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Full-Text Articles in Art and Design

Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach Oct 2015

Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach

English Theses & Dissertations

The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …


Not A Stitch Out Of Place: Assessing Students’ Attitudes Towards Multimodal Composition, Jeanne Law Bohannon Jun 2015

Not A Stitch Out Of Place: Assessing Students’ Attitudes Towards Multimodal Composition, Jeanne Law Bohannon

Faculty and Research Publications

This article traces a brief history of multimodal composition practices in the field of writing studies. It frames writing instruction through the theoretical lens of democratic pedagogy and presents the works of key composition scholars. The author then describes a mixed methods research study, conducted with first-year students on the STEM campus of a state comprehensive university. Students participated in a survey that asked their attitudes towards multimodal writing assignments, digital literacies, and learning outcomes. The author draws conclusions about the effectiveness of multimodal composition based on students’ responses and provides supplemental information on the types of assignments and examples …


Design, Programming, And User-Experience, Kaila G. Manca May 2015

Design, Programming, And User-Experience, Kaila G. Manca

Honors Scholar Theses

This thesis is a culmination of my individualized major in Human-Computer Interaction. As such, it showcases my knowledge of design, computer engineering, user-experience research, and puts into practice my background in psychology, com- munications, and neuroscience.

I provided full-service design and development for a web application to be used by the Digital Media and Design Department and their students.This process involved several iterations of user-experience research, testing, concepting, branding and strategy, ideation, and design. It lead to two products.

The first product is full-scale development and optimization of the web appli- cation.The web application adheres to best practices. It was …


Evidence That Viewers Prefer Higher Frame Rate Film, Laurie M. Wilcox, Robert S. Allison, John Helliker, Bert Dunk, Roy C. Anthony Jan 2015

Evidence That Viewers Prefer Higher Frame Rate Film, Laurie M. Wilcox, Robert S. Allison, John Helliker, Bert Dunk, Roy C. Anthony

Screen Industries Research and Training Centre Works

High frame rate (HFR) movie-making refers to the capture and projection of movies at frame rates several times higher than the traditional 24 frames per second. This higher frame rate theoretically improves the quality of motion portrayed in movies, and helps avoid motion blur, judder and other undesirable artefacts. However, there is considerable debate in the cinema industry regarding the acceptance of HFR content given anecdotal reports of hyper-realistic imagery that reveals too much set and costume detail. Despite the potential theoretical advantages, there has been little empirical investigation of the impact of high-frame rate techniques on the viewer experience. …


Expanding Eco-Visualization: Sculpting Corn Production, Jennifer E. Figg Jan 2015

Expanding Eco-Visualization: Sculpting Corn Production, Jennifer E. Figg

Theses and Dissertations

This dissertation expands upon the definition of eco-visualization artwork. EV was originally defined in 2006 by Tiffany Holmes as a way to display the real time consumption statistics of key environmental resources for the goal of promoting ecological literacy. I assert that the final forms of EV artworks are not necessarily dependent on technology, and can differ in terms of media used, in that they can be sculptural, video-based, or static two-dimensional forms that communicate interpreted environmental information. There are two main categories of EV: one that is predominantly screen-based and another that employs a variety of modes of representation …