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Articles 1 - 27 of 27
Full-Text Articles in Interactive Arts
Welcome Home: A Visual Novel That Explores The Parent’S Response To Their Child’S Challenge Due To The Covid-19 Pandemic, Reneé Therese C. Soliveres
Welcome Home: A Visual Novel That Explores The Parent’S Response To Their Child’S Challenge Due To The Covid-19 Pandemic, Reneé Therese C. Soliveres
DLSU Senior High School Research Congress
The COVID-19 Pandemic officially started in March 2020 when the World Health Organization (WHO) declared a lockdown globally. As COVID-19 cases started to rise, so did mental health cases. WHO stated that 60% of adolescents and children struggled with their mental health, resulting in new challenges they encountered. Welcome Home is an interactive visual novel set in a Filipino context that presents the adolescents’ new challenges and their behavior during the pandemic. It is a game where the player chooses the parents’ responses to their children’s feelings by either helping or rejecting them. The ending will be determined based on …
Get Home Safe: Art As Resistance, Human Rights Education, And Liberation In Incarcerated Spaces, Marissa Gutierrez-Vicario
Get Home Safe: Art As Resistance, Human Rights Education, And Liberation In Incarcerated Spaces, Marissa Gutierrez-Vicario
Biennial Conference: The Social Practice of Human Rights
Abstract:
In this presentation, Marissa Gutierrez-Vicario will speak about her work with Art and Resistance Through Education (ARTE), a New York-based non-governmental organization that works to amplify the voices of young people for human rights change through the visual arts. ARTE works in public schools, with community organizations, and in carceral facilities. As part of ARTE’s work, the presentation will discuss the joys and challenges of delivering human rights education and arts-based curriculum inside of jail facilities in a post-pandemic world, while simultaneously advocating for abolition as part of the mass incarceration movement within the United States. Also throughout the …
Using Art To Express Life Stories Of Those With Disabilities, Emily Belinski
Using Art To Express Life Stories Of Those With Disabilities, Emily Belinski
Symposium of Student Scholars
Using Art to Express Life Stories of Those With Disabilities
Poster Presentation/Power Point
Undergraduate Student(s): Emily Belinski
Research Mentor(s): Ricky Garner
For many people struggling with disabilities, communicating their thoughts, feelings, or emotions can be quite difficult. Because of this, these individuals often have problems socializing and communicating with others. Although this obstacle makes it harder for individuals with disabilities to convey what they want to, programs, such as online websites and apps, provide these individuals with an outlet to express themselves.
The purpose of this research is to gain knowledge about the usability of various art apps and websites …
Effective Imagery In Scientific Etextbooks, Jordan Moore
Effective Imagery In Scientific Etextbooks, Jordan Moore
Scholars Week
This presentation overviews the benefits of eTextbook images in the fields of science.
Breathe The Machine, Matt S. Roberts, Terri Witek, Teresa Carmody, Dengke Chen
Breathe The Machine, Matt S. Roberts, Terri Witek, Teresa Carmody, Dengke Chen
Electronic Literature Organization Conference 2020
Breathe the Machine
interspecies morph edition featuring a video conference and solo or synched blow-ins
Teresa Carmody Dengke Chen Matt Roberts Terri Witek
The FaaS were future-oriented. Every day, they contemplated the question: what kind of ancestor will you be?
A collaborative group composed of a prose writer, new media artist, 3-D animator, and poet enter your personal computers and suggest that in this particularly viral moment, individual breaths + machines may be the closest we get to community touch. An animated video conference offers the project's conceptual framework, including questions about invasive species and intimacy in this new world …
Landscapes Of Light And Text And Layer: A Projection Poetry Performance, Jason Nelson Dr.
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 …
Savage Words, Lee Tusman
Savage Words, Lee Tusman
Electronic Literature Organization Conference 2020
Savage Words is a realtime massive multiplayer online text space as well as a collaborative poem and asynchronous chatroom. It is a corner of the internet built on the platform Your World of Text, an infinite grid of text editable by visitors.
Throughout the conference period, participants can join in a communal writing, a textual table of simultaneous and asynchronous shared writing. ASCII images, freewheeling conversations, 'Poetry', and other forms of experimental text will be woven together into a freewheeling shared work.
Screenshots of the unfolding text will be saved at regular intervals, to be published after the conclusion of …
Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado
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
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) …
Procedural Montage: A Design Trace Of Reflection And Refraction, Jasmine T. Otto, Angus G. Forbes
Procedural Montage: A Design Trace Of Reflection And Refraction, Jasmine T. Otto, Angus G. Forbes
Electronic Literature Organization Conference 2020
Narrative media may vary the adjacency of fixed textual passages to drive rhizomatic readings through a montage procedure. We present the design of “exul mater”, a hypertext fiction which locates perlocutionary acts in virtual spaces and resonant gaps. We reflect on sculptural fiction, the (de)formance of complex systems, and tarot reading as methods of layering metaphorical blends into polysemous juxtapositional elements. "exul mater" consists of one set of such elements and their pairwise juxtapositions, as presented through an interface which supports higher-order ‘gap-filling’ reading(s). We draw on peer feedback to address challenges to readability arising from the narrative application of …
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 …
Exhibiting, Disseminating, Teaching: Digital Literature In Danish Public Libraries, Malthe Stavning Erslev
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. …
Productive Misreading In Intermedia Art: Four Approaches By A Musician, Jeff Morris, Elisabeth Blair
Productive Misreading In Intermedia Art: Four Approaches By A Musician, Jeff Morris, Elisabeth Blair
Electronic Literature Organization Conference 2020
This discussion examines the evolution and lessons of four artistic performance works that engage with text and imagery with the mindset of a composer, rather than as an author or visual artist. The works involve computer music, improvisation, video art, generative art techniques, and challenging aesthetics. An analytical discussion reveals that different forms and mechanisms of reading are manifest in the artworks, and reflections upon these elucidate the intermedial nature of reading and the productive, expressive potential of interfering with these processes.
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 …
Mobile Application For Animal Health: A Design Research In User Interface, Sierra White
Mobile Application For Animal Health: A Design Research In User Interface, Sierra White
Georgia College Student Research Events
Apps function to increase productivity and allow the user to complete tasks conveniently from their mobile device. As a college student who has several pets, I have found that there is no good app on the market which caters to every pet parent’s needs, which forces them to download four or five apps. To combat this problem, FurPaws gives the user a way to document every aspect of their pet’s health and daily routine, as well as providing information on first aid and expert, real-time advice from veterinarians. The E-Vet page is available to guests who have not yet registered, …
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 …
Graphicacy: How Fluency In Reading And Making Visualizations Can Yield More Inclusive Reading Experiences, Joshua Korenblat
Graphicacy: How Fluency In Reading And Making Visualizations Can Yield More Inclusive Reading Experiences, Joshua Korenblat
Bucknell University Digital Scholarship Conference
Scholars and students practice literacy, numeracy, and graphicacy in school. In this educational triumvirate, graphicacy remains the less familiar term. Graphicacy is an ability, a fluency in making and reading visualizations and charts. How might scholars working in digital media practice graphic literacy in the shaping and sharing of their work? By working with more awareness of graphic literacy, scholars can also become more inclusive. In this illustrated essay, I will describe how my work in visualizing survey data provides insight into graphic literacy. Survey data is a primary data source. These observations have the potential for meaning yet need …
Empathizing With “The Other”: Visualization And Perspective Taking, Lisa Spitz, Liv Cummins
Empathizing With “The Other”: Visualization And Perspective Taking, Lisa Spitz, Liv Cummins
Lesley University Community of Scholars Day
As today’s youth blossom into adulthood, they will simultaneously be challenged to develop their sense of self/identity and to cultivate their ability to embrace differences, all while being bombarded by visual media and messaging. Research literature on perspective taking provides a framework by which students can develop an understanding of their own perspective, imagine the world from an “other” perspective, and make connections that link to productive actions (Selman, 1971). Perspective taking as a concept has been linked to greater empathy, compassion, and prosocial behavior (Hardwood and Farrar, 2006). Yet the mechanism for enabling productive perspective taking is unclear. In …
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 …
Relix | Educational Box Set, Lisa C. Gargan, Kalib Moore, Nick Sheridan
Relix | Educational Box Set, Lisa C. Gargan, Kalib Moore, Nick Sheridan
Georgia State Undergraduate Research Conference
No abstract provided.
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.
The American Girl Retail Experience, Michelle Sinagra, Rachel M. Cunningham, Katlin Anglin, Christina Frederick Dr.
The American Girl Retail Experience, Michelle Sinagra, Rachel M. Cunningham, Katlin Anglin, Christina Frederick Dr.
Human Factors and Applied Psychology Student Conference
The American Girl brand is characterized by its ability to promote identity development in young girls through play and educational experiences. Due to the accessibility of smart-devices (e.g. mobile and web based technologies) and the frequency of their use, recent trends in toy designs have shown an increase in digital/technology features. Taking this into consideration, American Girl has continuously emphasized doll-centric products and experiences that also satisfy consumer’s digital interests. American Girl’s interactive digital resources include: the entire American Girl website which features a wide selection of Games, Apps, activities, e-cards, the InnerStar University (i.e., an interactive world for My …
Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns
Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns
Phi Kappa Phi Research Symposium (2012-2016)
In theme park based entertainment applications, there is a need for interactive, autonomous animatronic systems to create engaging and compelling experiences for the guests. The animatronic figures must identify the guests and recognize their status in dynamic interactions for enhanced acceptance and effectiveness as socially interactive agents, in the general framework of human-robot interactions. The design and implementation of an interactive, autonomous animatronic system in form of a tabletop dragon, Kronos, and the comparisons of guest responses in its passive and interactive modes are presented in this work. The dragon capabilities include a four degrees-of-freedom head, moving wings, tail, jaw, …
Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns
Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns
GS4 Georgia Southern Student Scholars Symposium
For nearly half a century, animatronic figures have provided entertainment in the theme park industry by simulating life-like animations and sounds. These figures enhance the storytelling experience by stimulating visual and audio senses among guests. Animatronics must be identified as human partners to establish status for dynamic interactions for enhanced acceptance and effectiveness as socially-interactive agents. An animatronic dragon, Kronos, has been designed, fabricated and implemented with human-identification sensors. The primary sensor input comes from an infrared camera, the PrimeSense Carmine, and includes an Arduino Mega 2560 as the center of control. Using the data from the depth camera, people …
Poetry & Prints: Impressions From Detroit & Brazil, Marion Jackson Ph.D., Thomas L. Pyrzewski
Poetry & Prints: Impressions From Detroit & Brazil, Marion Jackson Ph.D., Thomas L. Pyrzewski
The Mid-America Print Council Conference
This panel presentation will discuss how one good idea developed into the blueprint for a high-quality arts program for Detroit area youth that can be used year after year.
Eight Detroit arts organizations are collaborating to offer a 9-week summer program of workshops presenting high-quality instruction in visual arts and poetry for Detroit youth – introducing students to a variety of media and techniques, focusing particularly on poetry, screen printing, and letterpress printing. As part of the summer program, students will learn about a fascinating artistic tradition of the Northeast of Brazil known as literatura de cordel (“stories on a …
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
"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.