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Full-Text Articles in Art and Design

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 …


"The New Technologist" By Reggie James (Internet Journal, Issue 001: 4-6, 2024), Reggie James Sep 2023

"The New Technologist" By Reggie James (Internet Journal, Issue 001: 4-6, 2024), Reggie James

Cal Poly Humboldt Digital Laboratory

An essay depicting the conceptual image of "The New Technologist", an arbiter of taste in our ever-present, technological future. The ethics of creative practice as a technologist are as important as the impact of the products. Our cultural aptitude for technology as creators is called into question while our creative potential parallels the rise in technological accessibility.

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Using 2d Animation With Interactive Elements To Create A Culturally Interesting Web Experience, Nhan Chau Apr 2023

Using 2d Animation With Interactive Elements To Create A Culturally Interesting Web Experience, Nhan Chau

Honors College

Despite efforts to introduce Vietnamese culture to a global audience, most Vietnamese folktales and legends stay rooted within the country. When looking for examples of animated or interactive media, related to Vietnamese culture, the results often fall short. This project exists to fill that deficiency and teach aspects of Vietnamese culture through interactive storytelling.

This project aimed to retell a culturally significant Vietnamese tale, the Legend of Hoan Kiem Lake, while providing a visually stimulating and interactive web experience to those not familiar with Vietnamese culture. The project also aimed to determine if an interactive website can be more informative …


Open Textbook For Art 27, Nate Cooper Mar 2023

Open Textbook For Art 27, Nate Cooper

Open Educational Resources

Work in Progress - In the Spring of 2023, I will endeavor to work collaboratively with students to develop an open textbook for the Art 26: UX Visual Design course. As this class has only been offered once in the past and in general the UX courses are new at Kingsborough there isn't an obvious single authority on the subject. As a practitioner in the field professionally, I grow concerned that even if a solid text could be found in print that industry changes happen so frequently that the only helpful authority will need to be a dynamic work. Hence, …


Jogakpo Window (7 Feet X 4 Feet), Seo-Young J. Chu Jan 2023

Jogakpo Window (7 Feet X 4 Feet), Seo-Young J. Chu

Publications and Research

Materials: glass, sunlight, post-it notes. Image description: Photographs show a large window covered with a 조각보 patchwork of colorful post-it notes. Sunlight illuminates the paper.


Visualization Research: Scoping Review On Data Visualization Courses, Fabio Capra-Ribeiro Nov 2022

Visualization Research: Scoping Review On Data Visualization Courses, Fabio Capra-Ribeiro

Faculty Publications

Understanding data visualization as one of the foundational skills of the 21st century, this research aimed to define up-to-date guidelines to effectively teach data visualization courses and–from there–developed the first version of a new data visualization course. To do so, it faced the following questions: What is the current role of data visualization in higher education? What have been the main trends in data visualization courses in higher education? What methodologies have been used to teach data visualization courses? What difficulties have been identified in data visualization courses? What recommendations have been offered by previous professors that have taught this …


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.


“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 …


The Beautiful Is Unveiled, Silvia Márquez Pease Jul 2022

The Beautiful Is Unveiled, Silvia Márquez Pease

Department of Art and Art History

The beautiful is unveiled and resides in the goodness that is within human beings. Beings emanate the goodness within; thus, whoever possesses goodness is able to unveil beauty.


Why Only Art Can Save Us: Aesthetics And The Absence Of Emergency By Santiago Zabala., Silvia Márquez Pease Jul 2022

Why Only Art Can Save Us: Aesthetics And The Absence Of Emergency By Santiago Zabala., Silvia Márquez Pease

Department of Art and Art History

Throughout history, we find ourselves searching for ways to nurture empathy and justice to cope with the political world crisis and improve our lives. The book, Why Only Art Can Save Us, written by a contemporary philosopher and author, Santiago Zabala, questions how the creation of art can shift the reasoning and existential being of humanity; and how art could be the only salvation to the political world crisis. Thus, Why Only Art Can Saves Us, is a philosophical, political, and existential reflection on the appeal and aesthetic qualities of art in the 21st century.


Sewing And Dressmaking In Martha Mcmillan's Day (1891), Elizabeth G. Allen Apr 2022

Sewing And Dressmaking In Martha Mcmillan's Day (1891), Elizabeth G. Allen

Martha McMillan Research Papers

This paper describes the process of sewing and dressmaking in America from the mid 1800s to the early 1900s and provides historical context for Martha McMillan's discussion of sewing and dressmaking in her 1891 journal.


2022 Iggad Conference Program, Charles Joyner Institute For Gullah And African Diaspora Studies Feb 2022

2022 Iggad Conference Program, Charles Joyner Institute For Gullah And African Diaspora Studies

IGGAD Conference Programs

Program of the 2022 IGGAD Conference: Who Owns This? Communities, Heritage, and Preservation.


The World As We Know It: Maps And Atlases From Special Collections, Archives And Special Collections, Luke Meagher Feb 2022

The World As We Know It: Maps And Atlases From Special Collections, Archives And Special Collections, Luke Meagher

Library Exhibits

Selections of maps and atlases from Sandor Teszler Library’s Special Collections are presented in this exhibit to show how, over time, cartographers have represented the world as we know it.


Brain Stew, Cullen Landolt, Mya Horn, Kenneth Miller, Aimee Pieper Sep 2021

Brain Stew, Cullen Landolt, Mya Horn, Kenneth Miller, Aimee Pieper

Undergraduate Research Symposium

Brain Stew is an UMSL publication distributed bi-weekly in both digital and print formats. Its mission is to provide for the Pierre Laclede Honors College a forum for uncensored free thought, commentary, and creativity, as well as news and event listings from PLHCSA and other related campus organizations. The current Brain Stew staff consists of editors Cullen Landolt, Mya Horn, Kenny Miller and Aimee Pieper, with Dan Gerth serving as the faculty supervisor. During the semester, these people write their own content as well as garner submissions from Honors College students, faculty, staff, and alumni. The result is The Most …


Final Report: Iconoclast And London Children's Connection Internships, Veronica Botnick Dec 2020

Final Report: Iconoclast And London Children's Connection Internships, Veronica Botnick

SASAH 4th Year Capstone and Other Projects: Publications

In my second year of university, I joined an on-campus magazine, Iconoclast, as an assistant director. In my third year, I continued with Iconoclast as a director and started another internship with the London Children's Connection. Both projects have shown the effects of different language choice. With Iconoclast, I learned the importance of taking a less academic writing approach in theme descriptions and editors' letters. A neutral tone reaches a wider audience and ensures that readers from any background gain a full understanding of our theme. At the London Children's Connection, a simple change in choice of words can improve …


Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb Oct 2020

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb

Articles

In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


Consumer Response To Green Brands Vs. Traditional Brands On Digital Platforms: An Analysis Through A Series Of Case Studies, Madison Busick May 2020

Consumer Response To Green Brands Vs. Traditional Brands On Digital Platforms: An Analysis Through A Series Of Case Studies, Madison Busick

Honors Scholar Theses

In the age of environmental crisis, consumers are increasingly aware of the environmental impact of their decisions. Accordingly, many companies seek to provide more eco-friendly and sustainable products while building their brand around these values. Consumers also are increasingly using and engaging on social media and other digital platforms. But just how well do these "green" brands do in the digital space? This study aims to compare differences between brands that embody environmentalist values and traditional brands with a variety of case studies across several consumer goods segments including clothing, cosmetics, and technology. The data is collected from a variety …


Small But Mighty: How A Team Of Four Administers A Robust Library Publishing Program, Sue Ann Gardner, Paul Royster Mar 2020

Small But Mighty: How A Team Of Four Administers A Robust Library Publishing Program, Sue Ann Gardner, Paul Royster

University of Nebraska-Lincoln Libraries: Conference Presentations and Speeches

A team of four people administers the UNL institutional repository (https://digitalcommons.unl.edu), which is one of the largest (109,000-plus full text items) and most-accessed (over 62,000,000 downloads) in the United States. The team also administers a robust library publishing program with over 80 scholarly monographs and 12 peer-reviewed journals. A recent focus of the program has been open educational resources, partnering with scholars to identify or create free online learning objects.

This talk will include details about how such a small team accomplishes so much. Staffing, task assignment, workflow, author relations, reader relations, education, administration, policy generation, platform management, …


2020 Iggad Conference Program, Charles Joyner Institute For Gullah And African Diaspora Studies Mar 2020

2020 Iggad Conference Program, Charles Joyner Institute For Gullah And African Diaspora Studies

IGGAD Conference Programs

Program of the 2020 IGGAD Conference: Without Borders: Tracing the Cultural, Archival, and Political African Diaspora.


Findable, Impactful, Citable, Usable, Sustainable (Ficus): A Heuristic For Authors Of Digital Publishing Projects, Nicky Agate, Cheryl E. Ball, Alison Belan, Monica Mccormick, Joshua Neds-Fox Jan 2020

Findable, Impactful, Citable, Usable, Sustainable (Ficus): A Heuristic For Authors Of Digital Publishing Projects, Nicky Agate, Cheryl E. Ball, Alison Belan, Monica Mccormick, Joshua Neds-Fox

Library Scholarly Publications

We came together in Spring 2018 at a two-day think tank hosted by Duke University Libraries and supported by The Andrew W. Mellon Foundation, with dozens of other librarians, publishers, and scholarly communication stakeholders, to work on the question of sustainably publishing large digital projects. The outcome of that discussion turned into an extended project at TriangleSCI 2018 and culminated in the heuristic presented here.The heuristic can be used as a checklist to help authors (and their project team) assess their needs when it comes to making their digital projects findable, impactful, citable, usable, and sustainable (creating the acronym FICUS).


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Cal Poly Frankenreads: An All-Day Public Reading Of Mary Shelly’S Frankenstein, Robert E. Kennedy Library Oct 2019

Cal Poly Frankenreads: An All-Day Public Reading Of Mary Shelly’S Frankenstein, Robert E. Kennedy Library

Creative Works

Celebrating the 200th anniversary of Mary Shelly’s Frankenstein, the Cal Poly English Department and Kennedy Library organized a series of interdisciplinary events including FrankenReads, an all-day public reading of the novel. Spanning twelve hours, members of the Cal Poly community from all colleges participated in the celebration by volunteering to read portions of Frankenstein; or, The Modern Prometheus.

This catalog is based on the celebration of events “FrankenFall” which took place on October 31, 2018 at the Robert E. Kennedy Library.


25–35, Anna Teiche Oct 2019

25–35, Anna Teiche

Creative Works

25–35 is a powder-coated steel installation by Anna Teiche. In honor of Phil Bailey, dean emeritus of the College of Science and Mathematics, who founded and championed the Study 25–35 Hours Per Week principle: To succeed, students need to study two hours per unit each week, or the equivalent of 25–35 hours per week.

“25–35” was conceptualized and designed by student Anna Teiche, who completed all of the fabrication using on-campus resources and labs. Anna learned to TIG weld with instruction from Doug Brewster and welding assistance from fellow Art and Design student Tommy Stoeckinger.

The piece is a visual …


Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley Aug 2019

Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley

Presentations and other scholarship

Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.


2019 Iggad Conference Program, Charles Joyner Institute For Gullah And African Diaspora Studies Mar 2019

2019 Iggad Conference Program, Charles Joyner Institute For Gullah And African Diaspora Studies

IGGAD Conference Programs

Program of the 2019 IGGAD Conference: Tracing the African Diaspora: Places of Suffering, Resilience, and Reinvention.


They Named Me, They Know Me, Shannon Stanforth Jan 2019

They Named Me, They Know Me, Shannon Stanforth

Faculty-Selected Student Works

This book was printed on Neenah Environment ® PC 100 White in the Department of Art and Design at the University of Dayton in 2019 as part of the Berry Summer Thesis Institute under the mentorship of Professor Misty Thomas-Trout.

Typeset in the Ryman Eco and Shannon families. Ryman Eco was designed by Dan Rhatigan with Grey London in 2014 and is considered a sustainable typeface, using 33% less ink in print production. Shannon was designed by Janice Prescott Fishman and Kris Holmes for Compugraphic in 1982.


Mdocs Poster-Fall 2018, Course Offerings, Jesse Wakeman Sep 2018

Mdocs Poster-Fall 2018, Course Offerings, Jesse Wakeman

MDOCS Publications

Fall 2018 Course Offerings:

Documentary Fundamentals:

  • Documentary Storytelling
  • Intro to Audio Documentary
  • Documentary and Narrative Screenwriting
Storytelling Toolkit:
  • Storytelling: Video
  • Storytelling: Game Development
  • Storytelling: Mapping
Topics Courses:
  • The Artist Interview
  • Festival Curation


Visualizing Grief: An Exploration Of The Stages Of Grief Through Image And Design, Audra L. Rygh Jun 2018

Visualizing Grief: An Exploration Of The Stages Of Grief Through Image And Design, Audra L. Rygh

Masters Theses

Grief is an emotion that people have felt since the beginning of time, but in modern culture, there is a lack of visual representation of the five stages of grief. Because grief is a highly personal and unique experience, it can be difficult to visualize what those stages may look like for the mass population. However, if one could develop an understanding of what each stage includes, as well as a study of the thoughts and feelings of those who have experienced grief, this research could aid in the creation of an accurate representation of the stages of grief. The …