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Interactive Arts

2012

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Articles 1 - 17 of 17

Full-Text Articles in Art and Design

Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez Dec 2012

Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez

Electronic Thesis and Dissertation Repository

Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL?

Through a qualitative …


Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin Dec 2012

Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin

Liberal Arts and Engineering Studies

Physical computing, or more specifically social immersive media, is an offshoot of New Media that incorporates interactive physical systems (software/hardware systems) to sense and respond to the analog world. This serves as a creative framework for understanding our own relationship to the digital world. In this project, computer vision is incorporated as a medium between both input and output through the use of two cameras, a typical webcam and a Microsoft Kinect. For the first part of the project, a webcam streams visual data into a computer program which interpolates the video data into a 25x25 virtual dot matrix. This …


Creating With Code: Critical Thinking And Digital Foundations, Brad Tober Oct 2012

Creating With Code: Critical Thinking And Digital Foundations, Brad Tober

Mid-America College Art Association Conference 2012 Digital Publications

While students are often attracted to opportunities to learn how to use software applications commonly employed by digital artists and designers, the fact remains that time spent on purely software-based instruction in the classroom is time that could arguably be better spent on exploring the broader conceptual issues of making digital work. This presentation begins to frame an argument for the comprehensive integration of code-based technologies, such as HTML, CSS, JavaScript, Processing/Java, openFrameworks/C++, and Objective-C, into digital art and design foundation curricula. This integration holds the potential to position code-based technologies as new media for teaching art and design alongside …


Design & Communication: The Future Of Service-Learning, Ulrike Gencarelle M.A., Laura Gabiger Phd, Deana Marzocchi Sep 2012

Design & Communication: The Future Of Service-Learning, Ulrike Gencarelle M.A., Laura Gabiger Phd, Deana Marzocchi

Computer Graphics Department Faculty Publications and Creative Works

Poster for a presentation at the Eastern Region Campus Compact Conference 2012.

Depicted are online writing class projects, as well as web and print design examples created by Johnson & Wales (Providence Campus) Digital Media department design students for non-profit organizations in Rhode Island communities.


Ant Tribe, Yan Zhao Aug 2012

Ant Tribe, Yan Zhao

Graduate Theses and Dissertations

"Ant Tribe" describes the post-80s generation university graduates who live together in poor conditions without Social security in communities around China's major metropolises. They dream of a better life in big cities but struggle with low-paying jobs. These struggling "elites" have become the fourth weak Social group, after peasants, migrant workers and unemployed people. The reason why these college graduates are compared to ants is that they are like ants: clever, hardworking, politically weak and living in groups.

The real world is always different from the ideal world of the "Ant Tribe" in China. They often lose their purposes in …


Light, Data, And Public Participation, Dave Colangelo, Patricio Davila Aug 2012

Light, Data, And Public Participation, Dave Colangelo, Patricio Davila

School of Film Faculty Publications and Presentations

As practices in reactive architecture and locative media converge and urban screens and projection technologies proliferate we are becoming increasingly able to interact with data in public space. This confluence presents us with modes of digitally mediated participation in urban space that highlight bodily and architectural relationships with data rich environments as well as new sets of problems and possibilities regarding aesthetics, poetics, and politics. The article will analyze works by Alfredo Jaar, Krzysztof Wodiczko, and Rafael Lozano-Hemmer, as they respectively exemplify the efficacy of the key components of public data visualization: mapping, expanded presence through architecture, and the ‘incompleteness’ …


Narrative Brought To Life: The Wizarding World Of Harry Potter, Stefani Klaric Jun 2012

Narrative Brought To Life: The Wizarding World Of Harry Potter, Stefani Klaric

Electronic Thesis and Dissertation Repository

This thesis explores The Wizarding World of Harry Potter and the motivations for creating fictive, immersive environments. These can be defined as spaces that generate new physical environments or worlds that engage our senses. The theme park is the experiential space where entertainment, fantasy, and commodity consumption come together. By including recognizable objects, narratives, characters, and the like, taken directly from the Harry Potter books and films, audiences and participants are brought into The Wizarding World of Harry Potter in a way that immerses them in the space and allows them to experience the narrative by participating in a journey …


The Culturator: Film Noir Meets Bike Culture, Daniel Dean Jun 2012

The Culturator: Film Noir Meets Bike Culture, Daniel Dean

Art & Design Faculty Research

Part of this weekend’s nuit blanche Northern Spark festival, project Mobile Experiential Cinema invites goers to embark on a rambling, bicycle-mounted, multi-location cinematic experience that blends bike culture with locally-bred film. Created by artists Daniel Dean and Ben Moren, the project launched alongside the inaugural Northern Spark fest last year as an interactive projected film-focused group ride featuring live performance elements and urban exploration embodying all plot twists and theatrical curve balls we’ve come to expect from the mystery genre. We caught up with Mobile Experiential Cinema collaborators Dean and Moren to chat about the project’s creation, its noir influences …


Chaosocial - A Social Media Platform For Social Movements, Nathanael Hughes Jun 2012

Chaosocial - A Social Media Platform For Social Movements, Nathanael Hughes

Liberal Arts and Engineering Studies

Recent Social Movements have increasingly used social media as a driving component in recruiting, developing the cause, and mobilizing people to action. Chaosocial is a web application that provides a layer of organization over social media, allowing organizations traditionally limited in ability to leverage social media to use it to strengthen their social movements.


Designing An Information-Experience Using Creativity Science & Tools, Stephanie Belhomme May 2012

Designing An Information-Experience Using Creativity Science & Tools, Stephanie Belhomme

Stephanie Belhomme

An “information-experience” encapsulated by a technological/digital audio-visual tool presents data and potentially meaningful information to prompt actionable knowledge concerning: “unspoken creative process elements;” their profound impacts on both how well our “physiology of creativity” functions but also; how well foundational creative thinking and behavioral prerequisites (energy, motivation, imagination, and ownership) are leveraged.

The product: 1) introduces the user to one component of the CPS (Creative Problem Solving) Facilitation Process - Exploring the Challenge; 2) features a content specific component which prompts exploration of the many correlations between societal, organizational / community, human physiological / behavioral data, and the direct relationships …


Women And Video Games: Pigeonholing The Past, Allison Perry May 2012

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.


Dismantling The Monolith: Post-Media Art And The Culture Of Instability, Nora Almeida Apr 2012

Dismantling The Monolith: Post-Media Art And The Culture Of Instability, Nora Almeida

Publications and Research

Art that falls under the “new media” paradigm is problematic, or rather, it renders many traditional assumptions about art as problematic. In a practical sense, new media art raises fundamental questions about the nature of curation and preservation and the role of cultural heritage institutions as stewards of digital assets. Curation and preservation challenges, while significant, are fundamentally a symptom of a more catastrophic failure of concepts and language to adequately address changing relationships between art, materiality, and audiences. This article explores how burgeoning concepts in information and media theory may help shape curation contexts and redefine approaches to preservation. …


Tablet Magazines And The Affects On The Magazine Industry, Kylee Staughton Mar 2012

Tablet Magazines And The Affects On The Magazine Industry, Kylee Staughton

Graphic Communication

The purpose of this study is to determine the affects tablet magazines have on the magazine industry. It includes research on past and present circulation trends for print and digital magazine consumption. Interviews of industry professionals were conducted, giving their insight into the development and consumer attitudes toward iPad tablet magazines. An online survey questioning subscription, functionality and general views of both tablet and print magazines was distributed as well as an in person case study that allowed users to physically navigate, observe and compare an iPad magazine and its print counterpart. The results of this study can be used …


Going Mobile: A Guide To Mobile Website And Application User Preferences, Kevin M. Weeks Mar 2012

Going Mobile: A Guide To Mobile Website And Application User Preferences, Kevin M. Weeks

Graphic Communication

Mobile devices are rapidly gaining popularity. There is an increasing demand for individuals who can develop quality mobile websites and applications. In the world of mobile, the most important consideration is the end user. Who is the application or mobile website trying to target and what do they want? This study was designed to determine what users value and whether current developers are accurately reflecting these values. Determining this was accomplished through surveys of mobile users, interviews with mobile web developers, and analysis of successful websites and apps through case studies. The survey included questions to determine what qualities mobile …


500 Year Documentation, Francis T. Marchese, Phd, Maninder Pal Kaur Shergill Jan 2012

500 Year Documentation, Francis T. Marchese, Phd, Maninder Pal Kaur Shergill

Wilson Center for Social Entrepreneurship

Museum visitors today can regularly view 500 year old art by Renaissance masters. Will visitors to museums 500 years in the future be able to see the work of digital artists from the early 21st century? This paper considers the real problem of conserving interactive digital artwork for museum installation in the far distant future by exploring the requirements for creating documentation that will support an artwork's adaptation to future technology. In effect, this documentation must survive as long as the artwork itself -- effectively, in perpetuity. A proposal is made for the use of software engineering methodologies as solutions …


Conclusion Panel, Allison Marsh Jan 2012

Conclusion Panel, Allison Marsh

Section 6: Conclusion

No abstract provided.


Explore, Educate, Expand: The Exploratorium’S Education Abroad Youth Program, Nina Rubin Jan 2012

Explore, Educate, Expand: The Exploratorium’S Education Abroad Youth Program, Nina Rubin

Capstone Collection

This capstone describes the design of an outbound, education abroad program that will take place in Dharamsala, India over a five-week period. It will bring together young adults from the U.S. and Tibet for an intercultural learning experience. The program will provide hands-on opportunities for participants to be engaged in academic, philosophical and personal growth. The educational workshops and activities will be centered on neuroscience, meditation, and Buddhist conceptions of science and the natural world. At the same time, themes of intercultural communication and competence will be explored in-depth.

As a foundation, the program will build from an existing partnership …