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The Impact Of Art Style On Video Games, Eric Sarver Jan 2021

The Impact Of Art Style On Video Games, Eric Sarver

Honors Undergraduate Theses

The focus of this thesis is to explore the impact of art styles on video-games. This was done so that I could contribute something more to the digital media industry regarding this topic, and show people unique data sets that may help guide them in the right direction if they are looking for answers to questions they may have about art styles and their impact on the success of games. This was done through a study that was conducted via an online survey, where results were taken from student participants over the age of 18 in the GAIM program at …


Cares, Labors, And Dangers: A Queer Game Informed By Research, Amy Schwinge Jan 2021

Cares, Labors, And Dangers: A Queer Game Informed By Research, Amy Schwinge

Honors Undergraduate Theses

Queerness as a quality has a permanent fluidity. Videogames as a medium are continually evolving and advancing. Thus, queer games have a vast potential as an art form and research subject. While there is already a wealth of knowledge surrounding queer games my contribution takes the form of both research paper and creative endeavor. I created a game by interpreting the queer elements present in games research. My game reflects the trends and qualities present in contemporary queer games, such as critiques on empathy and alternative game-making programs. This paper details what research inspired elements of my game as well …


The Technical World Of Warcraft, Derek Hampton Jan 2021

The Technical World Of Warcraft, Derek Hampton

Electronic Theses and Dissertations, 2020-

The Technical World of Warcraft explores the various technical instruction elements of World of Warcraft, more specifically observing issues faced by players who take on content at the highest level. The thesis raises the problem of the in-game technical documentation being utterly ineffective for the aforementioned players, causing them to create their own technical documents. While observing the environment found exclusively within the game, research from Jennifer DeWinter and Ryan Moeller, Mark Chen, Sarah Bishop, and more, is used to analyze the game's instructional elements from a critical angle. Several job listings from other major game development companies are also …


For Consumption: Observations Of Paint, Food, & Culture, Annette Tojar Jan 2021

For Consumption: Observations Of Paint, Food, & Culture, Annette Tojar

Electronic Theses and Dissertations, 2020-

This thesis is a visual documentation of my story. In it, I discuss the urgency which drives the creation of my work. Unable to speak the same language, my grandmother and I used food and paint as means of communication, thus instilling my love of food, my desire to paint, and my need to investigate my Cuban culture. As a former professional pastry chef, my understanding of the physicality of food informs how it is portrayed on a two-dimensional surface for visual indulgence. I explore loss, objectification, transculturation, and the pandemic through images of food, while experimenting with the properties …


A Third Culture Kid's Quest For Belonging: Ephemeral, Eternal, And The Space In Between, Simona Darshani Wiig Jan 2021

A Third Culture Kid's Quest For Belonging: Ephemeral, Eternal, And The Space In Between, Simona Darshani Wiig

Honors Undergraduate Theses

In fulfillment of my degree of Bachelor of Fine Arts at the University of Central Florida specializing in sculpture and ceramics, I have produced a body of artwork in a range of media, including printmaking, bookbinding, painting, ceramics, and sculpture. This thesis is the exegesis of my creative work, informed by contemporary artworks and the study of shelter-making in nature. Utilizing The Practitioner Model of Creative Cognition as defined by R. Lyle Skains, I will establish my work as practice-based research. While "exegesis" generally refers to the critical examination of written work, I feel it is appropriate in this context …


Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad Jan 2021

Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad

Electronic Theses and Dissertations, 2020-

Despite some ongoing debates over the positive or negative impact of digital games, educational games are powerful tools to increase engagement and improve learning outcomes. Scientific concepts about the weather are complicated for younger learners and deep learning often requires long-term cultivation. This thesis presents a novel interactive educational simulation called the Science of Meteorology with Interactive Learning Experience (SMILE). In it, students interact with a touchscreen monitor to change weather conditions and learn about clouds and weather science. The relationship between engagement and learning outcomes and the effectiveness of the experience is evaluated using a formal user study. Online …


Liminality Of Culture In Studio Art: A Biographical Investigation Of A Second Generation Filipino American Experience, Danielle Culibao Powell Jan 2021

Liminality Of Culture In Studio Art: A Biographical Investigation Of A Second Generation Filipino American Experience, Danielle Culibao Powell

Electronic Theses and Dissertations, 2020-

Danielle Culibao Powell manifests the disconnectedness of a second-generation immigrants' cultural disorientation into colorful collage paintings, reconciling cultural history with contemporary identity while building a connection between herself and her parents' homeland the Philippines. The evolution of Powell's studio art practice follows entering a transcultural marriage and researching the art created by the Filipino women artists before her. This thesis documents that evolution both visually and conceptually. It elaborates the history of both the cannons of Western Art and lesser-known Filipina art and expressed in art rooted in cultural plurality.


Rules For Living And How I Began To Break Them: The Influence Of Creative Practice And Cognitive Dissonance On Personal Growth, Timothy Reid Jan 2021

Rules For Living And How I Began To Break Them: The Influence Of Creative Practice And Cognitive Dissonance On Personal Growth, Timothy Reid

Electronic Theses and Dissertations, 2020-

I create experimental films and installations that challenge the belief system I inherited from well-intended people who believed they furnished me with the "right" answers, behaviors, and expectations for a good and proper life. Applying the theory of cognitive dissonance as a philosophical framework to this formative and enforced messaging helps me appreciate why it is so difficult to accept new information incongruent with one's previously held beliefs. Through parallel efforts of self-reflection, research, and creative practice, I have begun to reexamine my upbringing and the ensuing insecurities, contradictions, and feelings of hypocrisy they engendered. My work aspires to transform …


Critical Modding: A Design Framework For Exploring Representation In Games, Kenton Howard Jan 2021

Critical Modding: A Design Framework For Exploring Representation In Games, Kenton Howard

Electronic Theses and Dissertations, 2020-

In this project, I created a framework for exploring problems with representations of marginalized characters in video games called "critical modding." The main goal of this project was to provide a method for addressing issues with portrayals of queer characters in video games through modification of a game's narrative and gameplay systems. I also created a video game prototype called Life in the Megapocalypse as a digital tool for engaging in critical modding. In addition, I created classroom assignments based on the game prototype aimed at helping people learn more about problems with portrayals of queer characters in games through …


Combat Music, Usability, And Presence In Video Games, Jedidah Wong Jan 2021

Combat Music, Usability, And Presence In Video Games, Jedidah Wong

Honors Undergraduate Theses

The interactive nature of video games offers players unique playthroughs of the same game. Choices made during gameplay, despite going through the same narrative story, create a journey that differs from other players. Music can help support a player's connection to the game's characters and narrative while also providing information to the player to guide their decisions. Ludomusicological studies in the past have shown how music can support a game's narrative, while also serving to inform players of changes in game states. The usability function of music, while crucial in this overall sonic experience, is not the sole purpose that …


The Hidden Secrets Of Historical Artistry, Jennifer B. Musser Jan 2021

The Hidden Secrets Of Historical Artistry, Jennifer B. Musser

Honors Undergraduate Theses

When I began developing the video game concept for my thesis, I realized that I was one of the kids that grew up in a society where video games took prevalence over historical artistry. I, however, was unaware of the hidden secrets that resided in the art and how much they contribute to the video games I enjoy playing today. This thesis aims to provide the younger generations with an engaging and stimulating way to experience historical artistry, more specifically the Italian Renaissance, without having to consult a history book. I aim to provide enough detail on multiple aspects of …


Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd Jan 2021

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 …


Immersion's Relationship To Enjoyment In Gaming, Ronald Ray Eddy Jan 2021

Immersion's Relationship To Enjoyment In Gaming, Ronald Ray Eddy

Electronic Theses and Dissertations, 2020-

The term immersion has become ubiquitous in descriptions of entertainment activities, including theme park attractions, virtual reality experiences, video games, and more. In nearly all cases, an expectation is that immersion in an activity is a desired outcome. However, this implication is challenged by a lack of research into the relationship between immersion and enjoyment. A further challenge is presented by the lack of a consensus among researchers regarding a precise definition of immersion. This dissertation explores the immersion-enjoyment relationship by first examining the construct of immersion itself, followed by an exploration of the myriad concepts surrounding immersion, including engagement, …


Breathe The Machine, Matt S. Roberts, Terri Witek, Teresa Carmody, Dengke Chen Jul 2020

Breathe The Machine, Matt S. Roberts, Terri Witek, Teresa Carmody, Dengke Chen

Electronic Literature Organization Conference 2020

Breathe the Machine

interspecies morph edition featuring a video conference and solo or synched blow-ins

Teresa Carmody Dengke Chen Matt Roberts Terri Witek

The FaaS were future-oriented. Every day, they contemplated the question: what kind of ancestor will you be?

A collaborative group composed of a prose writer, new media artist, 3-D animator, and poet enter your personal computers and suggest that in this particularly viral moment, individual breaths + machines may be the closest we get to community touch. An animated video conference offers the project's conceptual framework, including questions about invasive species and intimacy in this new world …


Landscapes Of Light And Text And Layer: A Projection Poetry Performance, Jason Nelson Dr. Jul 2020

Landscapes Of Light And Text And Layer: A Projection Poetry Performance, Jason Nelson Dr.

Electronic Literature Organization Conference 2020

A digital poetry performance in seven locations. This online performance mixes pre-recorded video of projection poetry in seven places/landscapes around SE Queensland, Australia with a live digital poetry reading.

The theme of this performance is landscapes of change, exploring places in SE Queensland impacted by bushfires, deviated by floods, altered by drought, damaged by weapon testing, trees thousands of years old, home of non-human creatures and the revealed geology that roads carve.

Using pico/portable projectors, digital poet Jason Nelson, will add a poetic light-based skin to these landscapes, recording the results, replaying them during the performance. As the projection videos …


The Tenders: Embrasures In The Fort’S Collapse, Judd Morrissey, Abraham Avnisan, Mark Jeffery Jul 2020

The Tenders: Embrasures In The Fort’S Collapse, Judd Morrissey, Abraham Avnisan, Mark Jeffery

Electronic Literature Organization Conference 2020

The Tenders: Embrasures in the Fort's collapse (zoom edition) is an simultaneous multi-channel mixed reality performance that engages with structures of the fort and the home, combining remote live performance and augmented reality poetics with 3d scans of the site of Fort Dearborn, an early American garrison out of which the city of Chicago was incorporated. Juxtaposing excavations of urban monuments with scans of the bedazzled home of self-taught artist, Loy Bowlin, who embodied the persona of "the original rhinestone cowboy", The Tenders seeks to invert and queer colonial narratives lodged deep within the American imaginary.


Phone Down Magic On (An Augmented Reality Performance/Reading), Laura Zaylea Jul 2020

Phone Down Magic On (An Augmented Reality Performance/Reading), Laura Zaylea

Electronic Literature Organization Conference 2020

Phone Down Magic On is designed as a chapter book for children, grades 3-5, and each chapter begins with augmented reality content. The story follows three young friends who text each other before bed. By holding a phone above the physical chapter book, readers see the characters’ texting session as if it were happening on their own phones… and when a parent says to put the phone down, the texting stops and the “magic” begins. The screen interface dissolves into a dream scene, and clues to a mystery are presented in floating text presented within animated sequences supported by sound …


Tweet Your Shared Adventure: An (Un)Continuous E-Lit Jam, Sarah Whitcomb Laiola Jul 2020

Tweet Your Shared Adventure: An (Un)Continuous E-Lit Jam, Sarah Whitcomb Laiola

Electronic Literature Organization Conference 2020

ABOUT:

For this virtual engagement session of ELOrlando, participants will create and play a collaborative work of e-lit on Twitter, modeled after Choose Your Own Adventure-style hypertext fiction. This e-lit jam will run the course of the conference, from Thursday July 16-July 19, on the hashtag #TYSA (T[weet] Y[our] S[hared] A[dventure]). All Twitter users in the ELO community are invited to join.

HOW THIS JAM WILL JAM:

On the first day of the conference, the session’s organizer (Sarah Whitcomb Laiola, @DrSarathena192 on both Twitter and Discord) will tweet out on #ELOrlando and #TYSA the beginning of an adventure story. …


Savage Words, Lee Tusman Jul 2020

Savage Words, Lee Tusman

Electronic Literature Organization Conference 2020

Savage Words is a realtime massive multiplayer online text space as well as a collaborative poem and asynchronous chatroom. It is a corner of the internet built on the platform Your World of Text, an infinite grid of text editable by visitors.

Throughout the conference period, participants can join in a communal writing, a textual table of simultaneous and asynchronous shared writing. ASCII images, freewheeling conversations, 'Poetry', and other forms of experimental text will be woven together into a freewheeling shared work.

Screenshots of the unfolding text will be saved at regular intervals, to be published after the conclusion of …


Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado Jul 2020

Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado

Electronic Literature Organization Conference 2020

Since the first decades of the twentieth century, Peruvian poetic tradition has been characterized by experimental uses of language. Among these possibilities, some records tensioned this medium from the link with the plastic arts, as in the case of the poetry of José María Eguren, while others opted for the playing with the spatiality and visuality of the blank sheet, such as in the case of the work of Carlos Oquendo de Amat. However, it is not until the appearance of the poetry of César Vallejo, specifically with a poems like Trilce in 1922, that these breakages force us to …


Falproject, Mohsen Hazrati Jul 2020

Falproject, Mohsen Hazrati

Electronic Literature Organization Conference 2020

"A fāl or Bibliomancy is good or bad, the profit or the loss whose occurrence is predicted by hearing a word or a voice, seeing the movement or the expression, opening or reading a book, or observing a specific motif or image." Mohammad Vojdani

FAL Project is a VR-AR Prediction Machine based on an Old Iranian Bibliomancy tradition.

This project is about generating a virtual environment of a prediction using unlimited online data based on the Persian Mysticism and tradition into a VR artwork. As there are so many people who get matched results based on their niyats(Intent of prediction) …


Glitch Reading: [Re]Mediation And The Protocols Of Reading, Jacob Reber Jul 2020

Glitch Reading: [Re]Mediation And The Protocols Of Reading, Jacob Reber

Electronic Literature Organization Conference 2020

In this paper, I outline a methodology for reading poetic works that operate between media environments, noting the subtle shifts and failures that mark the material changes. The space between mediums and processes of remediation produce residue from the various material substrates and protocols of reading that adhere to works moving through networks. The attention to the residue can be understood as glitches, which proliferate the possibilities of reading and reveal the construction of imbricated reading environments. This is a practice I want to consider through the framework of glitch reading. Drawing on Rosa Menkman's theorization of glitches and Tan …


The Aesthetics Of Multicoding Esolangs, Daniel J. Temkin Jul 2020

The Aesthetics Of Multicoding Esolangs, Daniel J. Temkin

Electronic Literature Organization Conference 2020

In the influential 2005 paper "A Box, Darkly," Michael Mateas and Nick Montfort introduced the idea of multicoding: when one text holds multiple meanings, depending on context. Examples include polyglots, programs that can run successfully in two different languages, as well as sentences that can be read in French or English. Esoteric programming has a history of explicit multicoding languages. The best known are Piet, whose programs are images, and commands are the change in color from one pixel to the next; Shakespeare, with code written as plays, and Chef, whose programs are recipes that work in the kitchen. While …


Electronic Writing As Hypermaterial Playground, Michael B. Heidt Jul 2020

Electronic Writing As Hypermaterial Playground, Michael B. Heidt

Electronic Literature Organization Conference 2020

The text examines e-lit’s potentials for reframing the question of digital materiality through playful poetic practice. To this end, the discussion reconstructs the genealogy between concrete poetry and electronic writing:
Digital structures, such as source code, programmable logic devices, neural networks, databases, and sensor readouts, accompany us continuously, yet remain annoyingly hard to fathom. Although we ceaselessly interact with them, it is hard for humans to relate to these materials, to shape or see them. However, as long as we allow the material reality of these structures to slip through the cracks of the collective imaginary, it remains easy for …


Procedural Montage: A Design Trace Of Reflection And Refraction, Jasmine T. Otto, Angus G. Forbes Jul 2020

Procedural Montage: A Design Trace Of Reflection And Refraction, Jasmine T. Otto, Angus G. Forbes

Electronic Literature Organization Conference 2020

Narrative media may vary the adjacency of fixed textual passages to drive rhizomatic readings through a montage procedure. We present the design of “exul mater”, a hypertext fiction which locates perlocutionary acts in virtual spaces and resonant gaps. We reflect on sculptural fiction, the (de)formance of complex systems, and tarot reading as methods of layering metaphorical blends into polysemous juxtapositional elements. "exul mater" consists of one set of such elements and their pairwise juxtapositions, as presented through an interface which supports higher-order ‘gap-filling’ reading(s). We draw on peer feedback to address challenges to readability arising from the narrative application of …


Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin Jul 2020

Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin

Electronic Literature Organization Conference 2020

Why Are We Like This? (WAWLT) is a playful, co-creative, AI-augmented, improvisational storytelling game in which one or more players explore and influence an ongoing simulation which they then glean for narrative material. It uses the recently developed simulation technology of story sifting (the recognition of microstories in a chronicle of simulation events), via the Felt library, to afford a new kind of playful, social, and creative writing experience. In this paper, we discuss our primary design goals: (1) using computation and interaction design to support casual player creativity, and (2) foregrounding character subjectivity as a driver for …


Exhibiting, Disseminating, Teaching: Digital Literature In Danish Public Libraries, Malthe Stavning Erslev Jul 2020

Exhibiting, Disseminating, Teaching: Digital Literature In Danish Public Libraries, Malthe Stavning Erslev

Electronic Literature Organization Conference 2020

Danish public libraries have since 2010 exhibited, disseminated, and taught digital literature. This paper lays out the general trajectory of their work, and introduces the notion of a post-digital literacy: a theoretical lens through which to conceptualize and articulate the importance of teaching digital literature in K-12.

In fruitful dialogue with a variety of other parties and institutions, including Aarhus University and the ELO, a handful of public libraries have developed considerable and impressive expertise, grounded in practice-based experimentation. Their efforts, which have taken place in the course of six projects, are the case into which this paper inquires. …


The Borders Between Linear Narrative And Interactive Forms, Eric S. Miller Jul 2020

The Borders Between Linear Narrative And Interactive Forms, Eric S. Miller

Electronic Literature Organization Conference 2020

This paper traces the boundaries between linear narrative forms and interactive forms. The paper starts with a glossary of relevant terms and then attempts to untangle issues that tie these forms together and separate them. It attempts to answer questions such as:

  1. Where are there major overlaps between these forms?

  2. What are the specific affordances of interactive forms?

  3. What are the specific affordances of linear forms?

The paper draws from multiple sources, such as Computers as Theatre by Brenda Laurel, Narrative as Virtual Reality by Marie-Laure Ryan and Half-Real by Jesper Juul. Agency is the core attribute of interaction, though …


Productive Misreading In Intermedia Art: Four Approaches By A Musician, Jeff Morris, Elisabeth Blair Jul 2020

Productive Misreading In Intermedia Art: Four Approaches By A Musician, Jeff Morris, Elisabeth Blair

Electronic Literature Organization Conference 2020

This discussion examines the evolution and lessons of four artistic performance works that engage with text and imagery with the mindset of a composer, rather than as an author or visual artist. The works involve computer music, improvisation, video art, generative art techniques, and challenging aesthetics. An analytical discussion reveals that different forms and mechanisms of reading are manifest in the artworks, and reflections upon these elucidate the intermedial nature of reading and the productive, expressive potential of interfering with these processes.


Designing For Truth In Counterfactual Games, Mark Sample Jul 2020

Designing For Truth In Counterfactual Games, Mark Sample

Electronic Literature Organization Conference 2020

This paper brings together two distinct and seemingly irreconcilable threads: first, the place of interactive narratives and games within the broader context of documentary media; and second, the value of counterfactual narrative as a documentary form. I will weave these two threads using my own counterfactual documentary game as the guide. Currently under development in Twine, the game is rooted in archival research about the past yet is about a version of the past that didn’t happen. The game asks the following counterfactual question: what if gene editing technology like CRISPR had been invented in the 1920s and 1930s, the …