Open Access. Powered by Scholars. Published by Universities.®

Art and Design Commons

Open Access. Powered by Scholars. Published by Universities.®

PDF

2013

Interactive Arts

Institution
Keyword
Publication
Publication Type

Articles 1 - 21 of 21

Full-Text Articles in Art and Design

Zuzu's Petals, Jeffrey James Jarot Nov 2013

Zuzu's Petals, Jeffrey James Jarot

Theses and Dissertations

Zuzu's Petals relates the travails of Jules and Julie, a couple whose marriage is in the process of breaking apart. Jules has a "fanboyish" obsession with the 1946 Frank Capra film "It's a Wonderful Life." Furthermore, he is fixated on his own past, and his eccentric behavior has caused his disenchanted wife to seek romantic and emotional solace in David, an old flame from high school. Their child, Zuzu, who was named at Jules' insistence after a key character in the Capra film, has herself sensed that something is amiss in her parents' dealings with each other. The story's narrative …


Embracing Change: Exploring How Creative Professionals Use Interactive Media In Advertising Campaigns, Adam Wagler Oct 2013

Embracing Change: Exploring How Creative Professionals Use Interactive Media In Advertising Campaigns, Adam Wagler

College of Journalism and Mass Communications: Faculty Publications

Advertising agencies are incorporating new forms of interactive media into campaigns as media continues to rapidly change. The purpose of this phenomenological qualitative study is to explore how five creative professionals at leading advertising agencies in the Midwest are integrating interactive media into campaigns. Through a series of interviews this project helps solidify what it means to integrate interactive media. The findings illustrate a fundamental shift in an industry that is moving away from “advertising.” An industry built around traditional media now requires creatives to incorporate dynamic, mobile, and social media into the marketing mix. Advertising agencies must engage audiences …


Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield Sep 2013

Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield

Journal of Interactive Humanities

Art museums can be complex, confounding, boring, exciting, absurd, and breathtaking. They can be sad, enlightening, hurtful, alive, dead, mainstream and avant-garde. They can, at once, be all of these things. Or they can be any one of these things separately. Museums can be more. Art museums might provide a place for contemplation, a place for social commentary, a place for political discourse, a place for lunch. They can identify us, deconstruct us, or illuminate our experiences for everyone. They can be an index for the health and vibrancy of our culture and our time. The Smithsonian American Art Museum …


Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard Sep 2013

Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard

Journal of Interactive Humanities

Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery …


Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid Sep 2013

Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid

Journal of Interactive Humanities

While the ludology versus narratology debate raged within game studies circles [1], game designers continued building games and developing methods to improve player experience. Today however, while designers may have their personal preferences, there is no longer any doubt that both mechanics and story can have an important role to play in a game [2,3, 4, 5, 6, 7].


You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins Sep 2013

You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins

Journal of Interactive Humanities

This paper describes our experiences developing and piloting a course in educational games. We discuss the structure of the course, the topics we included in the course, as well as the final projects the students created for the course. Of particular interest to non-technical educators interested in exploring games in their courses is the fact that our course incorporated many critical thinking skills as part of the coursework. We felt that an important part of the student’s immersion in this material was not just the production of the game, but also a deeper understanding of the issues surrounding education and …


Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky Jun 2013

Real Time Visibility Culling With Hardware Occlusion Queries And Uniform Grids, Ilya Iseletsk Seletsky

Master's Theses

Culling out non-visible portions of 3D scenes is important for rendering large complex worlds at an interactive frame rate. Past 3D engines used static prebaked visibility data which was generated using complex algorithms. Hardware Occlusion Queries are a modern feature that allows engines to determine if objects are invisible on the fly. This allows for fully dynamic destructible and editable environments as opposed to static prebaked environments of the past. This paper presents an algorithm that uses Hardware Occlusion Queries to cull fully dynamic scenes in real-time. This algorithm is relatively simple in comparison to other real-time occlusion culling techniques, …


Because I Am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy And Virtual World Aesthetics, Francisco Gerardo Toledo Ramírez May 2013

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

Francisco Gerardo Toledo Ramírez

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 …


Corporeal Thresholds, Caroline Valites May 2013

Corporeal Thresholds, Caroline Valites

caroline valites

This text is a written articulation of my MFA thesis show entitled Corporeal Thresholds. It aims to share the poignant moments that inspired the work and contextualizes my practice within the framework of metaphysics and the phenomenology of perception. Specific topics include the body and the visceral, doubt and certainty, love and loss, and the defining spaces that influence our lives.


Who We Are: Incarcerated Students And The New Prison Literature, 1995-2010, Reilly Hannah N. Lorastein May 2013

Who We Are: Incarcerated Students And The New Prison Literature, 1995-2010, Reilly Hannah N. Lorastein

Honors Projects

This project focuses on American prison writings from the late 1990s to the 2000s. Much has been written about American prison intellectuals such as Malcolm X, George Jackson, Eldridge Cleaver, and Angela Davis, who wrote as active participants in black and brown freedom movements in the United States. However the new prison literature that has emerged over the past two decades through higher education programs within prisons has received little to no attention. This study provides a more nuanced view of the steadily growing silent population in the United States through close readings of Openline, an inter-disciplinary journal featuring …


User Experience Design For Presence-Aware Spaces And Technologies, Samuel Foster May 2013

User Experience Design For Presence-Aware Spaces And Technologies, Samuel Foster

Honors College

User experience design is a diverse field of study that is constantly changing as unique technologies and modes of interaction are developed. Metaphors are a critical aspect of UX design, serving to acclimate users to new technologies by comparing them to existing objects and ideas. As newer technologies become increasingly distant from real-world objects, developers are quick to look to existing technology for metaphors. This results in a lack of experience-unique metaphors that would create a more immersive experience. This thesis focused on identifying potential real-world metaphors through the use of emerging technologies in an interactive art installation. Based on …


Cystema A Site-Specific Installation At The Havana Biennial, Havana, Cuba, Patricia Villalobos Echeverria Apr 2013

Cystema A Site-Specific Installation At The Havana Biennial, Havana, Cuba, Patricia Villalobos Echeverria

Faculty Research and Creative Activities Award (FRACAA)

cystema @ 23°8’27.054”N 82°21’10.117”W is a site-specific installation on the façade and interior of the Centro de Arte Contemporáneo Wilfredo Lam, located at San Ignacio 22 and Empedrado, Plaza de la Catedral, Old Havana. The opening took place May 11, 2012. This project is part of Nicaragua’s representation at the XI Havana Biennial and has received generous support from Western Michigan University.

The attached file is a flier advertising the project in Spanish and English.


Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade Apr 2013

Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade

Computer Graphics Department Faculty Publications and Creative Works

Visual images have been a key element in the development of wager-based games. The legacy of visual metaphor in gaming can be traced through paper ephemera such as playing cards and lottery tickets. Both paper and printing technology ushered the age of wide spread playing opportunities in the 19th and 20th centuries. Modern play behaviors have given way to Postmodern gaming norms in digital space. The digital age has presented a new set of challenges for gaming architecture in wager-based play. Action research in prototyping games is beginning to reveal a new and different set of game characteristics.


The Unstable Ground Of Low Hierarchies, Joshua Dinsmore Mar 2013

The Unstable Ground Of Low Hierarchies, Joshua Dinsmore

The STEAM Journal

Broad Vision is a collaborative project between the Sciences and Arts. It involves students and lecturers from six different departments, across three schools at the University of Westminster, London, UK. In the first year of the project we worked with the microscope as the locus for our interconnections.


"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson Mar 2013

"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson

Modern Languages and Literatures Annual Graduate Conference

Devin Wilson analyzes some of Pippin Barr's subversive videogames, examining the methods by which they parody game design conventions.


The Magazine Industry Is Becoming Mobile, Alex Maxwell Mar 2013

The Magazine Industry Is Becoming Mobile, Alex Maxwell

Graphic Communication

Are magazine publications seeing an increase in profits since the rise of the mobile magazine application? My investigation focused on magazine publications that feel that producing their product for use on a tablet is worth the increase in resources. These applications allow the consumer to read their purchase on an array of electronic tablets, which are arguably beneficial for magazine publications in the future.

This study helped me discover that “developing a digital replica of a magazine is extremely cost effective because postage and material costs are no longer required.” (H. Glassie, Senior Project - Alex Maxwell, January 14, 2013) …


Forget The FlâNeur, Conor Mcgarrigle Jan 2013

Forget The FlâNeur, Conor Mcgarrigle

Articles

This paper discusses the connections between the ‘flâneur’, Baudelaire's symbol of modernity, the anonymous man on the streets of nineteenth century Paris, and his contemporary digital incarnation, the ‘cyberflâneur’. It is argued that, although the flâ- neur could be successfully re-imagined as the cyberflâneur in the early days of the web, this nine- teenth century model of male privilege no longer fits the purpose. It is suggested that it is time to forget the flâneur and search for a new model to consider the peripatetic nature of location-aware networked devices in the digitally augmented city.


Passages Through The Ordinary: Human Pyramid, Daniel Dean Jan 2013

Passages Through The Ordinary: Human Pyramid, Daniel Dean

Art & Design Faculty Research

A man picks his way across a wooded hillside, a curious reluctance in his step. In a small, two-door hatchback, pale mushrooms sprout from car seats. Drawings of edibles spread across the walls of a windowless room, where wooden furniture beckons to sit, linger, and enjoy the view. A dumpster doubles as a hot tub next to an arrangement of plywood benches and white ceramic tubs, inviting the weary to bathe their feet in salubrious salts. Close by, a set of coal-black bowls nestles into itself, while dust motes dance in a glow of orange light. Ladders and levels, carefully …


Past And Personal, Jarret M. Wasko Jan 2013

Past And Personal, Jarret M. Wasko

The Mercury

No abstract provided.


Bridgework: Repatriating Mardi Gras Indian Photography With The House Of Dance And Feathers, Rachel Breunlin Dec 2012

Bridgework: Repatriating Mardi Gras Indian Photography With The House Of Dance And Feathers, Rachel Breunlin

Rachel Breunlin

This article from the summer of 2013 issue of African Arts discusses the politics of representation around photographing Mardi Gras Indians, and how the House of Dance and Feathers, a small, community-based museum in the Lower Ninth Ward of New Orleans, has served as a site of memory. Using in-depth interviews from Ronald W. Lewis, the director of the museum, photographers, and Mardi Gras Indians around the city, it discusses how photography is used in and outside the tradition, and how creating a catalogue with the House of Dance and Feathers became a collaborative ethnography in repatriation.


'A Century Of Transformations' Exhibit Design, Anne M. Giangiulio Dec 2012

'A Century Of Transformations' Exhibit Design, Anne M. Giangiulio

Anne M. Giangiulio

I designed this bilingual exhibit for the Centennial Museum located on the campus of The University of Texas at El Paso (UTEP) to commemorate the University's Centennial in 2014. 'A Century of Transformations' follows the Texas School of Mines and Metallurgy, which opened as a mining school in 1914, and evolved into the University of Texas at El Paso, a nationally recognized research university. Featuring over 40 text panels in English and Spanish, as well as video slideshows and an interactive sticky note feedback wall, the exhibit highlights the University’s rich history and traditions. It also features significant milestones, distinguished …