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Interactive Arts Commons

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2015

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Articles 1 - 30 of 41

Full-Text Articles in Interactive Arts

Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press And Fluxus, Meghan A. Dellacrosse Dec 2015

Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press And Fluxus, Meghan A. Dellacrosse

Theses and Dissertations

"Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press and Fluxus," positions Knowles’ Big Book (1966) as a case study of historical methodology and interdisciplinary artistic practice in the post-war period. This comprehensive analysis of Big Book, a work of art no longer extant, contextualizes its publisher, Something Else Press through Dick Higgins’ concept of “intermedia,” and important lesser-known junctures relevant to Fluxus and the group’s leader George Maciunas are illuminated. Knowles' early and lesser-known silkscreen paintings are also examined.


Mdocs Poster-2015-11-11, Sixty Years Young, Michael Zhou Nov 2015

Mdocs Poster-2015-11-11, Sixty Years Young, Michael Zhou

MDOCS Publications

In support of the 60th anniversary of the Adult and Senior Center of Saratoga, Skidmore students prepared a video and exhibition, Sixty Years Young, drawing on the Center's archives and interviews, documenting its past, present and hopes for the future.


The Gift That Keeps On Giving: Preserving New Media Art For Posterity, Jennifer Bonnet Oct 2015

The Gift That Keeps On Giving: Preserving New Media Art For Posterity, Jennifer Bonnet

Library Staff Publications

Preserving works of creative expression in the digital age is notoriously difficult due to issues of technological obsolescence, the intangibility of dynamic media, and the interactive nature of digital art. This is of marked interest to libraries, museums, and cultural heritage institutions given the limitations of traditional forms of preservation that rely heavily on the storage of physical forms. The Re-Gift, a work of new media art by Buffalo-based artist Liz Rywelski, exemplifies many of the complexities of these emerging formats. This essay examines one of the potential approaches to preserving this type of work, with an eye toward …


Improvisational Artistry In Live Dance Performance As Embodied And Extended Agency, Aili W. Bresnahan Sep 2015

Improvisational Artistry In Live Dance Performance As Embodied And Extended Agency, Aili W. Bresnahan

Aili Bresnahan

This paper provides an account of improvisational artistry in live dance performance that construes the contribution of the dance performer as a kind of agency. Andy Clark’s theory of the embodied and extended mind is used in order to consider how this account is supported by research on how a thinking-while-doing person navigates the world.

I claim here that while a dance performer’s improvisational artistry does include embodied and extended features that occur outside of the brain and nervous system, this can be construed as “agency” rather than “thought.” Further I claim that trained and individual style accounts for how …


Is This Art?, Susan Joyce Sep 2015

Is This Art?, Susan Joyce

The STEAM Journal

Is This Art?

Fringe Exhibitions began in 1999 as an independent curatorial practice. My primary area of research was the intersection of art, science, and technology. I decided go this route because I was interested in finding a way to engage the contemporary art audience. I was inspired by Eduardo Kac, an artist I first worked with as a curator on an exhibition featuring his “Holopoems”. I continued working for several more years organizing exhibitions in university art museums and galleries where support for this type of interdisciplinary work and experimentation was well received and encouraged. The research I conducted …


Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie Sep 2015

Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie

Faculty Scholarship and Creative Works

This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …


The Sacred Art Of Labyrinth Design: Optimization Of A Liminal Aesthetic, Yadina Z. Clark Aug 2015

The Sacred Art Of Labyrinth Design: Optimization Of A Liminal Aesthetic, Yadina Z. Clark

Electronic Theses and Dissertations

This paper provides an overview of both practical and esoteric elements that inform the labyrinth design process and touches on the physiological and psychological effects of meditative walking. In addition to new installations, some other outcomes that have resulted from this research include an interactive online map of over 200 labyrinths in New England and two simple formulas for accurately calculating the path length of both 3- and 7-circuit Classical labyrinths.

Labyrinths, in their true, non-maze forms, have existed for thousands of years in numerous places around the world and there are similarities in the designs and uses of these …


Towards A Unified Theory Of Play: A Case Study Of Minecraft, James Hooper, Penny De Byl Aug 2015

Towards A Unified Theory Of Play: A Case Study Of Minecraft, James Hooper, Penny De Byl

Penny de Byl

Researchers in the fields of game design, childhood development, learning, and movement studies discuss the concept of play. However, the term has been frequently redefined resulting in a divergent understanding of the concept. This paper presents a Unified Theory of Play that aims to provide a holistic examination of the domain that will enhance understanding of play by delivering a tripartite framework for critical analysis of a variety of computer games. Minecraft is presented herein as a case study analysis using the proposed framework.


Ms – 185: Dance Cards Of Ruth Sachs ‘26, Avery Fox, Alexa Schreier Aug 2015

Ms – 185: Dance Cards Of Ruth Sachs ‘26, Avery Fox, Alexa Schreier

All Finding Aids

The collection consists primarily of Dance Cards from Gettysburg College from 1922-1927. The dance cards included largely feature events hosted by either the Beta Lambda (Delta Gamma) Sorority or Delta Kappa Sigma Fraternity. However other events include the Sophomore Banquet, Junior Prom, Leap Year Dance, Co-Ed Dance, and Albright College’s Junior Prom. In addition to the 27 dance cards, the collection includes an event program and table place cards with Ruth’s name.

Special Collections and College Archives Finding Aids are discovery tools used to describe and provide access to our holdings. Finding aids include historical and biographical information about each …


Disrupting The City: Using Urban Screens To Remediate Public Space, Jean Dubois, Dave Colangelo, Claude Fortin Aug 2015

Disrupting The City: Using Urban Screens To Remediate Public Space, Jean Dubois, Dave Colangelo, Claude Fortin

School of Film Faculty Publications and Presentations

For over a decade, human-computer interaction (HCI) research placed a great deal of emphasis on studying interaction, engagement, and appropriative practices in online technology-mediated social environments. Moving forward, however, we see computing systems increasingly designed to support digitally-augmented face-to-face interactions in public settings. As far back as the nineteen seventies, new media artists anticipated this interactive potential of digital public displays to foster new forms of situated interactions in urban space, quite distinct from mobile computing in that they altogether exclude online connections or exchanges. Drawing on examples of practice, this paper discusses and show-cases some of the key creative …


Navigating The Interim, Joseph E. Saphire Jr Jul 2015

Navigating The Interim, Joseph E. Saphire Jr

Masters Theses

Navigating the Interim attempts to build a framework for the ways in which visual art, media studies, and forms of social practice might intermingle within a career in the arts, as well as within a thorough art education curriculum. From broad theoretical analysis to the specificity of technical exercises and prompts, this paper serves as a roadmap for the ways in which production, teaching, and organizing might begin to merge into a single holistic practice. The author’s projects provide an anchor from which to analyze the various conceptual trajectories of art that have stemmed from modernism throughout the 20th century, …


Law Library Blog (July 2015): Legal Beagle's Blog Archive, Roger Williams University School Of Law Jul 2015

Law Library Blog (July 2015): Legal Beagle's Blog Archive, Roger Williams University School Of Law

Law Library Newsletters/Blog

No abstract provided.


The Problem With Creativity, Con Kennedy Jun 2015

The Problem With Creativity, Con Kennedy

Conference papers

Creativity would seem to be the single most important competency of design practitioners. The literature would suggest that, in general, creativity is considered to be a positive thing generating positive outcomes of design practices and their clients. This paper investigates how creativity can be defined within the paradigm of design practice and practitioners and draws upon references in international literature to establish themes and concepts. Once identified, these themes are then investigated to identify potential problems or issues with creativity. Problems may include but are not limited to: practices undertaken by the individual designer; attitude responses from the individual designer; …


Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns Jun 2015

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, …


Curating Massive Media, Dave Colangelo Jun 2015

Curating Massive Media, Dave Colangelo

School of Film Faculty Publications and Presentations

The European Union’s media art initiative Connecting Cities and New York-based Streaming Museum are two recent examples of curatorial models that operate through large, networked, digital displays. This growing exhibition category combines expressive media architecture and telecommunication elements to engage ‘trans-local’ sites and diverse publics in complex media spaces. By investigating the confluence of exhibition making, public art and urban experience, this article explores the relationship between spectacle and criticality with respect to shifting notions of space, identity and ‘the common’.

Note: At the time of writing, Dave Colangelo was affiliated with Ryerson University.


Storytelling In Art Museums, Hayley P. Trinkoff May 2015

Storytelling In Art Museums, Hayley P. Trinkoff

Seton Hall University Dissertations and Theses (ETDs)

Storytelling, in the context of art museums, is a method of communicating the qualities and attributes of art through a story. It helps the visitor bring the work of art to life and understand something the eye cannot see, a compelling narrative. It is important for visitors to discuss art and share stories on tours and through virtual media. We learn and form our own meanings from stories. These interactions will help build more relationships within communities. It is the museum’s job to take visitors on a journey and introduce them to new objects and perspectives.

This thesis addresses what …


Art And..., Dayna J. Kriz May 2015

Art And..., Dayna J. Kriz

Graduate School of Art Theses

Almost anything goes in this time of contemporary artistic production as long as an artist can ‘back’ their ideas and the position they operate from. This expanding territory of production and engagement is an exciting potential for working artists, providing freedom to self-determine ones modus operandi within an expanding support system to engage the world with. While this is an exciting growth it is also potentially dangerous. The un-named and historically ambiguous position that Art1 operates from has created a rootless position to the production of culture. This rootlessness or, universal position has historically established itself as the gatekeeper and …


Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley May 2015

Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley

Graduate School of Art Theses

In retelling multiple stories of my research, this document serves as a quest to archive my interest in games as evolved systems of play that continue to manipulate the way we view literacy. In describing the subtly of these terms while examining the folkloric histories that contextualize the language of this media, I have doubly manipulated the form of my paper to be like a choose-your-own-adventure tale, reflecting the estrangement of time and authorship unique to the narrative space in games. Unlike the formal structures found in literature or cinema, games animate collaborative and nonlinear systems that return the craft …


Imagining New Possibilities Through Social Practice, Sarah O. Hull May 2015

Imagining New Possibilities Through Social Practice, Sarah O. Hull

Undergraduate Theses—Unrestricted

In my practice, I have significantly questioned the role of the arts in social change. I have explored various forms of social practice, especially political art,public art and community art. Social practice lives in-between the world of art and social action and can add an important voice to both. Still, social practice, (like all forms of art) is limited and cannot be the sole source of social change. It is by working with others already organizing for social change, but bringing in the unique skills and perspectives of an artist that social practice is most effective. In this thesis, I …


The Leadership Hub, Michelle E. Healey May 2015

The Leadership Hub, Michelle E. Healey

Senior Honors Projects, 2010-2019

The Leadership Hub Senior Honors Creative Thesis comprises a website and creative design book. It organizes and designs leadership within the JMU community within four key areas.


The Life You've Seen: The Search For Feminine Identity Ruined My Life, Cambry Lace Pierce May 2015

The Life You've Seen: The Search For Feminine Identity Ruined My Life, Cambry Lace Pierce

Graduate Theses and Dissertations

The Life You've Seen: The Search For Feminine Identity Ruined My Life is a video installation created through the exploration for the search for identity, specifically female, in my personal work and in the art world for over sixty years. The videos, depicting myself in costume, display twenty different personas and scenarios created to expose the futility of this ongoing search through exposing the traditional ways in which forces such as nature, biology, heredity, and cultural constructs have been used in attempts to define "self." The installation format of the work, a wall of decades old television sets, and the …


Noise., Laura Katherine Polaski May 2015

Noise., Laura Katherine Polaski

Graduate Theses and Dissertations

My research is in the realm of the psychological, the emotional and way these drives manifest physically. The works in Noise. aims to give a physical representation to the non-physical. Research on Affect Theory and the teachings of Silvan Tomkins were paramount to understanding emotional drives and the ways in which they manifest.

The purpose of this research is to understand how emotions are generated and communicated and to ask if specific emotions can be generated upon viewing inanimate objects. I create abstract figurative sculpture, which imitate emotion that has no specific physicality. These works exist with one foot in …


Experimental Boss Design And Testing, Joseph P. Mistretta May 2015

Experimental Boss Design And Testing, Joseph P. Mistretta

Undergraduate Honors Theses

Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. …


Power To The People: A Comprehensive Look At Crowdsourcing Initiatives In Cultural Institutions, Danielle Pace May 2015

Power To The People: A Comprehensive Look At Crowdsourcing Initiatives In Cultural Institutions, Danielle Pace

Seton Hall University Dissertations and Theses (ETDs)

Today, crowdsourcing has become an integrative approach to completing projects using the help of the general populous. These projects aid museum staff by processing large quantities of data, which otherwise could not be completed due to time and/or staff restraints. Through crowdsourcing, cultural institutions have the ability to outsource these tasks to volunteers, who can complete them at much faster rates. Although staff members are needed to validate and supervise these projects, crowdsourcing remains a useful tool in increasing public interactions and project efficiency.

This thesis presents a thorough outline of what crowdsourcing is, how it is being utilized, and …


Design And Implementation Of An Interactive Animatronic System For Guest Response Analysis, Brian Burns Apr 2015

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 …


Visualizing Relationships Between Related Variables: Improving Physics Education Through D3.Js Network Visualizations, Stephanie Friend Mar 2015

Visualizing Relationships Between Related Variables: Improving Physics Education Through D3.Js Network Visualizations, Stephanie Friend

Liberal Arts and Engineering Studies

phiMap is a web application started by Cal Poly professors and students to aid professors in teaching physics. I developed Javascript visualizations for phiMap that serve to simplify the processes of both teaching and learning physics. These visualizations aim to present relationships between physics variables in an easy to understand manner, and they could eventually have a huge impact on physics education.


Camp, Jodi, B. 1994 (Fa 791), Manuscripts & Folklife Archives Feb 2015

Camp, Jodi, B. 1994 (Fa 791), Manuscripts & Folklife Archives

FA Finding Aids

Finding aid and full text paper (click Additional Files below) for Folklife Archives Project 791. This collection features a term paper about commemorative tattoos and the various reasons behind why an individual may get such a tattoo. The project weas completed by Western Kentucky University student Jodi Camp for credit in an "Introduction to Folk Studies" class.


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


An Expanded Perceptual Laboratory: Public Art And The Cinematic Techniques Of Superimposition, Montage And Apparatus/Dispositif, Dave Colangelo Jan 2015

An Expanded Perceptual Laboratory: Public Art And The Cinematic Techniques Of Superimposition, Montage And Apparatus/Dispositif, Dave Colangelo

School of Film Faculty Publications and Presentations

The use of the moving image in public space extends the techniques of cinema— namely superimposition, montage and apparatus/dispositif—threatening either to dehistoricize and distract or to provide new narrative and associative possibilities via public art. These techniques also serve as helpful tools for analysis drawn from cinema studies that can be applied to examples of the moving image in public space. Historical examples include the multi-screen experiments of Charles and Ray Eames; and contemporary public projections such as Krzysztof Wodiczko’s Abraham Lincoln: War Veteran Projection, Robert Lepage’s The Image Mill, my own project entitled Workers That Live in the Mirror, …


Voz Alta: The Sound Of A Collective Memory, Sarah E. Kleinman Jan 2015

Voz Alta: The Sound Of A Collective Memory, Sarah E. Kleinman

Graduate Research Posters

Voz Alta is a participatory, voice-activated public light installation designed by Rafael Lozano-Hemmer as a memorial for the Tlatelolco massacre, which occurred on October 2, 1968 in the Plaza de las Tres Culturas in Tlatelolco, Mexico. In the Plaza, Lozano-Hemmer has synchronized a megaphone with a 10 kW Xenon robotic searchlight. As each participant speaks into the megaphone, the searchlight shines to the uppermost floor of the towering Centro Cultural Tlatelolco (CCT) building where three additional searchlights instantaneously strobe, dim, and brighten, illuminating the nocturnal landscape in horizontally fixed, tangential beams. Although the aesthetic, social, historical, and political aspects of …