsis of how screenplay development can offer insight into ways the software development process can improve iteration.
Date Created
2023-05
Agent

Walker_Spring_2023_DevelopingAcceptance.pdf

Description
This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to

This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to a synopsis of how screenplay development can offer insight into ways the software development process can improve iteration.
Date Created
2023-05
Agent

Developing Acceptance: Creating an Original, Feature-Length Screenplay and How the Iterative Nature of Screenplay Development Offers Insight into Software Development

Description

This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to

This Creative Project involves developing Acceptance--an original, feature-length screenplay--from prior outlining material using methods from David Snyder's "Save The Cat!". Upon realizing the strikingly iterative nature of screenplay development, parallels began to arise concerning software development. Said parallels led to a synopsis of how screenplay development can offer insight into ways the software development process can improve iteration.

Date Created
2023-05
Agent

Exploring Gender Identity During the COVID-19 Pandemic

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Description

This research investigates what aspects of certain college students' quarantine experience were contributing to specific changes in gender identity. For this project, a general survey was distributed, and multiple interviews were conducted with willing survey participants to gauge more in-depth

This research investigates what aspects of certain college students' quarantine experience were contributing to specific changes in gender identity. For this project, a general survey was distributed, and multiple interviews were conducted with willing survey participants to gauge more in-depth information about this phenomenon. Through the survey portion of the research, I found that many Barrett students felt that their identity had changed over the course of the pandemic, and a unique subset of these students experienced a change in their gender identity. Interviews with these folks highlighted several mechanisms that fostered this phenomenon: first, that quarantine allowed them a time to introspect, second, that they were not being policed or scrutinized in public for their gender performance, and third, that this was taking place in a supportive physical and/or virtual environment. This new research provides insight into the specific experiences of nonbinary college students whose identity shifted over the course of the COVID-19 pandemic, exploring factors that can influence identity development. While this is a unique and niche situation, it illustrates changing trends in how younger generations view themselves and their gender identity.

Date Created
2021-12
Agent

The Use of American Sign Language in Popular Film

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Description

My thesis focuses on the use of American Sign Language in popular movies. My paper analyzes the intersection between popular media and language, a subject I find personally interesting. My project addresses how and when ASL is used in movies,

My thesis focuses on the use of American Sign Language in popular movies. My paper analyzes the intersection between popular media and language, a subject I find personally interesting. My project addresses how and when ASL is used in movies, including technical components such as lighting, framing, visibility, and subtitling. It also looks at the function of ASL, as well as Deafness and how it is portrayed. It focuses on three popular films: Children of a Lesser God (1986), The Shape of Water (2017), and A Quiet Place (2018). It also studies a fourth film, No Ordinary Hero: The SuperDeafy Movie (2013), which provides a Deaf perspective when it comes to filmmaking. These films are studies from technical and representational perspectives.

Date Created
2021-05
Agent

Digital Representation: Race and Gender in Contemporary Video Games

Description

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender?

Video games are packed full of endless potential. They are the telling of impossible narratives with something for every type of person. So then why has the industry historically been one of the worst for representations of race and gender? In this thesis, I define "good" media representation and engage in the analysis of both Overwatch (2016) and Detroit Become Human (2018) to observe the ways these two video games, which so outwardly market their diversity, have failed marginalized groups. Accompanying the research paper is a video game poster representing a woman of color designed by the author which is meant to learn from the mistakes of its predecessors.

Date Created
2021-05
Agent

Analysis of Representations of Fraternity and Sorority Life in Media

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Description
This analysis aimed to understand how and why certain representations of fraternity and sorority life are consistently used in media texts. Throughout this thesis I analyzed various media including films, a television series, a documentary, and coverage of a news

This analysis aimed to understand how and why certain representations of fraternity and sorority life are consistently used in media texts. Throughout this thesis I analyzed various media including films, a television series, a documentary, and coverage of a news story and found that fraternity and sorority representations reinforce different social issues. Additionally, this thesis discusses how fraternities and sororities are framed in the media texts as institutions which force members to abide by larger societal norms and gender roles. Stigmas and social issues surrounding fraternity and sorority life including hazing, violence, and toxic masculinity, femininity and feminism, diversity and racism, and partying, power and misogyny are the focus of many of the media used in this study. This thesis analyzed how media use these topics to generalize representations of fraternity and sorority life members and to perpetuate normalized gender roles and dominant narratives about race and sexuality.
Date Created
2020-05
Agent

Community, Collaboration, and Creativity: An Exploration of Original Characters

Description
How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist

How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist creates for personal enjoyment, whether based on an already existing story or world, or completely from their own imagination.
As creations made for purely personal interests, OCs are an excellent elevator pitch to talk one creative to another, opening up opportunities for connection in a world where communication is at our fingertips but personal connection is increasingly harder to make. OCs encourage meaningful interaction by offering themselves as muses, avatars, and story pieces, and so much more, where artists can have their characters interact with other creatives through many different avenues such as art-making, table top games, or word of mouth.

In this thesis, I explore the worlds and aesthetics of many creators and their original characters through qualitative research and collaborative art-making. I begin with a short survey of my creative peers, asking general questions about their characters and thoughts on OCs, then move to sketching characters from various creators. I focus my research to a group of seven core creators and their characters, whom I interview and work closely with in order to create a series of seven final paintings of their original characters.
Date Created
2020-05
Agent

Cyborg Feminism: Ambiguity and Hybridity of the Female Cyborg

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Description
A posthuman figure like the female cyborg challenges traditional humanist feminism in ways that make room for theorizing new subjectivities and feminist epistemologies. Rather than support a traditional feminism that assumes common experiences within patriarchal society and erases differences among

A posthuman figure like the female cyborg challenges traditional humanist feminism in ways that make room for theorizing new subjectivities and feminist epistemologies. Rather than support a traditional feminism that assumes common experiences within patriarchal society and erases differences among women, cyborg feminism moves beyond naturalism and essentialism to acknowledge complex, individual, and ever-changing identity. Three films, Fritz Lang’s Metropolis (1927), Ridley Scott’s Blade Runner (1982), and Alex Garland’s Ex Machina (2015), all offer such a vision of the female cyborg. In these films, the cyborg subject is a composite of machine and human—sometimes physical, dependent on the corporal mixing of flesh and machine, but just as often mental. Human sentiment, human memories, and human emotion merge with mechanical frames and electronic codes/coding to produce cyborgs. Importantly, every main cyborg in these films is coded as female. For each cyborg, a female body hosts preprogrammed sexuality and the emotions each creator thinks a woman should have, whether those are empathy, compassion, or submissiveness.

The cyborgs in these films, however, refuse to let categorizations like female, or even their status as human, alive, or real, restrict them so easily. As human-robot hybrids, cyborgs bridge identities that are assumed to be separate and often oppositional or mutually exclusive. Cyborgs reveal the structures and expectations reified in gender to suggest that something constructed can as easily be deconstructed. In doing so, they create loose ends that leave space for new understandings of both gender and technology. By viewing these films alongside critical theory, we can understand their cyborgs as subversive, hybrid characters. Accordingly, the cyborg as a figure subverts and fragments the coherency of narratives that present gender, technology, and identity in monolithic terms, not only helping us envision new possibilities but giving us the faculties to imagine them at all.
Date Created
2019-05
Agent

Nice Legs: How Female Athletes are Portrayed Differently than their Male Counterparts in American Sports

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Description
With the increase in women’s professional sports teams and the burst in female sport participation since Title IX, we might expect increased media attention on women’s sports. However, female athletes’ journey for equality is still a work in progress. Women

With the increase in women’s professional sports teams and the burst in female sport participation since Title IX, we might expect increased media attention on women’s sports. However, female athletes’ journey for equality is still a work in progress. Women in sports are underrepresented in the volume and type of sports coverage they receive. They are generally represented in media forms, such as magazines and advertising, that focus on their bodies as sexual objects rather than their abilities as athletes. This paper will explore how female athletes are portrayed not only less and in less athletic contexts than male athletes, but also in ways that support the patriarchal dominance that is prevalent in American sports. By examining print media, advertising, televised sports coverage and social media, this paper demonstrates the system of male hegemony that underlies American sports.
Date Created
2019-05
Agent