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

Interactive Arts Commons

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

Articles 1 - 26 of 26

Full-Text Articles in Interactive Arts

“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 …


Handouts Don’T Exist. Hustle Or You Don’T Eat., Conor Mcgarrigle Dr. Oct 2021

Handouts Don’T Exist. Hustle Or You Don’T Eat., Conor Mcgarrigle Dr.

Articles

It is well established that AI has a bias problem; however, black-boxed machine learning systems render it difficult to even understand and visualize the nature and extent of the problem, let alone find solutions. This paper discusses an artistic research approach toward highlighting AI bias and explores the aesthetic potential of machine learning through a case study of an AI artwork called #RiseandGrind.The artist trained a recurrent neural network on a dataset extracted from Twitter hashtags (#Riseandgrind and #Hustle),which were selected to represent a specific filter bubble (embodied neoliberal precarity) in order to produce a biased AI that generates tweets …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

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 …


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 …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

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.


Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb Oct 2018

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 …


Laboratoire DéBerlinisation: Art, Finance, And The Legacies Of Colonialism In Contemporary African Art: An Interview With Mansour Ciss Kanakassy, Conor Mcgarrigle, Marisa Lerer May 2018

Laboratoire DéBerlinisation: Art, Finance, And The Legacies Of Colonialism In Contemporary African Art: An Interview With Mansour Ciss Kanakassy, Conor Mcgarrigle, Marisa Lerer

Articles

Mansour Ciss Kanakassy (b. 1957) is a Berlin-based Senegalese artist whose practice addresses the legacy of colonialism in contemporary Africa, in particular as it is expressed in the financial systems of the former Francophone colonies of West Africa, where the currency, the CFA franc, historically tied to the French franc, is now pegged to the euro. The acronym CFA originally stood for Colonies Françaises d’Afrique – French Colonies of Africa – and now Communauté Financière Africaine – African Financial Community. In 2001, Ciss Kanakassy created the Laboratoire Déberlinisation (Déberlinisation Laboratory), a multifaceted project that traces contemporary African issues to the …


Art Interventions And Disruptions In Financial Systems: An Interview With Paolo Cirio, Marisa Lerer, Conor Mcgarrigle May 2018

Art Interventions And Disruptions In Financial Systems: An Interview With Paolo Cirio, Marisa Lerer, Conor Mcgarrigle

Articles

Prior to the release of the 2016 Panama Papers and 2017 Paradise Papers – leaked documents that uncovered the movement of funds through offshore tax havens – conceptual artist Paolo Cirio’s (b. 1979) project Loophole for All (2013) revealed and documented the mechanics behind offshore financial centers. In this interview, Cirio expounds upon his investigations of offshore banking practices, describes his projects for instituting alternative financial models, and explains his hacktivist (i.e. Internet activist) strategies that engage with legal and economic systems. Defining the foundational movements that inform his work, Cirio in turn illuminates his methods of direct provocation and …


The Us’S Economic Promises Are Over: An Interview With Miguel Luciano, Marisa Lerer, Conor Mcgarrigle Apr 2018

The Us’S Economic Promises Are Over: An Interview With Miguel Luciano, Marisa Lerer, Conor Mcgarrigle

Articles

Hurricane Maria struck Puerto Rico in September 2017. The island was left without electricity and clean water for months. However, the natural disaster was not the only cause of this lasting devastation. The financial fall-out from predatory loans, which led to Puerto Rico’s inability to invest funds in its own infrastructure, caused an enduring humanitarian disaster. Artist Miguel Luciano (b. 1972) in this interview discusses his work in relation to the 2017 Puerto Rican debt crisis and the legacy of the over 100-year span of Puerto Rico’s colonial status as a US territory, which gives the US disproportionate control over …


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

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 Dec 2017

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 Dec 2017

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.


Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, Matteo Zallio, Damon Berry Sep 2017

Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, Matteo Zallio, Damon Berry

Articles

We are currently living in a decade where smart objects and Internet of Things (IoT)-based devices are becoming part of daily life in different contexts. This research seeks to investigate and verify, by using a formal literature review methodology, the most visible aspects of technological development, within the Industry 4.0 and IoT scenario, in relation to the theories of the so called “Planned Obsolescence”.

This study covers a defined number of works on Design theories and practices on how to face the issue of built-in obsolescence of devices in the era of the Connected Devices. The majority of the works …


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

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 …


Walking Code, Conor Mcgarrigle Jan 2017

Walking Code, Conor Mcgarrigle

Articles

This paper describes an early stage research project that seeks to apply Situationist concepts of psychogeography to urban walking as artistic and activist practice. The project seeks to ultimately create a syntax that can be used to describe and codify the subjective spatial practice of walking in the city. This process is a conceptual and discursive exercise to generate new knowledge about urban space as embodied data space that seeks to create a practical open framework that can be deployed to algorithmically generate walking experiences tailored toward specific desires and activities.

This will be achieved through the development of algorithmic …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb

Articles

How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.

The case covered in this chapter is a mobile Augmented Reality …


And Or Not – The System, The Body And Time, Brian Fay Jan 2015

And Or Not – The System, The Body And Time, Brian Fay

Articles

This catalogue text discusses artists and artworks featured in the exhibition BOOLEAN EXPRESSIONS: Contemporary Art and Mathematical Data, presented at The Lewis Glucksman Gallery, University College Cork, Ireland, 23 July – 8 November 2015. For an overview of the exhibition see the link https://vimeo.com/137620854


Locative Histories: Exploring The Continued Influence Of Early Locative Media Art, Conor Mcgarrigle Jan 2014

Locative Histories: Exploring The Continued Influence Of Early Locative Media Art, Conor Mcgarrigle

Articles

This paper, which draws on aspects of my doctoral research, traces the influence of early Locative Media Art on the current form and application of location-aware technologies. The mechanisms and impulse for this influence are introduced and analyzed and it is proposed that they point to new approaches in the consideration of the agency of Locative Media art.

I return to the origins of Locative Media at the Karosta workshop and the ambitions of early practitioners to argue that the practice was based on a prescient analysis of the potential for ubiquitous networked location-awareness. From this analysis was developed an …


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.


The Construction Of Locative Situations: Locative Media And The Situationist International, Recuperation Or Redux?, Conor Mcgarrigle Jan 2010

The Construction Of Locative Situations: Locative Media And The Situationist International, Recuperation Or Redux?, Conor Mcgarrigle

Articles

A trend exists within locative media art of invoking the practices of the Situationist International (SI) as an art historical and theoretical background to contemporary practices. It is claimed that locative media seeks to re-enchant urban space though the application of locative technologies to develop novel and experimental methods for navigating, exploring and experiencing the city. To this end, SI concepts such as psychogeography and the techniques of detournement and the de ́rive (drift) have exerted considerable influence on locative media practices, but questions arise as to whether this constitutes a valid contemporary appropriation or a recuperative co-option, serving to …


Movie Web Project Written Report, Peter Dee May 2005

Movie Web Project Written Report, Peter Dee

Articles

A brief written report about the Movie Web Project 'Something There' to include four headings of control of media, thematic coherence and originality, navigation and use of code. The project involved the design and development of a Flash-based website to promote a new fictitious movie 'Something There' by two new Irish Movie Makers, Alan Fletcher and Salvador Robinson also known as 'Al + Sal'.


Short Animation Project Written Report, Peter Dee May 2005

Short Animation Project Written Report, Peter Dee

Articles

A brief written report about a short animation project to include the four headings of thematic coherence, walking animation, talking animation and title credits.


Macromedia Director Audio Project Research - Written Report, Peter Dee Mar 2005

Macromedia Director Audio Project Research - Written Report, Peter Dee

Articles

A written report about the Director Audio Project: Underground Sound to include the four headings of control of audio, thematic coherence, management of assets and originality of approach / design rationale. The Underground Sound Director Audio Project is about contemporary black music in an urban setting. Images of old and young captured in the environment in which they live.


Director Transporting Project: Written Report, Peter Dee Feb 2005

Director Transporting Project: Written Report, Peter Dee

Articles

A brief written report about the mini Director Project: Transporting - to include the four headings of rollover buttons, buttons that link to external movies, embedded fonts and external casts. The Transport Director Project is all about a city in motion. It can relate to any city around the world and ties in with various means of transport available to the public in the city, to get from the proverbial ‘A to B’.


My Dog Patch! Website Written Report, Peter Dee Feb 2005

My Dog Patch! Website Written Report, Peter Dee

Articles

A brief written report about the My dog Patch! Website and to include the four headings of navigational functionality, file structure, thematic coherence and use of code.

The My dog Patch! Website is designed as part of the Mini_Website_project_brief given by Dr. Brian Keegan as part of the Technological University Dublin MA in Digital Media Technology Programme.