The Posers: Instinctual Simulation Across Time, 2018 CUNY Hunter College
The Posers: Instinctual Simulation Across Time, Kathryn Mccarthy
School of Arts & Sciences Theses
The Posers is a video about the occlusion of the self in history and in love. This paper explores methods of laminating historical moments with contemporary experience to explore the passage of time and the ongoing marginalization of women.
Speculative Performance Meets Immersive Learning: Lessons Of Drylab2023, 2018 Arizona State University
Speculative Performance Meets Immersive Learning: Lessons Of Drylab2023, Adriene Jenik
PARtake: The Journal of Performance as Research
Drylab2023, an experiment in “immersive learning,” was conducted from May 13-June 11, 2017. Eight participants lived for 30 days in a remote desert outpost limited to 4 gallons of water per person per day to meet all water needs (drinking, cooking, washing, hygiene, etc) while subsisting on a water-wise diet. Participants were charged to live within a “near future scenario” of water scarcity (2023); modelling how to manage a limited vital resource: fresh water. During the experiment, narrative progress could be tracked as it unfolded through online posts at drylab2023.net.
This article argues that: 1) speculative performance is a ...
Sarah Pappalardo: Tongue Firmly In Cheek, 2018 DePaul University
Sarah Pappalardo: Tongue Firmly In Cheek
Profile of Sarah Pappalardo, co-founder of the satirical feminist website Reductress, talks about her time at DePaul as a double major in English and communication and working as a comedienne, in addition to the founding and running of Reductress.
Well Played -- Vol. 7, No. 2, 2018 Carnegie Mellon University
Well Played -- Vol. 7, No. 2, Susan E. Rivers, Heidi Mcdonald
iThrive Games Founder’s Letter
Dorothy N. Batten
Introduction to the Special Issue: Thriving Through Gameplay
Susan E. Rivers
Prosocial Religion and Games: Lost & Found
Owen Gottlieb and Ian Schreiber
Skazka: Exploring Empathy Through Cooperative Mechanics and Narrative
Sarah A. Abraham
GUIDE and Dangerous Play: An Empathetic Game About Coping and Resilience
Rebecca Goodine, Jade A. Yhap, and Jeffrey T. Mundee
Butterfly Lovers: Design Rationale of a Cooperative Virtual Reality Game for Promoting Compassion in Multigenerational Families
Jessica Cheng, Sydney Rubin, Christina Lelon, Xian Lu, Jeffrey Doan, Patrick Bender, Ashley Yu-Chih, Brenda Chen, Nathan Lim, Gabrielle Kanellos, Kelsey Rice, Maryalice ...
Well Played -- Vol. 7, No. 1, 2018 Carnegie Mellon University
Well Played -- Vol. 7, No. 1, Ira Fay
Distribution, Deckbuilding, and Design in Star Wars: The Card Game
No Time to Waste: Kairos in T.I.M.E Stories
Seeing but not observing with Sherlock Holmes the Consulting Detective
Tapani N. Joelsson
Why should I play to win if I can pay to win?: Economic inequality and its influence on the experience of non-digital games
Stacking Magic: The Flexible Simplicity of Analog Rules
Eric Murnane & Kenton Howard
Sketchventor: Evolving Ideations by Design
Anthony Pellicone, Kathryn Kaczmarek Frew, Elizabeth Bonsignore, Derek Hansen, Skylar Hoffman, & Kari Kraus
From a Board Game to a Drinking ...
The Bronx Was Brewing: A Digital Resource Of A Lost Industry, 2018 The Graduate Center, City University of New York
The Bronx Was Brewing: A Digital Resource Of A Lost Industry, Michelle Zimmer
All Dissertations, Theses, and Capstone Projects
The Bronx: a bucolic oasis laden with history, a suburb within city-limits, an urban warzone, and thanks to the recent renaissance, a phoenix of progress rising from the proverbial ashes of the fires that burned through the borough in the 1970’s. But many people are unaware that the Bronx also brewed.
Uncovering the brewing industry of the Bronx tells not only the story of the lost industry, but it also communicates the narrative of the development of the Bronx. The brewers were German immigrants who developed a thriving industry by introducing lager beer to the United States by taking ...
Alternative Futures: The Creative Reconsideration Of Fashion Objects, 2018 The Graduate Center, City University of New York
Alternative Futures: The Creative Reconsideration Of Fashion Objects, Kathryn Roberts
All Dissertations, Theses, and Capstone Projects
This project is the beginning of what I intend to be a larger, evolving work that seeks to marry the theoretical with the practical when considering fashion objects that have “served their purpose”. The object at the project’s focal point: a worn out pair of blue jeans. My particular focus on jeans is based on the fact that they, alongside the t-shirt, are one of the most ubiquitous and commonly owned pieces of clothing for people all over the world. This wardrobe staple transcends age, race, and class, as it occupies an iconic status that has made them invulnerable ...
The Augmented Museum: Essays On Opportunities And Uses Of Augmented Reality In Museums, 2018 Carnegie Mellon University
The Augmented Museum: Essays On Opportunities And Uses Of Augmented Reality In Museums, Elizabeth Kane, Brett Ashley Crawford
Augmented reality (AR) can be an artistic choice or an experience augmentation for museum patrons. The Knight Foundation analyzed how museums are adapting to digital demands noting it is “vast” and “complicated.” The following collection from contributors to the Arts Management and Technology Laboratory offers perspectives on how museums are adapting to AR and similar digital disruptions.
Shuffling The Deck: The Knutpunkt 2018 Color Printed Companion, 2018 Carnegie Mellon University
Shuffling The Deck: The Knutpunkt 2018 Color Printed Companion, Johannes Axner, Annika Waern
The printed companion for Knutpunkt 2018, the yearly conference on Nordic larp that takes place in Sweden this year. It includes twenty selected essays on the theory and practice of larp design; including designer and organiser experiences, practical tips and tricks for designers as well as players, theoretical contributions, and debate articles.
The Pleasure Of Playing Less: A Study Of Incremental Games Through The Lens Of Kittens, 2018 Carnegie Mellon University
The Pleasure Of Playing Less: A Study Of Incremental Games Through The Lens Of Kittens, Sultan A. Alharthi, Zachary O. Toups, Olaa Alsaedi, Josh Tanenbaum, Jessica Hammer
In this book, we explore the pleasure of playing less through a collective experience of playing the Kittens Game – a self-described “Dark Souls of incremental gaming”. We draw on techniques of close reading and hermeneutics to ground our analysis and supplement our individual reflections on how these games incentivize players to play less and plan more.
Into The Laboratory!, 2018 Vocational Training Council
Into The Laboratory!
SIGNED: The Magazine of The Hong Kong Design Institute
HKDI's new Media Lab is a platform where students can interact with the latest technology; a hub for exploring new ideas and finding new solutions
Xu Zhen & Madein Company: The Phenomenon Of Artist-Company, 2018 CUNY Hunter College
Xu Zhen & Madein Company: The Phenomenon Of Artist-Company, Qianfan Gu
School of Arts & Sciences Theses
The thesis is about the phenomenon of "artist-company" -- commercial methodologies employed by contemporary artists are determining their artworks. Taking XuZhen as a case study, it attempts to understand the phenomenon through aspects including art autonomy and institutional theories. It argues that "artist-company" is a continuation of institutional critique.
Thought-Provoking Play: Political Philosophies In Science Fictional Videogame Spaces From Japan, 2018 Carnegie Mellon University
Thought-Provoking Play: Political Philosophies In Science Fictional Videogame Spaces From Japan, Martin Roth
This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.
The Digital Puppetmaster, 2018 Claremont McKenna College
The Digital Puppetmaster, Ryan Sung
CMC Senior Theses
The purpose of “The Digital Puppetmaster” is to provide a means of awareness and a suggestion of mindset for members of the digital age. The digital medium has come to define society and establish its existence as an increasingly omnipresent one. Fundamentally, the digital medium is a sandbox for creating worlds that transcend the limitations of real life. Given the unlimited potential of the digital medium, it becomes apparent that it is easy to show what people want to see and hide what they do not. I aim to bring to light and uncover the realities of the digital medium ...
Like Me: Generation Z, Instagram, And Self-Branding Practices, 2018 Scripps College
Like Me: Generation Z, Instagram, And Self-Branding Practices, Emily Longley
Scripps Senior Theses
The newest generation, raised and immersed in today's hyper-consumer culture, has learned to define the self within a neoliberal and capitalist framework in which self-branding and ascribing to hegemonic principles appears imperative to one’s personal success.
Prosocial Religion And Games: Lost & Found, 2018 Rochester Institute of Technology
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments1, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws ...
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, 2017 Rochester Institute of Technology
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team found ...
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, 2017 Rochester Institute of Technology
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
Vesuvius At Home, 2017 University of Colorado, Boulder
Vesuvius At Home, Christin Elizabeth Turner
Art Practices MFA Theses
Vesuvius At Home is a 14-minute experimental essay film that de-contextualizes Pompeii as a site of personal mythology and memory; beginning with a VHS tape of third-graders re-enacting The Fall of Pompeii in 1993.
Splitting Water With Wood, 2017 University of Colorado, Boulder
Splitting Water With Wood, Matthew Smith
Art Practices MFA Theses
My thesis project Splitting Water with Wood is an installation consisting of a handmade boat and projected video of a durational performance that engaged the boat in unconventional ways. Throughout the project and paper, I employ conceptions of faith as a crucial lens to begin to understand my current body of work; a handcrafted boat as an exploratory apparatus, the labor surrounding it as an act of devotion, and a resulting performance that experiments with ideas about baptism. By challenging presupposed notions of how a boat traditionally functions, I rely on the lively materiality of the object and its environment ...