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Shape Shifting: Bodies, Sound, And Queerness, Cordylia B. Vann 2021 Virginia Commonwealth University

Shape Shifting: Bodies, Sound, And Queerness, Cordylia B. Vann

Theses and Dissertations

Writings in support of my visual and sonic thesis, Performing Ourselves. The paper examines the relationship between the labor of creating a queer body in how it moves and feels to the creation of choreography, sound, and graphic scores


The Default: The Paradox Of Play And Productivity, Yeon Geong Hwang 2021 Virginia Commonwealth University

The Default: The Paradox Of Play And Productivity, Yeon Geong Hwang

Theses and Dissertations

Society takes a dim view of idleness, regarding downtime as wasted time, but what if society’s view is wrong? This thesis champions daydreaming; it advocates for quirky, playful experiences that improve quality-of-life by avoiding burnout and mitigating tedium. Borrowing language from the Theatre of the Absurd, The Default challenges society’s attitudes toward productivity, striking a new relationship between a cubicle worker and a set of seemingly-familiar but surprising objects. Reflecting on the absurdity of contemporary work-life imbalance, the objects and narratives depicted in The Default invite playful interactions, when objects that appear to be normal behave unexpectedly. The Default is …


Self && Self, Shuang Cai 2021 Bard College

Self && Self, Shuang Cai

Senior Projects Spring 2021

Seldom before the COVID-19 pandemic have so many people simultaneously had their lifestyle drastically changed in the same way. The forced physical isolation is, ironically, a communal experience. The sickening quarantine left everyone nothing but time to confront and reconnect with themselves. Another inevitable result of corporal isolation is the predominant awakening awareness of digital existences and connections. Evoking the shared sensitivity and delicacy, studying the tectonic activity of the digital world, the project documents the endured contemplation in the upcoming resurgence.


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb 2021 Rochester Institute of Technology

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


Combat Artist, Delvin Goode 2021 Fort Hays State University

Combat Artist, Delvin Goode

Master's Theses

The integral bond that unites the American citizen with the selfless men and women of the Armed Forces will be strengthened through my juxtaposition of uncommonly complementary crafts. “Combat Artist”, featuring high-quality ceramic mugs, unique packaging, pristine painted panels, and kindred graphics will bridge a gap that enhances relationships between these two worlds through a shared love of country and shared culture. The resultant works create fantastic windows into my military life communicating messages full of humor, patriotism, and love. I aspire to masterfully unite ceramic techniques with proven principles of design distributed across all mediums within my work, culminating …


Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd 2021 University of Central Florida

Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd

Electronic Theses and Dissertations, 2020-

This thesis examines the unique representation of death in independent videogames. Specifically, in three titles: That Dragon, Cancer, Spiritfarer, and A Mortician's Tale. These three games break traditional norms of death in video games and how death is presented in other more traditional mediums. These unique perspectives are more concerned with the personal and societal side of death, the reflection, and confrontation of our mortality. Each game is a stand-out example of a growing trend in independent titles coined as "death positive" games. These types of games are made with the intent to approach death differently, potentially providing comfort to …


Lost & Found Memories: An Examination And Critique Of My Past Through Art, Alice Chi 2021 Claremont Colleges

Lost & Found Memories: An Examination And Critique Of My Past Through Art, Alice Chi

Scripps Senior Theses

Ever since I was young I depended on triggers to retrieve my deeper memories. It is because of this quality that I think I have developed a tendency to collect and assign sentimental value to various items that I associate with certain people and moments. Over the course of my life, I have kept many objects, trinkets, and documents because of this. To catalog these memories and confront my lost relationships, I have collected these found sentimental items around my home and compiled them into a documented history of the lingering relationships throughout my life. The resulting product is a …


Luminous Threshold, Peggy Wen 2021 University of Montana

Luminous Threshold, Peggy Wen

Graduate Student Theses, Dissertations, & Professional Papers

Luminous Threshold is an interactive experience exploring the liminal transition between the viewer and ambiguous spaces. My thesis exhibition incorporates two paintings, one continuous pulsing light structure, two sound-activated light structures, and a black cube that is perceived to be inserted through the gallery wall. The paintings and forms explore liminality within a two-dimensional space, while the light pieces create an ephemeral viewer- participation experience. Liminality, defined by Arnold Van Gennep and Victor Turner, is one of three stages in life an individual will go through. It is considered a Rite of Passage or Threshold and is the ambiguous transitional …


Hidden, Carlotta Rose Maruca 2021 Bard College

Hidden, Carlotta Rose Maruca

Senior Projects Spring 2021

Senior Project submitted to The Division of Arts of Bard College.


War Of The Moon, Bibiana Medkova 2020 University of Massachusetts Amherst

War Of The Moon, Bibiana Medkova

Masters Theses

Space, in the post-World War context, was the new frontier of ‘global’ dominion. Space Race of the 1950s was a competition to signal technological capability and military strength. The objective of War of the Moon is to unpack the motivation for Moon race in 1950s. What did countries have to gain politically, economically, socially and technologically by conquering space and landing on the moon. At what cost? Who financed it, and where did the labor, land, and raw materials sourced come from. And how it was used to accomplish said landing. Space security is a massive aspect of all current …


To Lend Is To Love: The Benefits Of A Lending Library On Campus, Lucia Boulos 2020 Bowling Green State University

To Lend Is To Love: The Benefits Of A Lending Library On Campus, Lucia Boulos

Honors Projects

This project centers around the construction of a lending library for Bowling Green State University’s campus. It seeks to answer questions concerning the frequency of reading both academically and leisurely, the preference of printed texts over electronic texts, the financial toll of textbooks and other materials, and how to make resources more accessible for students and community members. The concept behind a lending library is to “take a book and leave a book.” Participants can choose to do both or one of those options. The final structure is installed by the Community Garden behind the Fine Arts building. The project …


Real-Time Body Tracking And Projection Mapping In The Interactive Arts, Sydney Baroya 2020 California Polytechnic State University, San Luis Obispo

Real-Time Body Tracking And Projection Mapping In The Interactive Arts, Sydney Baroya

Master's Theses

Projection mapping, a subtopic of augmented reality, displays computer-generated light visualizations from projectors onto the real environment. A challenge for projection mapping in performing interactive arts is dynamic body movements. Accuracy and speed are key components for an immersive application of body projection mapping and dependent on scanning and processing time.

This thesis presents a novel technique to achieve real-time body projection mapping utilizing a state of the art body tracking device, Microsoft’s Azure Kinect DK, by using an array of trackers for error minimization and movement prediction. The device's Sensor and Bodytracking SDKs allow multiple device synchronization. We combine …


Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson 2020 Louisiana State University and Agricultural and Mechanical College

Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson

LSU Doctoral Dissertations

The VR Sequencer is a tool for composing and performing music which takes advantage of spatial configuration of 3-D objects to generate looping sequences. This project combines dice-rolling with omnidirectional playheads and variable terrain to make a sequencer with indeterminate features in Virtual Reality (VR). A comparison of mapping systems for music games and digital instruments demonstrates a middle ground for interactive music making which the VR Sequencer applies. An inspection of current VR works exhibits a disconnect be- tween VR gamers and experimental musicians. In an attempt to give the gaming community access to experimental music making, the VR …


Perceiving Mathematics And Art, Edmund Harriss 2020 University of Arkansas, Fayetteville

Perceiving Mathematics And Art, Edmund Harriss

Mic Lectures

Mathematics and art provide powerful lenses to perceive and understand the world, part of an ancient tradition whether it starts in the South Pacific with tapa cloth and wave maps for navigation or in Iceland with knitting patterns and sunstones. Edmund Harriss, an artist and assistant clinical professor of mathematics in the Fulbright College of Arts and Sciences, explores these connections in his Honors College Mic lecture.


Accessibility Compliance And Assessments For Gateway Websites In Life Sciences: Toward Inclusive Design, Noreen Y. Whysel, Shari Thurow, Bev Corwin 2020 CUNY New York City College of Technology

Accessibility Compliance And Assessments For Gateway Websites In Life Sciences: Toward Inclusive Design, Noreen Y. Whysel, Shari Thurow, Bev Corwin

Publications and Research

One main purpose of information architecture and site navigation is to enhance the effectiveness of user interfaces (UIs) by supporting and enabling task completion, accessibility, and sustainability. This is of particular importance for science gateways given the complexity of information on portal sites.

We examined the accessibility of 50 randomly selected gateway websites in the Life Sciences category in the Science Gateways Community Institute (SGCI) catalog, using both manual and automated methodologies. None of these sites produced an accessible website as per W3C, WCAG 2.1, and Section 508 standards. The most common accessibility success in these websites was URL structure, …


Photography & Visual Perception, Rachel Leigh Bell 2020 CUNY City College

Photography & Visual Perception, Rachel Leigh Bell

Open Educational Resources

This online class introduces students to the basic materials, terms and methods of digital photography. Students will be introduced to the digital camera, including camera settings and controls, but can also work with any photographing device. This is a hands-on class and students will photograph subjects indoors and outdoors, upload, edit, and print image files. Students will complete photo assignments throughout the semester as well as a final project that incorporates the techniques and themes covered in the course.


Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb 2020 Rochester Institute of Technology

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb

Articles

In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …


The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen 2020 Institute for Earth Regenerative Studies, Portland, Oregon & Prescott College, Prescott, Arizona

The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen

Artizein: Arts and Teaching Journal

Two sustainability arts scholars describe a method of data interpretation they developed for making sense of complex environmental and sustainability education research data. They “played” images and recorded a conversation in a form of arts-based intersubjective knowing. The card game process was named the Verge because of how the process promises to surface unheard voices and re-center nondominant insights and ways of knowing. It leverages Casey’s glance method with systems networks to complicate sense making in arts-based educational research. The arts scholars intermixed research data from two just sustainability education research case studies: collages from participants of a climate justice …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber 2020 Rochester Institute of Technology

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


Visualizing Tedx Events: Ten Years Of “Ideas Worth Spreading”, Antonios Liamis 2020 The Graduate Center, City University of New York

Visualizing Tedx Events: Ten Years Of “Ideas Worth Spreading”, Antonios Liamis

Dissertations, Theses, and Capstone Projects

I have always been fascinated by how ideas are spread. Often, ideas are chosen to serve an immediate purpose, and there is an expectation that the choice will matter only insofar as it serves to achieve the desired goal. However, once an idea takes off, it becomes sufficient in itself to disseminate its message. When I first heard about the rubric “Ideas Worth Spreading” in connection with Technology, Entertainment, and Design (TED) conferences, I had an emotional response because I was always trying to get involved in those three categories. My fascination with the question of what makes some ideas …


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