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Interactive Arts Commons

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Articles 1 - 10 of 10

Full-Text Articles in Interactive Arts

Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas Jul 2021

Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas

Frameless

We propose a novel system for communicating musical note pitch and sequence information to users within a virtual reality environment. Our approach utilizes ‘Blooms,’ objects that resemble flowers with various petal arrangements. These formations, when constructed in view of users, act as diegetic, user-parsable encodings of their inputs. Blooms exist within the virtual space as simulated physics objects that collectively serve the role of a user interface.


Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu Jul 2021

Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu

Frameless

Ikkuma is an interactive storytelling experience utilizing Tilt Brush and Unity. It is about a land being swallowed by the sea, where conflict cracks ice and fire tears families apart. Ikkuma is the Inuvialuit word for fire, a central element to the work. The fundamental theme of Ikkuma is global warming and its impact on the Arctic ecosystem. The players must learn to tame the fire in their hearts and the Inuit traditional knowledge if they hope to survive the harsh yet fragile Arctic tundra.


Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson Jul 2021

Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson

Frameless

Changeling is a VR narrative mystery game focusing upon immersive experience. It was created by aspiring game developers from the Rochester Institute of Technology to experience professional development. Each semester, different sets of students get to work on the game, with past ones working part time. Using the ideas of magical realism and urban fantasy we see each family member respond to uncertainty through the lens of their hopes and fears.


Physical To Virtual: A Model For Future Virtual Classroom Environments, Stephen J. Fink Jul 2021

Physical To Virtual: A Model For Future Virtual Classroom Environments, Stephen J. Fink

Masters Theses

Virtual reality is a technology that has seen unprecedented growth since the turn of the century with increasing applications within business, entertainment, and educational applications. As virtual reality technologies continue to develops and markets expand, the world may see an increased demand for virtual classrooms: virtual environments (VEs) that students may access through immersive virtual reality technologies to receive guided instruction, conduct simulations, or perform tasks typical in a classroom setting. While many studies document how virtual reality is beneficial to educational processes, there is little discussion on how virtual environments should be architecturally designed. Thus one may hypothesize that …


Playfair Axiom, Alexander Bakos Jun 2021

Playfair Axiom, Alexander Bakos

College of Computing and Digital Media Dissertations

This game seeks to bridge nuanced gameplay with more expansive themes of existentialism, life, and death. I attempt to bridge these concepts together through the mechanics and visuals, both of which play an integral role to one another. Through consistently evolving imagery that increases in complexity from a gameplay perspective I seek to elicit a reflective and emotional response from the player. My attempts with the project are to allow players to draw their own conclusions on what the greater meaning of the game is as well as what each individual component in the game could represent. Oftentimes, the subtleties …


For|Rest, Jes Klass Mar 2021

For|Rest, Jes Klass

College of Computing and Digital Media Dissertations

In for/rest, players navigate a world built around an interpretation of the liminal space of grief. Glitching, blinking roots are all around an otherwise grey, empty space and as players destroy these roots they gradually resaturate the landscape. Each time a root is destroyed, the player will watch it disintegrate in front of them while some form of animal or plant spawns in the root’s stead. On rare occasions, instead of a plant or animal, a human will phase into the world as a root disintegrates. This human, Charlie, roams around the forest and offers the player a chance to …


Abandoned Spaces, Anthony Tate Mar 2021

Abandoned Spaces, Anthony Tate

College of Computing and Digital Media Dissertations

The goal of this project is to show how color can display an emotional connection to the environment. How colors can be portrayed to human emotions without telling the audience. As well as having the audience imagining what kind of economy that used to be in the environment. The objective is to create a game that will tell a story from the environment and how colors are used to help tell a story of the environment. This thesis project is a game that attempts to show how colors can be related to emotions.


Designing An Interactive Theatre Game With Dynamic Asynchronous Play, Ardian Amiti Mar 2021

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 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 …


Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd Jan 2021

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 …