Open Access. Powered by Scholars. Published by Universities.®
- Institution
-
- Rochester Institute of Technology (25)
- University of Central Florida (5)
- California Polytechnic State University, San Luis Obispo (4)
- DePaul University (4)
- Johnson & Wales University (4)
-
- City University of New York (CUNY) (3)
- Claremont Colleges (3)
- University of Massachusetts Amherst (3)
- Bard College (2)
- East Tennessee State University (2)
- Fort Hays State University (2)
- James Madison University (2)
- Kennesaw State University (2)
- Louisiana State University (2)
- San Jose State University (2)
- Selected Works (2)
- Technological University Dublin (2)
- The University of San Francisco (2)
- Western University (2)
- De La Salle University (1)
- Helwan University (1)
- Kansas State University Libraries (1)
- Lesley University (1)
- Loyola Marymount University and Loyola Law School (1)
- New Jersey Institute of Technology (1)
- Northern Illinois University (1)
- Prairie View A&M University (1)
- Seattle Pacific University (1)
- Seton Hall University (1)
- Southern Illinois University Carbondale (1)
- Keyword
-
- Art (12)
- Game design (10)
- Video games (9)
- Animation (7)
- Religion (7)
-
- History (6)
- Education (5)
- Judaism (5)
- Religious law (5)
- Game (4)
- Games (4)
- Maimonides (4)
- Medieval (4)
- Video game (4)
- Virtual Reality (4)
- 3D (3)
- Drawing (3)
- Game Design (3)
- Games and learning (3)
- Interactive (3)
- Johnson & Wales University (3)
- Law (3)
- Mobile games (3)
- Storytelling (3)
- Video Games (3)
- Virtual reality (3)
- 2D (2)
- Audio (2)
- Collaboration (2)
- Communication (2)
- Publication Year
- Publication
-
- Articles (13)
- Journal of Interactive Humanities (6)
- Frameless (5)
- College of Computing and Digital Media Dissertations (4)
- Computer Graphics Department Faculty Publications and Creative Works (4)
-
- Theses and Dissertations (4)
- Electronic Literature Organization Conference 2020 (3)
- Master's Theses (3)
- Presentations and other scholarship (3)
- Masters Theses (2)
- SWITCH (2)
- Scripps Senior Theses (2)
- Senior Projects Spring 2019 (2)
- Academic Chairpersons Conference Proceedings (1)
- Akda: The Asian Journal of Literature, Culture, Performance (1)
- Art Theses and Dissertations (1)
- Artizein: Arts and Teaching Journal (1)
- CMC Senior Theses (1)
- Computer Science and Software Engineering (1)
- Creative Activity and Research Day - CARD (1)
- Doctoral Dissertations (1)
- Electronic Theses and Dissertations (1)
- Electronic Theses and Dissertations, 2020- (1)
- Electronic Thesis and Dissertation Repository (1)
- Faculty Scholarship and Creative Works (1)
- Foaad Khosmood (1)
- Graduate Artistry Projects and Performances (1)
- Graduate School of Art Theses (1)
- Graduate Theses and Dissertations (1)
- Graphic Communication (1)
- Publication Type
- File Type
Articles 31 - 60 of 92
Full-Text Articles in Interactive Arts
Designing An Interactive Theatre Game With Dynamic Asynchronous Play, Ardian Amiti
Designing An Interactive Theatre Game With Dynamic Asynchronous Play, Ardian Amiti
College of Computing and Digital Media Dissertations
This project proposes the use of asynchronous narrative mechanics and dynamic elements of gameplay to further the player’s sense of interaction with characters and the environment of the game, inspired by interactive theatre performances such as Sleep No More. The player plants seeds in a garden which is maintained by several Non-Playable Characters, influencing both the environment and the narrative. Scenes occur according to the state of the garden, but do not wait for the player to be present. Plants grow and wilt as time passes. Sometimes the player cedes control as the characters tend to or cut down plants, …
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
Articles
This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …
Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd
Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd
Electronic Theses and Dissertations, 2020-
This thesis examines the unique representation of death in independent videogames. Specifically, in three titles: That Dragon, Cancer, Spiritfarer, and A Mortician's Tale. These three games break traditional norms of death in video games and how death is presented in other more traditional mediums. These unique perspectives are more concerned with the personal and societal side of death, the reflection, and confrontation of our mortality. Each game is a stand-out example of a growing trend in independent titles coined as "death positive" games. These types of games are made with the intent to approach death differently, potentially providing comfort to …
Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson
Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson
LSU Doctoral Dissertations
The VR Sequencer is a tool for composing and performing music which takes advantage of spatial configuration of 3-D objects to generate looping sequences. This project combines dice-rolling with omnidirectional playheads and variable terrain to make a sequencer with indeterminate features in Virtual Reality (VR). A comparison of mapping systems for music games and digital instruments demonstrates a middle ground for interactive music making which the VR Sequencer applies. An inspection of current VR works exhibits a disconnect be- tween VR gamers and experimental musicians. In an attempt to give the gaming community access to experimental music making, the VR …
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
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 …
The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen
The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen
Artizein: Arts and Teaching Journal
Two sustainability arts scholars describe a method of data interpretation they developed for making sense of complex environmental and sustainability education research data. They “played” images and recorded a conversation in a form of arts-based intersubjective knowing. The card game process was named the Verge because of how the process promises to surface unheard voices and re-center nondominant insights and ways of knowing. It leverages Casey’s glance method with systems networks to complicate sense making in arts-based educational research. The arts scholars intermixed research data from two just sustainability education research case studies: collages from participants of a climate justice …
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
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 …
Wind, Light And Seating Xperience (Xr), Shaun Foster
Wind, Light And Seating Xperience (Xr), Shaun Foster
Frameless
Inspired by Plato’s Cave metaphor from "The Republic", this mixed reality experience talk and demonstration will ask the user to enter a virtual reality experience that is not completely virtual. Elements from the real world exist inside of the virtual; a flash light, a chair and wind. Research and demonstrations will be presented discussing what is XR (mixed reality) right now and what are some exciting technologies on the horizon that will take this field further...
Falproject, Mohsen Hazrati
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) …
Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin
Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin
Electronic Literature Organization Conference 2020
Why Are We Like This? (WAWLT) is a playful, co-creative, AI-augmented, improvisational storytelling game in which one or more players explore and influence an ongoing simulation which they then glean for narrative material. It uses the recently developed simulation technology of story sifting (the recognition of microstories in a chronicle of simulation events), via the Felt library, to afford a new kind of playful, social, and creative writing experience. In this paper, we discuss our primary design goals: (1) using computation and interaction design to support casual player creativity, and (2) foregrounding character subjectivity as a driver for …
Designing For Truth In Counterfactual Games, Mark Sample
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 …
The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye
The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye
Graduate Theses and Dissertations
This thesis explores the similarities of video game design elements within the world of theatrical scenic design. Using my 2019 scenic design of Marc Camoletti’s bedroom farce Boeing Boeing as the backdrop, I discuss the core concepts of game design. I then describe the scenic process of the production and the journey from concept all the way through to a virtual reality recreation of the design. The study of game design in theatre has the potential to open a wide new world of opportunities in the scenic design industry. This paper examines how the theatre can benefit from game design …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.
Simply Mo., Marjolijn Jaliene Oskam
Simply Mo., Marjolijn Jaliene Oskam
Creative Activity and Research Day - CARD
Small portfolio presentation of design work by Marjolijn Oskam, branded under simply mo. The poster includes school work as well as professional work.
3d Procedural Maze & Cave Generation, Jacob Sharp
3d Procedural Maze & Cave Generation, Jacob Sharp
Student Scholar Showcase
The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research …
Cedar Hill: A Case Study In Preservation And Education In A Digital World, Lin Barnett
Cedar Hill: A Case Study In Preservation And Education In A Digital World, Lin Barnett
Senior Projects Spring 2019
Visit Cedar Hill (now Annandale-on-Hudson) as it stood over a century ago, reconstructed in virtual reality. This interactive project retells an important aspect of Hudson Valley History, its mill communities, which do not get preserved in the archeological record and are not as closely maintained as its neighboring communities of Bard College and Montgomery Place. The project analyzes the structures' changing purposes, as well as their changing architectural qualities, to trace the story of the hamlet's decline.
Programming Proletarian Literature: Kobayashi Takiji’S "Kani Kôsen" And Gaming As Reading, Jacob Philip Fisher
Programming Proletarian Literature: Kobayashi Takiji’S "Kani Kôsen" And Gaming As Reading, Jacob Philip Fisher
Senior Projects Spring 2019
Abstract
This project translates a novel, Kobayashi Takiji’s, Kani Kôsen (The Crab Cannery Ship, 1929) into a video game. As a joint project between Computer Science and Japanese, its focus is to develop a game for the original Game Boy (1989) narratively based on a work of Japanese proletarian literature. Specific tools used in development were the Game Boy emulator: bgb, the Game Boy Developers Kit (gbdk), the Game Boy CPU manual, as well as a foundation in the C programming language, and some lower level systems experience. Being based on a novel, the play style utilizes text …
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Articles
Lost & Found is a game series, created at the Initiative for
Religion, Culture, and Policy at the Rochester Institute of
Technology MAGIC Center.1 The series teaches medieval
religious legal systems. This article uses the first two games
of the series as a case study to explore a particular set of
processes to conceive, design, and develop games for learning.
It includes the background leading to the author's work
in games and teaching religion, and the specific context for
the Lost & Found series. It discusses the rationale behind
working to teach religious legal systems more broadly, then
discuss the …
The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber
The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context. The Lost & Found project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy. The first game in the series is a strategy game called Lost & Found …
Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices., Heather Shaw
Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices., Heather Shaw
Lesley University Community of Scholars Day
What is play in the context of an undergraduate classroom? For our purposes, play is an attitude and an approach to making work. Both inside and outside of the classroom, there are many ways in which play can serve as a base for serious problem-solving.
As educators, we choose to create a learning environment that provides enjoyment to the people who conduct activities within it. Play does not need to be frivolous — it encourages curiosity, constructive and critical discourse, and provides a safe environment to fail. Framing work within the context of “play” allows students to go beyond their …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Articles
This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Articles
This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Articles
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter
Electronic Thesis and Dissertation Repository
We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the …
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Articles
This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Masters Theses, 2010-2019
Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …
The Possibilities Of The Video Game Exhibition, Elizabeth Legere 2762328
The Possibilities Of The Video Game Exhibition, Elizabeth Legere 2762328
Theses and Dissertations
This paper is an examination of video games as an artistic medium, and of their current presentation in art museums like the Museum of Modern Art in New York, as well as an attempt to come up with better modes of presentation for them within a museum space. Using a general understanding of video game theory and aesthetics, it might be possible to begin to look at solutions to the issues posed by current methods of presentation and interpretation, and to examine whether video games’ complicated aesthetic and artistic importance can be better highlighted by a new mode of display …
Promoting Your Department To High School Seniors, Jeremy H. Sarachan
Promoting Your Department To High School Seniors, Jeremy H. Sarachan
Academic Chairpersons Conference Proceedings
Increasingly departments must take charge of their recruitment, but most academics are new to public relations and marketing. What are the best methods to reach high school students? Led by a media and communication chair, this discussion will revolve around best practices that are both affordable and easy to manage.
Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber
Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.
The second game in the series, Lost & Found: Order in the Court …
Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana
Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana
Theses and Dissertations
The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …