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Articles 1 - 7 of 7
Full-Text Articles in Art and Design
Creating Project Contrast: A Video Game Exploring Consciousness And Qualia, Pierce Papke
Creating Project Contrast: A Video Game Exploring Consciousness And Qualia, Pierce Papke
Honors Projects
Project Contrast is a video game that explores how the unique traits inherent to video games might engage reflective player responses to qualitative experience. Project Contrast does this through suspension of disbelief, avatar projection, presence, player agency in storytelling, visual perception, functional gameplay, and art. Considering the difficulty in researching qualitative experience due to its subjectivity and circular explanations, I created Project Contrast not to analyze qualia, though that was my original hope. I instead created Project Contrast as an avenue for player self-reflection and learning about qualitative experience. While video games might be just code and art on a …
Pondering Pauses: Experiencing Stillness In Scrolling Webcomics, Moira Dewey
Pondering Pauses: Experiencing Stillness In Scrolling Webcomics, Moira Dewey
Honors Projects
This paper examines the evolution of comics and its form, and how this changing format influences how the reader experiences the narrative, specifically in moments of stillness. Webtoons, a specific scrolling format for webcomics, have unique tools at their disposal due to their form. These prompt the reader to pause, allowing them to practice being still in order to experience the surrounding world, even if that world is fictional. After going through a brief history of webcomics and webtoons, this paper analyzes two specific webtoons, Green & Gold and Seasons of Blossom, to take a closer look at how …
How The Dungeons Of The Legend Of Zelda Challenge Players To Find The Way For Themselves, Jonathan David Hacker
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.
The Role Of Empathy In Design And The Responsibility Of Designers To Create With Their User In Mind, Emma S. Brenchley
The Role Of Empathy In Design And The Responsibility Of Designers To Create With Their User In Mind, Emma S. Brenchley
Honors Projects
By looking at several professional and personal design case studies, I aim to identify the weight of responsibility of a designer in a fast-paced, aesthetically driven world through the lens of human-centered design. This study observes how putting people first might not be a quick money-maker but will ultimately create a more successful, well-received project designed for the people it is intended for.
From Marginal To Mainstream: The Queer History Of Camp Aesthetics & Ethical Analysis Of Camp In High Fashion, Emily Barker
From Marginal To Mainstream: The Queer History Of Camp Aesthetics & Ethical Analysis Of Camp In High Fashion, Emily Barker
Honors Projects
‘Camp’ has become a buzzword in fashion over the last few years, due to a rise in popularity following the 2019 MET Gala theme, “Camp: Notes on Fashion.” Based on Susan Sontag’s 1964 book “Notes on Camp,” the event highlighted many aesthetic elements of Camp sensibilities, but largely ignores the importance of the LGBTQ+ community in Camp’s development. In this piece, I highlight various intersections of Camp and queerness over the last century and attempt to understand Camp’s place in High Fashion today.
Middle Waters: A Visual Historical Fiction Of The Osage Nation, Tori H. Forster
Middle Waters: A Visual Historical Fiction Of The Osage Nation, Tori H. Forster
Honors Projects
The following project is in two parts: A series of concept art and illustration pieces surrounding the history of the Osage Nation, and a research paper detailing that history and exploring the process of creating the aforementioned visual pieces. The artworks are designed around an original story set during the 1920s on the Osage reservation, and explore past history of the Osage people as a part of that. The paper also discusses the author’s personal response to the research, and explores themes of ignorance and social justice as the project draws to a close.
The Struggle To Communicate: Art, Embodiment, And Overcoming Isolation In The Text And Illustrations Of Samuel Taylor Coleridge's The Rime Of The Ancient Mariner, Hallie Anne Brinkman
The Struggle To Communicate: Art, Embodiment, And Overcoming Isolation In The Text And Illustrations Of Samuel Taylor Coleridge's The Rime Of The Ancient Mariner, Hallie Anne Brinkman
Honors Projects
The following paper, at its heart, consists of an exploration of Samuel Taylor Coleridge’s The Rime of the Ancient Mariner, as well as of three sets of its illustrations by Gustave Doré, Hunt Emerson, and Ed Young. This task is approached with a few central questions in mind, questions drawn both from Coleridge’s other philosophical works and, primarily, from the poem itself: is a work of art a “thought” or a “thing”? How do human beings, isolated in their physical bodies, communicate and connect? How might an exploration of the poem in conjunction with its illustrations – a layering of …