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Interactive Arts

2022

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Full-Text Articles in Art and Design

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone Dec 2022

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone

Theses and Dissertations

My exhibition reconciles representations of domesticity, labor, and morality through the lens of sex-work (SW). It consists of video work, a video game, and free-to-take objects, where donation, the strip club, and the fish tank converge. My work concludes that SW is a timeless construct that will always exist even after reimagining multiple worlds.


Sam's Story, Anna Michelle Reid, Jennifer Vazquez Dec 2022

Sam's Story, Anna Michelle Reid, Jennifer Vazquez

Computer Science and Software Engineering

We are exploring presenting mental health topics in video games through the eyes of an axolotl named Sam. Sam goes about his day to day life facing many difficult challenges regarding their mental health. This is an educational game to inform about different mental health symptoms and what they may look like.


Hacia La Preservación De Los Relatos De Las Comunidades Digitales De Los Mmorpg Mediante Etnografías Digitales: Una Mirada Desde Los Estudios Visuales Al Caso Futur0 Server [2005-2012] De Ragnarok Online, Romano Ponce-Díaz Nov 2022

Hacia La Preservación De Los Relatos De Las Comunidades Digitales De Los Mmorpg Mediante Etnografías Digitales: Una Mirada Desde Los Estudios Visuales Al Caso Futur0 Server [2005-2012] De Ragnarok Online, Romano Ponce-Díaz

Journal of Roleplaying Studies and STEAM

Resumen: La ponderación planteada en los siguientes párrafos centra su interés en las plataformas digitales de narrativa audiovisual donde los participantes pueden alterar y determinar el relato por medio de la interacción social sucedida en el mismo, concretamente, los videojuegos multijugador masivos de rol en línea en servidores emulados. Además, se abordan las implicaciones de la desaparición potencial y real de la información, datos, testimonios y vestigios de estas comunidades digitales participativas a causa de la naturaleza falible de los dispositivos de almacenaje electrónico. De esa forma, se busca plantear un breve panorama general de los antecedentes históricos de las …


Exhibition Interpretation And The Visitor Experience, Theresa Ryan Oct 2022

Exhibition Interpretation And The Visitor Experience, Theresa Ryan

Case Studies

This case study explores the techniques used to interpret a commemorative exhibition staged in Dublin city library between the 14th of August and the 31st of October, 2019. The case discusses the way in which multiple media were employed to communicate the exhibition narrative to visitors, and how this resulted in very emotive, personal and meaningful visitor experiences. Through the use of a range of audio-visuals, original images, text, memorabilia and guided tours, the exhibition provided a multi-sensory experience, that engaged different cohorts of visitors with the collections, information and ideas on display. They provided a powerful means of …


The Arts And Changing Rural Places, Bernadette Quinn Dr Aug 2022

The Arts And Changing Rural Places, Bernadette Quinn Dr

Blog Posts

This blog post reflects on how recent changes to rural Ireland is influencing the arts. It recognises that rural places are very vibrant and dynamic, and that this offers many opportunities and challenges from an arts perspective. The blog also reflects on a panel discussion that the FADE project team hosted on ‘The arts and changing rural places’ at the Arts Council & Local Government’s biennial Places Matter conference in March 2022.

The research activities conducted for this publication were funded by the Irish Research Council.


Stop Telling Women To Smile: Stories Of Street Harassment And How We’Re Taking Back Our Power, Mio Yoshizaki Aug 2022

Stop Telling Women To Smile: Stories Of Street Harassment And How We’Re Taking Back Our Power, Mio Yoshizaki

Feminist Pedagogy

This book review addresses the author, Fazlalizadeh's approach to art as social justice, overarching definitions of gender-based street harassment, and intersectionality. This review also offers suggestions for how feminist educators may utilize Stop telling women to smile in classrooms.


“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb Aug 2022

“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb

Articles

This article considers how player interactions with religious and ethnic markers, create

a globalized game space in the mobile game Florence (2018). Florence is a multiaward-

winning interactive novella game with story-integrated minigames that weave

play experiences into the narrative. The game, in part, explores love, loss, and

rejuvenation as relatable experiences. Simultaneously, the game produces a unique

experience for each player, as they can refract the game narrative through their own

cultural, identitarian lens. The game assumes the shared cultural space of the player,

the player-character (PC), and the non-player-character (NPC) while blurring the

boundaries between each of these …


Internet Art: An Interactive Timeline Resource, Laurel Vaccaro Jul 2022

Internet Art: An Interactive Timeline Resource, Laurel Vaccaro

Masters Theses, 2020-current

Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home

The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …


How The Dungeons Of The Legend Of Zelda Challenge Players To Find The Way For Themselves, Jonathan David Hacker Jun 2022

How The Dungeons Of The Legend Of Zelda Challenge Players To Find The Way For Themselves, Jonathan David Hacker

Honors Projects

A dungeon in a "Zelda-like" puzzle adventure game is a tightly interconnected level, where the player's objective is to navigate to the end of the dungeon. This research proposes a level design framework for creating dungeons of this style. This paper identifies common design elements between existing dungeons, using The Legend of Zelda: Ocarina of Time as a case study. These elements were synthesized into a comprehensive framework that may be used by a game designer to produce similar dungeons. The appendix of this research also addresses the benefits, limitations, and potential risks of such a design framework.


Converting Horizontal Media For Vertical Platforms, Eric A. Hernandez Jun 2022

Converting Horizontal Media For Vertical Platforms, Eric A. Hernandez

Graphic Communication

Today, most media is viewed on mobile phones and seen on a vertical screen. There are very few methods for converting horizontal media into vertical media for vertical platforms. This manual shows new ways to redesign horizontal content so that it looks better on vertical displays; I imagine watching things like the Super Bowl or the The Grammys on TikTok or Instagram with a new broadcast design that is more attractive.


Solutions To Accessibility In Art & Design: A Multi-Sensory Art Installation, Olivia M. Robertson Jun 2022

Solutions To Accessibility In Art & Design: A Multi-Sensory Art Installation, Olivia M. Robertson

Graphic Communication

For my Senior Project, I wanted to explore possible solutions to accessibility in Art & Design while narrowing my focus specifically towards visual impairments by applying techniques commonly used in printed electronics methodology. I wanted to further showcase the impact of how designers enhance the overall user experience when they choose to center their focus on designing for accessibility.

To tackle accessibility challenges in Art & Design when it comes to visual impairments, I would have to extend Art’s visual impairments to include senses other than sight– tactile and auditory. The final product would then be an interactive art piece …


Visibility, Jamie Valdez Jun 2022

Visibility, Jamie Valdez

Electronic Theses, Projects, and Dissertations

I am a woman, activist, artist, mother, and wife. My art practice questions the role of

institutions in disseminating outdated traditions and unfair rituals in relation to women. Bringing

visibility to what is ignored, I create works that are critical to the unfair expectations that society

fosters, expectations which ultimately oppress women vis- -vis the (art) institution. Through

different conceptual strategies, my work questions what society has taught us about gender

roles and explores the pedagogies that our institutionalized education has systematically

perpetuated for women and girls from early educational experiences.


Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis May 2022

Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis

LSU Master's Theses

With this body of work, I am looking for visual symbols that help communicate unuttered meanings through storytelling and stimulate an affectual response to the viewer. This exploration is presented in two different forms: a surreal sculptural installation and a board game. The installation consists of large-scale sculptures made from light and soft materials (polyurethane foam, plastic waste, paper) that are available to move inside the gallery, while the board game is presented as a set of 3D prints with instructions on how the participants can play it. The materials used in the installation suggest a way to transform waste …


Femqorg Index, Nahee Kim May 2022

Femqorg Index, Nahee Kim

Theses and Dissertations

The project Femqorg Index began as I realized an endless number of chatbots and robots were released into this world as a spark of technology wrapped in a feminine persona, only to be disposed of after a short period. My imagination then extended to the thought that after they were disposed of, the entities along with their memories and advanced technology, would converge to create a network of their own. In this network, needs of the chatbots and robots were met through the exchange of strengths such as an advanced problem-solving ability, or a sturdy body that allowed unrestricted movement. …


Cultural Formation Of Place: Making Yourself At Home, Olivia Arratia May 2022

Cultural Formation Of Place: Making Yourself At Home, Olivia Arratia

Art Theses and Dissertations

The environment you grow up in can become a pivotal part of your existence. The sights, smells, people, and places you experience every day can transform the way you see the world. Growing up in a Mexican-American household has brought its own set of experiences that have made me the artist I am today. I am one of many contemporary artists building on the foundations of their heritage and the Chicano movement. I am also a Mexican-American artist expanding the identity and extending the legacy in the 21st century. This paper will investigate how Mexican-American heritage has influenced my artistic …


Welcome Home: A Visual Novel That Explores The Parent’S Response To Their Child’S Challenge Due To The Covid-19 Pandemic, Reneé Therese C. Soliveres May 2022

Welcome Home: A Visual Novel That Explores The Parent’S Response To Their Child’S Challenge Due To The Covid-19 Pandemic, Reneé Therese C. Soliveres

DLSU Senior High School Research Congress

The COVID-19 Pandemic officially started in March 2020 when the World Health Organization (WHO) declared a lockdown globally. As COVID-19 cases started to rise, so did mental health cases. WHO stated that 60% of adolescents and children struggled with their mental health, resulting in new challenges they encountered. Welcome Home is an interactive visual novel set in a Filipino context that presents the adolescents’ new challenges and their behavior during the pandemic. It is a game where the player chooses the parents’ responses to their children’s feelings by either helping or rejecting them. The ending will be determined based on …


Don't You Want To Be Happy?, Mario Rocha Rodriguez Jr May 2022

Don't You Want To Be Happy?, Mario Rocha Rodriguez Jr

Honors Capstones

My capstone project is an exhibition of my artwork using visual distortions to convey a message to the viewer. I created nine new pieces out of the original seven proposed over the course of the semester with themes all relating to firsthand experiences that I think people can learn from. For the exhibit, I displayed ten pieces with two works that were made prior to the current semester. In conclusion, I present ideas that I have been holding in for the past 4 years.


Data Narratives: Aesthetic Activation Of Urban Space Through Augmented Reality, Conor Mcgarrigle Dr., John Buckley May 2022

Data Narratives: Aesthetic Activation Of Urban Space Through Augmented Reality, Conor Mcgarrigle Dr., John Buckley

Books/Book Chapters

This chapter discusses Data Narratives, a commissioned augmented reality artwork resulting from a period as artist in residence with Dublin City Dashboard. Data Narratives focused on working with city data to create hybrid artistic representations of Dublin’s ongoing housing affordability crisis, acting both as activist artistic engagement with the socio-political-economic space of the city and aesthetic activation of urban space through augmented reality. As data describes and defines so much of our digital every day, the project and residency programme asked how it could be leveraged as a medium for artistic creation and how could art supply new insights …


There Are Ghosts In The Machine, Jonathan Green May 2022

There Are Ghosts In The Machine, Jonathan Green

Graduate Theses and Dissertations

There are ghosts in the machine is a body of paintings that dare to dissolve the boundaries between my physical body, intimate desires, and paintings. Utilizing the aesthetics of leather lifestyles, the paintings express the transformational potential of desire and transgression. Oriented within my experience as a queer, transgender male, I call upon influences that range from the body horror classics by director David Cronenberg or the transgressive attitude of Nine Inch Nails, to theoretical works on the power of eroticism by Audre Lorde and Georges Bataille.Modified by hardware such as chains, zippers, and grommets, the paintings express the transformational …


Crying At Nothing But Colors, Maryalice Carroll May 2022

Crying At Nothing But Colors, Maryalice Carroll

Graduate Theses and Dissertations

crying at nothing but colors is an installation of ceramic works that explores the abstraction of feelings, both physical and emotional. The installation itself is a house made out of tension cables that stretch wall to wall in the gallery space. Inside the house are 7 ceramic objects placed on wooden pedestals paired with tufted rugs.

Throughout this essay, I will describe the abstract ceramic objects as Beings. They are colorful and have textured glaze on the surface with a gloopy opalescent glaze oozing out of holes that cover each piece. They are an extension of myself. They are the …


Nba: No (Anti-) Blackness Allowed, Rontaye M. Butler May 2022

Nba: No (Anti-) Blackness Allowed, Rontaye M. Butler

Graduate Theses and Dissertations

This paper serves as the foundational pillar in my art practice. This paper combines my experiences, influences, motivations, hopes, dreams, methodologies, historical research and contemporary analyses into a single document ripe for revisions. This document lives and breathes; its contents are constantly evolving, and should be continually challenged and evaluated for relevancy and validity. Part memoir, part manifesto, and part artist statement, it establishes where my work sits in the canon of fine art, even as I don’t know yet what that means. My writings, visual artworks and all other creative actions are tethered to this document and vice versa. …


The Met Costume Institute: Evolution, Metamorphosis, And Cultural Phenomenon, Shelby Kanski May 2022

The Met Costume Institute: Evolution, Metamorphosis, And Cultural Phenomenon, Shelby Kanski

Senior Honors Projects

No abstract provided.


Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, Lauren Toler May 2022

Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, Lauren Toler

All Theses

With the growing popularity of interactive learning, an experiment developing a tangible user interface made of paper was performed. Screen printing was utilized to print conductive traces that would connect to a device that has capacitive touch capabilities. A color mixing program was coded to accompany the tangible interface. It was found that a tangible user interface can be successfully made of paper. Further research with development, construction, and testing of this paper tangible interface was proposed.


It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis May 2022

It's All Fun And—: A Rhetorical Analysis Of Space In The Pandemic., Erica Von Proctor Lewis

Electronic Theses and Dissertations

This exhibition and document explore spatial rhetoric during the pandemic, utilizing materiality and relational aesthetics to reflect on the different ways in which the public and private are made distinct from one another. In doing so, Lewis addresses new cultural navigations of shared spaces, both digital and corporeal, public and private. In addition, the artist also examines the faulty social and institutional systems that the pandemic brought to light, such as socioeconomic dynamics and voter suppression, while utilizing Kenneth Burke’s concept of the terministic screen. Games are a central theme throughout the exhibition, as they are often coded as “home” …


Out Of The Box: Bridging The Long-Distance Gap Between Consumer And Product In Online Experiences By Using Ar To Facilitate A Deeper Connection Through Virtual Try-Ons, Jessica E. Schell May 2022

Out Of The Box: Bridging The Long-Distance Gap Between Consumer And Product In Online Experiences By Using Ar To Facilitate A Deeper Connection Through Virtual Try-Ons, Jessica E. Schell

All Theses

As consumers are more and more preferring online experiences to brick-and-mortar shopping, there is a growing need for new and creative marketing strategies that can overcome the physical distance between consumer and product. In this paper, I demonstrate how augmented reality can bridge that gap, allowing consumers to connect with a product in a way that is not possible through traditional online media forms such as images and video. To that end, this paper includes a detailed breakdown of the conception and creation of Out of the Box, an augmented-reality application developed to enable users to virtually interact with …


“Ang Kuwento Ng Araw At Buwan” (“The Story Of The Sun And Moon”): What It Means To Be Filipino-American., Rochelle-Leah Barcelona Nuqui May 2022

“Ang Kuwento Ng Araw At Buwan” (“The Story Of The Sun And Moon”): What It Means To Be Filipino-American., Rochelle-Leah Barcelona Nuqui

Honors Theses

As a Filipina American from Southern California, my cousins got to experience our Philippine culture through their college’s Filipino American Student Associations, while I had a hard time learning about our culture as I attend a school that has a low Asian American population and miniscule Filipino American population. Although the populations are small, my senior thesis has pushed me to learn about my ethnic identity through the arts and especially through the power of storytelling. This journey in learning the importance of authentic folklore untouched by the western influence has shown me as a Filipina American, that the original …


Safety Evaluation Of Amusement Rides Using Accumulated Accident Data: Accident Data Framework, Kathryn Woodcock Apr 2022

Safety Evaluation Of Amusement Rides Using Accumulated Accident Data: Accident Data Framework, Kathryn Woodcock

Journal of Themed Experience and Attractions Studies

Amusement rides and devices are a popular form of recreation and important component of the tourism industry. Injury-producing accidents are rare, and the viability of the industry relies on perceived safety of the activity. Some existing metrics use accumulated accident reports. Several metrics tabulate the number of injuries, but none collect enough information about the context of accidents to analyse the accumulated data to deduce patterns. This paper describes an Accident Data Framework for a minimal set of variables from reports of amusement device accident, and the structure for a useful narrative to aid reporters and recorders to avoid introducing …


When The Magic Closes: Examining How Disney Fans Coped With Theme Park And Resort Closures Amid The Covid-19 Pandemic, Cody Havard, Carissa A. Baker, Daniel L. Wann, Rick Grieve Apr 2022

When The Magic Closes: Examining How Disney Fans Coped With Theme Park And Resort Closures Amid The Covid-19 Pandemic, Cody Havard, Carissa A. Baker, Daniel L. Wann, Rick Grieve

Journal of Themed Experience and Attractions Studies

This essay discusses a qualitative investigation we conducted with fans of the Disney parks and resorts during the summer of 2020 regarding the company’s handling of the COVID-19 pandemic. Specifically, 22 people responded to open-ended questions from an online survey to discuss their views of the closures and planned reopenings of the Disney parks and resorts amid the early days of the pandemic. Using social identity theory (Tajfel, 1978) and the theory of planned behavior (Ajzen, 1991), we discuss how fans react to and cope with the temporary loss of a favorite activity and how companies in the themed entertainment …


Covid-19 And Immersion: Physical, Virtual, And Home Spaces, Scott Lukas Apr 2022

Covid-19 And Immersion: Physical, Virtual, And Home Spaces, Scott Lukas

Journal of Themed Experience and Attractions Studies

This article considers the dramatic adaptations that have occurred in themed immersive spaces as they have dealt with the challenging dynamics of COVID-19. As COVID-19 has been a respiratory disease, it has impacted the operations of theme parks, casinos, cruise ships, and other immersive spaces, especially as such spaces have relied, traditionally, on physical forms of entertainment and immersion. The writing begins with a consideration of the COVID-19 challenges noted in the theme park and cruise ship industries. OceanMedallionTM and MyMagic+ technologies are considered for their possible positive role in addressing the operational dynamics during the pandemic. Issues of guest …


Brighter But Not Clearer: Entertainment-Dependent Destinations Dealing With Long Covid, Louis-Etienne Dubois, Frederic Dimanche Apr 2022

Brighter But Not Clearer: Entertainment-Dependent Destinations Dealing With Long Covid, Louis-Etienne Dubois, Frederic Dimanche

Journal of Themed Experience and Attractions Studies

At the onset of the COVID-19 pandemic, we explored a range of very different possible outcomes for destinations that rely heavily on their entertainment sector (Dubois & Dimanche, 2021). Several months later, this article seeks to revisit those outcomes, while also highlighting the ongoing recovery efforts and evolving strategies of entertainment-dependent destinations (EDDs). To do so, we reconnected with the panel of respondents from various destinations (i.e., Las Vegas, Nashville, New Orleans etc.) to take stock of both new challenges and opportunities, as well as emerging factors impacting their respective markets. Our results show that while EDDs are facing a …