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Full-Text Articles in Art and Design

Lost & Found (Game Series) [Book Chapter], Owen Gottlieb Jan 2024

Lost & Found (Game Series) [Book Chapter], Owen Gottlieb

Articles

Description of game series for use in the classroom with best practices.


Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi Dec 2023

Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi

Articles

In this roundtable interview moderated by Paul Darvasi, lecturer at the University of Toronto and co-founder of Gold Bug Interactive, Owen Gottlieb and Matthew Farber discuss research and practice at the intersection of religion, character education, and games in schools. Gottlieb is an associate professor at the Rochester Institute of Technology, founder and lead faculty at the Initiative in Religion, Culture, and Policy at the MAGIC center, and founder and director of the Interaction, Media, and Learning Lab at RIT, where he specializes in interactive media, learning, religion, and culture. Farber is an associate professor of educational technology and coordinator …


A View Of Black Speculative Past And Future: An Interview With Tim Fielder, Julian Chambliss Dec 2023

A View Of Black Speculative Past And Future: An Interview With Tim Fielder, Julian Chambliss

Third Stone

No abstract provided.


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


“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 …


Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda Apr 2022

Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda

Frameless

We present our efforts to develop methods for rendering 3D objects on mobile devices using real-world dynamic illumination from the user’s environment. To achieve this, we use the front and back cameras on the mobile device to estimate the light distribution in the environment in real time. We then create a dynamic illumination map and render the object at interactive rates in a browser on the device using a web-based graphics API. This project achieves one of the goals of our related work on realistic visualization of virtual objects: to make virtual objects appear to be situated within the scene …


Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan Apr 2022

Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan

Frameless

VXR technology has seen significant growth in recent years across all commercial industries and is poised to continue that trend. The graphic design industry is embracing XR as a new medium, and XR skills are in high demand within the field. Institutions of higher education must adopt XR—and particularly AR—into the graphic design curriculum to keep pace with the industry. Several barriers are slowing this curricular adoption but can be overcome. Advances in AR technology have created an opportunity for its use as both a pedagogical tool and a creative medium. Integrating AR with traditional graphic design elements and principles …


Fashsim Lab: Learning About Cotton From Field To Virtual Fashion, Kelly Cobb, Angela Beckett Apr 2022

Fashsim Lab: Learning About Cotton From Field To Virtual Fashion, Kelly Cobb, Angela Beckett

Frameless

The global pandemic is clearly illuminating the value and even necessity of online education and remote learning for students around the world (IIIE, 2020.) Virtual modules engage students, substituting valuable learning experiences that are not possible to recreate due to constraints on time and/or materials, or physical meeting ability, demonstrated by the pivot due to COVID. In the virtual lab, students are able to work together, applying course concepts to new situations and contexts, as well as develop data analysis skills. Common in the sciences, this novel concept embeds state-of-the art learning into the textile and apparel curriculum. In the …


Choppy Forgeries: A Vr Sculpting Game, Jonah Warren Apr 2022

Choppy Forgeries: A Vr Sculpting Game, Jonah Warren

Frameless

Choppy Forgeries is a fast-paced sculpting game made for virtual reality headsets. The game is intended to give players the opportunity to practice and appreciate the skills associated with artmaking and sculpture (Seeley and Kozbelt, 2008, 163–166) in a fun, light- hearted, competitive context. The game also requires players to closely examine and engage with famous classical sculpture from art history through its gameplay.


Changeling Vr, Elouise Oyzon Apr 2022

Changeling Vr, Elouise Oyzon

Frameless

Changeling VR is an interactive virtual reality narrative game. As we progress through the game, each level is seen through the Point of View of a different character whose emotional core is expressed through different aesthetics, mechanics and interactions.


Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes Apr 2022

Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes

Frameless

A VR staging of Anonin Artaud’s 1925 surrealist play, Jet of Blood. The project experiments with virtual reality as a means to reimagine performance and frame the player, the audience, as actor. Ideas from Artaud’s philosophy such as the Theatre of Cruelty are incorporated along with spatial storytelling and game design. The project also seeks to expand accessibility to deaf and hard of hearing audiences through use of particle and text effects to visually express audio and sound.


Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris Apr 2022

Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris

Frameless

In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues which are essential to the gameplay. However, in this case, the DHH (deaf and hard of hearing) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).


Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan Apr 2022

Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan

Frameless

As we rapidly move toward a fully virtual world, commercial industries and organizations are becoming increasingly competitive with their communications strategies so that they can continue to attract audiences’ attention and break through industry noise. As a result, the notion of “immersive experiences” is becoming more popular. XR technology is at the forefront of delivering unique, immersive and interactive experiences — and it has seen significant growth in recent years across all commercial industries and is poised to continue that trend.


Build Your Own Body Mod: Empowerment Through Prototyping And Design, Anaiss Arreola, Katherine R. Ganim Sep 2021

Build Your Own Body Mod: Empowerment Through Prototyping And Design, Anaiss Arreola, Katherine R. Ganim

Journal of Science Education for Students with Disabilities

When you don’t have a hand, what could you have instead? This article introduces the impact of inviting youth with disabilities to learn tools and technology to design their own solutions and advocate for their own future. This approach to programming is rooted in a mindset of designing WITH, not FOR. Not only are design outcomes improved when users are incorporated into the process, but this approach has been shown to improve confidence in creating one’s own solutions. These programs include hands-on “design-your-own-body-mod” workshops, as well as a budding inclusive design consultancy led by youth with disabilities. Through this programming, …


Listening To Current Practice: Patient Involvement In The Pharmaceutical Packaging Design Process, Giana Carli Lorenzini, Annika Olsson, Andreas Larsson Sep 2021

Listening To Current Practice: Patient Involvement In The Pharmaceutical Packaging Design Process, Giana Carli Lorenzini, Annika Olsson, Andreas Larsson

Journal of Applied Packaging Research

Multiple functional challenges in the use of pharmaceutical packaging reveal a great need of packaging to be designed inclusively. This study investigates patient involvement in the pharmaceutical packaging design process by analysing interview data from representatives of the pharmaceutical and packaging industry. Four main themes related to patient involvement were uncovered: patient expertise levels, patient involvement modes, factors encouraging patient involvement, and factors discouraging patient involvement. Passive patient involvement modes were found to be dominant due to regulations and a traditional perspective regarding physical testing. However, active patient involvement modes were identified, motivated by empathy and understanding of the lives …


Xr & Museums: Mixing Disciplines, Extending Boundaries, And Delivering Multi-Modal Experiences In A Post-Covid World, Gary D. Jacobs, Amanda Doherty, Juilee Decker, Joe Geigel Jul 2021

Xr & Museums: Mixing Disciplines, Extending Boundaries, And Delivering Multi-Modal Experiences In A Post-Covid World, Gary D. Jacobs, Amanda Doherty, Juilee Decker, Joe Geigel

Frameless

Our talk demonstrates and elaborates upon the ways in which the development of mixed reality with museum partners can, and has, fostered the mixing of disciplines among academic faculty, thereby encouraging the breaking down of silos in the university environment.


Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir Jul 2021

Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir

Frameless

The territory of locative media, coupled with augmented reality, offers unique opportunities to excavate and unpack rich historic events, in immersive storytelling. In September of 1943, during World War II, approximately 5,200 Italian soldiers were massacred on the Greek island of Kefalonia by Nazi troops. This massacre is credited as one of the largest ever prisoner-of-war massacres in recent history (Lamb, 1996) and left an indelible mark on the island of Kefalonia. In 2019, Configuring Kommos: Narrative, Event, Place and Memory, an interdisciplinary research project, began an investigation into the triangulation of narrative within the complexity of this tragic …


Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas Jul 2021

Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas

Frameless

We propose a novel system for communicating musical note pitch and sequence information to users within a virtual reality environment. Our approach utilizes ‘Blooms,’ objects that resemble flowers with various petal arrangements. These formations, when constructed in view of users, act as diegetic, user-parsable encodings of their inputs. Blooms exist within the virtual space as simulated physics objects that collectively serve the role of a user interface.


Web Derive 01 - An Online Art Vr Work By The Transeuntis Mundi Project, Cândida Borges, Gabriel M. Velez Dr. Jul 2021

Web Derive 01 - An Online Art Vr Work By The Transeuntis Mundi Project, Cândida Borges, Gabriel M. Velez Dr.

Frameless

The Transeuntis Mundi(TM) Project explores the complexity of the millennial human journey and the resulting cultural diversity. It investigates how it can be approached through artistic research and be converted into a nomadic creative practice in transmedia arts, using emerging technologies to generate an archive of human legacy.

Compositions are based on field recordings in public spaces of multiple cities around the world, using 3D technology for sound and image, following Careri's (2002) methodology of Walkscapes. The power of interactivity and immersion through 360o image and ambisonic sounds are crucial to insert the visitor in a global cultural …


Jet Of Blood, Elizabeth S. Goins, Andy Head, Thomas Davis Jul 2021

Jet Of Blood, Elizabeth S. Goins, Andy Head, Thomas Davis

Frameless

A virtual production of Antonin Artaud’s 1925 play, Jet of Blood.


Web-Based Ives For User Experience Evaluation In The Architecture Studio, Faithful Oladeji Jul 2021

Web-Based Ives For User Experience Evaluation In The Architecture Studio, Faithful Oladeji

Frameless

Research on the use of immersive virtual environments (IVEs) in architectural design has rapidly permeated the practice for the last few decades, largely driven by a single prospect: the possibility of sufficiently simulating the genuine interactions and experiences of a design well before it is actually built. The implications of this achievement when fully realized would revolutionize the profession, effectively igniting a new period of David Harvey’s space-time compression in the industry, such that IVEs would enable designers to, symbolically, cross temporal distances, and bring a legitimate experience of their final products to the present, at any point in their …


Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu Jul 2021

Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu

Frameless

Ikkuma is an interactive storytelling experience utilizing Tilt Brush and Unity. It is about a land being swallowed by the sea, where conflict cracks ice and fire tears families apart. Ikkuma is the Inuvialuit word for fire, a central element to the work. The fundamental theme of Ikkuma is global warming and its impact on the Arctic ecosystem. The players must learn to tame the fire in their hearts and the Inuit traditional knowledge if they hope to survive the harsh yet fragile Arctic tundra.


Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson Jul 2021

Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson

Frameless

Changeling is a VR narrative mystery game focusing upon immersive experience. It was created by aspiring game developers from the Rochester Institute of Technology to experience professional development. Each semester, different sets of students get to work on the game, with past ones working part time. Using the ideas of magical realism and urban fantasy we see each family member respond to uncertainty through the lens of their hopes and fears.


Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess Jul 2021

Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess

Frameless

EmbodiMap is a creative research and therapeutic tool that enables users to connect with and explore how thoughts, sensationsand emotions are experienced in the body. It extends existing body-mapping research and protocols by facilitating a tangible immersive experience.


The Visit Vr. An Immersive Experience To Counteract Stigma About Dementia., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Melissa Neidorf Jul 2021

The Visit Vr. An Immersive Experience To Counteract Stigma About Dementia., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Melissa Neidorf

Frameless

The Visit is an interactive 6-dof real-time Virtual Reality experience, developed from an interdisciplinary research project conducted by artists and psychologists working with women living with dementia. Visitors are invited to sit with Viv, a life-sized, realistic and responsive character whose dialogue is created largely from verbatim interviews, drawing us into a world of perceptual uncertainty, while at the same time confounding stereotypes and confronting fears about dementia. The characterisation has scientific validity but also the qualities of a rich, emotion-driven film narrative. The point of the work is to draw the viewer into the emotional/perceptual world of Viv.


Insight Ar. Relating Virtual Sculptures To Real Places., Volker Kuchelmeister Jul 2021

Insight Ar. Relating Virtual Sculptures To Real Places., Volker Kuchelmeister

Frameless

InSight AR is a site-specific Augmented Reality project and mobile phone app produced for the popular Sculptures by the Sea Bondi exhibition, to be held in Sydney Australia in 2021. It forms uncanny relations between virtual sculptures, visitors, the environment and the art on site. The project is comprised of three parts: an outdoor work using AR plane detection and geo-location, AR image and spatial tracking for an indoor exhibit and a 3D map of the coastal walk, also presented in AR. The work is designed to be playful, fun and it encourages its viewers to share their experience on …


How Mixed Reality Will Impact Product Design, Wyatt Coe Jul 2021

How Mixed Reality Will Impact Product Design, Wyatt Coe

Frameless

Mixed reality technology promises to merge our digital and physical worlds, unlocking new realms of experience and design. Designers must consider how this will impact future products and experiences now, to identify the most desirable solutions and applications of this technology. The capability of software to simulate reality could fundamentally shift the way we produce and experience physical and digital products, allowing for simplified physical products that support digital experiences.


Vr Cinema, Simarjot Khanna Jul 2021

Vr Cinema, Simarjot Khanna

Frameless

A virtual reality cinema experience using a decent smartphone and Google Cardboard or similar inexpensive VR Headsets.


Aware: Eliminating Implicit Bias Using Ar, Shagun Bose, Emma Strauch Jul 2021

Aware: Eliminating Implicit Bias Using Ar, Shagun Bose, Emma Strauch

Frameless

Implicit Bias is something that happens to real people in real spaces all the time. But we can’t see it. Since, AR allows us to overlay virtual objects in real environments, we tried to leverage AR to make more salient the various ways in which people experience bias.


Looking While Reading I, Ii, Iii, Sarah Minor Mar 2021

Looking While Reading I, Ii, Iii, Sarah Minor

Journal of Creative Writing Studies

This article introduces the term “visual essay” by tracing the genre’s history through the concrete poetry movement and the rise of the lyric essay. In describing the aims of visual essays, Minor distinguishes between “illustrative” and “non-illustrative” shaped texts, and suggests connections between “non-illustrative” examples and the aims of “Intersectional Form,” a term coined by scholar Jen Soriano.