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Full-Text Articles in Interactive Arts

Teaching Creatives To Be A.I. Provocateurs: Establishing A Digital Humanist Approach For Generative A.I. In The Classroom, Joshua A. Fisher Apr 2024

Teaching Creatives To Be A.I. Provocateurs: Establishing A Digital Humanist Approach For Generative A.I. In The Classroom, Joshua A. Fisher

Tradition Innovations in Arts, Design, and Media Higher Education

This case study examines the implementation of OpenAI's Generative AI (GenAI) in a graduate interactive storytelling course at Ball State University in Spring '23. Adopting a Posthumanist perspective, the course treated GenAI as a synthetic collaborator to bridge technical disparities among the students, enhancing their characters, dialogue, and visual production. Students also used the tool to help understand complex technical documentation. However, while the approach led to overall success, the case study proposes a shift towards Digital Humanism for a more balanced, ethical integration of GenAI in the classroom. This perspective prioritizes human creative agency over computational creativity, encouraging students …


Collaborative Storytelling In The Parable Task: The Dramaturg As Game Designer In Pervasive Performance, Percival Hornak Nov 2023

Collaborative Storytelling In The Parable Task: The Dramaturg As Game Designer In Pervasive Performance, Percival Hornak

Masters Theses

Proceeding from a framing of theater as collaborative storytelling, I argue for defining role-playing games as a kind of performance and for their value in structuring experiential and participatory theater. Building on the impulse at the heart of experiential and immersive theater to place the audience within the world of the performance and center their experience, I explore what it means for theater artists to cede control over how audiences make meaning of their work in favor of letting narrative emerge from the participation of the audience during the performance event. I propose a framework called pervasive performance that merges …


Adarna: Remediating Philippine Source Texts Through Video Games, Philip Adrian L. Gungab Oct 2023

Adarna: Remediating Philippine Source Texts Through Video Games, Philip Adrian L. Gungab

Akda: The Asian Journal of Literature, Culture, Performance

This paper will explore the possibilities of using video games as a means of remediating Philippine source texts. This begins by defining Philippine Source texts based on Dr. Joyce Arriola’s book Pelikulang Komiks: Toward a Theory of Filipino Film Adaptation (2019) and understanding how remediation changes perception of the material through concepts defined in Jay Bolter and Richard Grusin’s book, Remediation (2000). Video games will later be explored as a form of new media in the 21st century, and how media convergence and globalization has brought it to its current state. This paper will then analyze Adarna (2015), a video …


The Landscape Does Not Care It Is A Landscape: A Utopian Pessimist Journey In Kentucky., Shachaf Polakow May 2023

The Landscape Does Not Care It Is A Landscape: A Utopian Pessimist Journey In Kentucky., Shachaf Polakow

Electronic Theses and Dissertations

These thesis and exhibition, invite the viewers to travel through different places in Central and Eastern Kentucky. The region’s landscape, like many other American landscapes, is often known to the public through the settler colonial lens—a lens that ignores Indigenous peoples’ history in the region. The work in the exhibition is a response to landscape art's history and its complicity with American settler colonialism- art that was recruited to create a new identity for the settlers and for the country from the beginning of the American Colonial Project. Landscape art was a crucial part of this effort, presenting the land …


Procedural City Generation With Combined Architectures For Real-Time Visualization, Griffin Poyck May 2023

Procedural City Generation With Combined Architectures For Real-Time Visualization, Griffin Poyck

All Theses

The work and research of this paper sought to build upon traditional city generation and simulation in creating a tool that both realistically simulates cities and their prominent features and also creates aesthetic and artistically rich cities using assets that combine several contemporary or near contemporary architectural styles. The major city features simulated are the surrounding terrain, road networks, individual buildings, and building placement. The tools used to both create and integrate these features were created in Houdini with Unreal Engine 5 as the intended final destination. This research was influenced by the city, town, and road networking of Ghost …


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, …


Analyzing Relationships With Machine Learning, Oscar Ko Feb 2023

Analyzing Relationships With Machine Learning, Oscar Ko

Dissertations, Theses, and Capstone Projects

Procedurally, this project aims to take a dataset, analyze it, and offer insights to the audience in an easy-to-digest format. Conceptually, this project will seek to explore questions like: “Do couples that meet through online dating or dating apps have higher or lower quality relationships?”, “Can any features in this dataset help predict how a subject would rate their relationship quality?”, and “What other insights can I derive from using machine learning for exploratory analysis?” The intended audience for this project is anyone interested in romantic relationships or machine learning.

The dataset is from a Stanford University survey, “How Couples …


Metamorphis, Luca Lee Sobarzo Faust Jan 2023

Metamorphis, Luca Lee Sobarzo Faust

Theses and Dissertations

Web3D interactive experience that explores time, communication, and transformation, from a personal storytelling perspective. Hosted on a web platform, the experience displays three environments: Metamorphis, Cuir AI, and Hain. These spaces propose a fragmented narrative that seeks to interrogate both the characters and the viewer’s perception on the linearity of time


New Frontiers In Technology: Can Traditional Intellectual Property Rights Laws Be Adapted And Applied To Nfts?, Mariyah S. Wakhariya Jan 2023

New Frontiers In Technology: Can Traditional Intellectual Property Rights Laws Be Adapted And Applied To Nfts?, Mariyah S. Wakhariya

Catholic University Journal of Law and Technology

A decade ago, ‘NFTs’ were rarely heard of or known to anyone, unless they worked in or kept up with the tech world. However, they are not new - they have been around for almost two decades. Their popularity has grown over the past few years. ‘NFT’ stands for ‘non-fungible token’. An NFT is a digital file with a unique identity that is verified on a blockchain and is therefore not interchangeable - i.e., a kind of crypto asset, like an authentication certificate for digital artifacts. In theory, NFTs can represent almost any real or intangible property. These days, it …


A Part From You, Kenneth Rick Briggenhorst Jr. Jan 2023

A Part From You, Kenneth Rick Briggenhorst Jr.

MSU Graduate Theses

I invite empathy through art that is technologically assisted to find alternative interpretations for nontheologically informed faith. The sudden passing of my dearest friend, Jimmy, encouraged me to dig through my archives of data, to cherish all the bytes that remain of him. In this endeavor, I find that death is not the end, but a post-physical state of being. I express this sentiment in a part from you, where the work utilizes inanimate constructs to place your faith in, to make sense of the complexities of grief in a digitally tethered way of life. This life that allows many …


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.


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.


“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 …


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 …


Mytrials: Clinical Trial Application Concept, Katie Hollister Mar 2022

Mytrials: Clinical Trial Application Concept, Katie Hollister

Graphic Communication

A clinical trial’s success is dependent upon whether a patient attends their highly-structured clinical trial visit schedule, which may include both in-person clinic visits and virtual check-in visits. MyTrials is a clinical trial journey app prototype that enables patients to schedule, reschedule, and attend join their in-person or virtual clinic visits. This product seeks to reduce the burden that scheduling places on the patient, and provides trial-provided resources and a daily and weekly timeline to help patients navigate their clinical trial journey.


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 …


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.


Reanimator/Reflection: 
Creating Mirrors Through Time 
With Ai, Sound, Video And Live-Generated Art In The Dark Age Of The Covid-19 Pandemic, Eric Millikin Jan 2021

Reanimator/Reflection: 
Creating Mirrors Through Time 
With Ai, Sound, Video And Live-Generated Art In The Dark Age Of The Covid-19 Pandemic, Eric Millikin

Theses and Dissertations

For my MFA thesis exhibition entitled Reanimator/Reflection, I used artificial intelligence to create three new works of sound and live-generated video art, each based on mirror reflections and 100-year-old racist post-pandemic horror literature by early 20th century American author H. P. Lovecraft. The themes of these writings mirror the issues of our current time. The primary works of Lovecraft that I referenced in the exhibition are “Herbert West: Reanimator,” (1922) a serialized tale about graduate school experiments which attempted to return the dead to life during a plague, and “Nyarlathotep,” (1920) a prose poem that suggests even our dreams …


Self && Self, Shuang Cai Jan 2021

Self && Self, Shuang Cai

Senior Projects Spring 2021

Seldom before the COVID-19 pandemic have so many people simultaneously had their lifestyle drastically changed in the same way. The forced physical isolation is, ironically, a communal experience. The sickening quarantine left everyone nothing but time to confront and reconnect with themselves. Another inevitable result of corporal isolation is the predominant awakening awareness of digital existences and connections. Evoking the shared sensitivity and delicacy, studying the tectonic activity of the digital world, the project documents the endured contemplation in the upcoming resurgence.


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 …


Visualizing Tedx Events: Ten Years Of “Ideas Worth Spreading”, Antonios Liamis Sep 2020

Visualizing Tedx Events: Ten Years Of “Ideas Worth Spreading”, Antonios Liamis

Dissertations, Theses, and Capstone Projects

I have always been fascinated by how ideas are spread. Often, ideas are chosen to serve an immediate purpose, and there is an expectation that the choice will matter only insofar as it serves to achieve the desired goal. However, once an idea takes off, it becomes sufficient in itself to disseminate its message. When I first heard about the rubric “Ideas Worth Spreading” in connection with Technology, Entertainment, and Design (TED) conferences, I had an emotional response because I was always trying to get involved in those three categories. My fascination with the question of what makes some ideas …


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 …


Landscapes Of Light And Text And Layer: A Projection Poetry Performance, Jason Nelson Dr. Jul 2020

Landscapes Of Light And Text And Layer: A Projection Poetry Performance, Jason Nelson Dr.

Electronic Literature Organization Conference 2020

A digital poetry performance in seven locations. This online performance mixes pre-recorded video of projection poetry in seven places/landscapes around SE Queensland, Australia with a live digital poetry reading.

The theme of this performance is landscapes of change, exploring places in SE Queensland impacted by bushfires, deviated by floods, altered by drought, damaged by weapon testing, trees thousands of years old, home of non-human creatures and the revealed geology that roads carve.

Using pico/portable projectors, digital poet Jason Nelson, will add a poetic light-based skin to these landscapes, recording the results, replaying them during the performance. As the projection videos …


Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado Jul 2020

Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado

Electronic Literature Organization Conference 2020

Since the first decades of the twentieth century, Peruvian poetic tradition has been characterized by experimental uses of language. Among these possibilities, some records tensioned this medium from the link with the plastic arts, as in the case of the poetry of José María Eguren, while others opted for the playing with the spatiality and visuality of the blank sheet, such as in the case of the work of Carlos Oquendo de Amat. However, it is not until the appearance of the poetry of César Vallejo, specifically with a poems like Trilce in 1922, that these breakages force us to …


Falproject, Mohsen Hazrati Jul 2020

Falproject, Mohsen Hazrati

Electronic Literature Organization Conference 2020

"A fāl or Bibliomancy is good or bad, the profit or the loss whose occurrence is predicted by hearing a word or a voice, seeing the movement or the expression, opening or reading a book, or observing a specific motif or image." Mohammad Vojdani

FAL Project is a VR-AR Prediction Machine based on an Old Iranian Bibliomancy tradition.

This project is about generating a virtual environment of a prediction using unlimited online data based on the Persian Mysticism and tradition into a VR artwork. As there are so many people who get matched results based on their niyats(Intent of prediction) …


Exhibiting, Disseminating, Teaching: Digital Literature In Danish Public Libraries, Malthe Stavning Erslev Jul 2020

Exhibiting, Disseminating, Teaching: Digital Literature In Danish Public Libraries, Malthe Stavning Erslev

Electronic Literature Organization Conference 2020

Danish public libraries have since 2010 exhibited, disseminated, and taught digital literature. This paper lays out the general trajectory of their work, and introduces the notion of a post-digital literacy: a theoretical lens through which to conceptualize and articulate the importance of teaching digital literature in K-12.

In fruitful dialogue with a variety of other parties and institutions, including Aarhus University and the ELO, a handful of public libraries have developed considerable and impressive expertise, grounded in practice-based experimentation. Their efforts, which have taken place in the course of six projects, are the case into which this paper inquires. …


Designing For Truth In Counterfactual Games, Mark Sample Jul 2020

Designing For Truth In Counterfactual Games, Mark Sample

Electronic Literature Organization Conference 2020

This paper brings together two distinct and seemingly irreconcilable threads: first, the place of interactive narratives and games within the broader context of documentary media; and second, the value of counterfactual narrative as a documentary form. I will weave these two threads using my own counterfactual documentary game as the guide. Currently under development in Twine, the game is rooted in archival research about the past yet is about a version of the past that didn’t happen. The game asks the following counterfactual question: what if gene editing technology like CRISPR had been invented in the 1920s and 1930s, the …