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Finding Personality In Animation, Jarrett McGill 2021 East Tennessee State University

Finding Personality In Animation, Jarrett Mcgill

Undergraduate Honors Theses

There is a difference between making something move and bringing something to life in animation. The animation principles work together to bring out character that is only visible with memorable movement. Given how the entertainment space has changed and grown over recent years, it is arguably vital for characters to be unforgettable for franchises to survive. This creative thesis explores how personalities are interpreted in animation by viewers and creators, and a workflow to bring the personalities to the forefront in the piece. Three distinct characters will be animated with the same set of animations to showcase how a personality ...


Platforming Gamification As A Means Of Engagement In Employee Recruitment And Onboarding, Samuel D. Lipson 2021 University of Arkansas, Fayetteville

Platforming Gamification As A Means Of Engagement In Employee Recruitment And Onboarding, Samuel D. Lipson

Management Undergraduate Honors Theses

Gamification, generally understood as the application of game elements and design concepts in non-game contexts, is a field of academic study and multibillion-dollar business tool whose popularity is growing as a means of employee engagement, education and training, and talent selection. While there are companies that attempt to gamify separate processes within the employee life cycle, no company exists that gamifies the stages surrounding talent selection: attraction and recruitment of applicants and onboarding of final candidates. To this end, this thesis proposes a software and consulting company, GameON Business Solutions, that will work with small and medium enterprises to expand ...


Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez 2021 University of Nebraska - Lincoln

Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez

Honors Theses, University of Nebraska-Lincoln

In recent years, design professionals have implemented many contemporary landscape architecture projects across the United States. With a primary goal of returning nature to urban environments, contemporary landscape architects and other transdisciplinary partners work diligently to sculpt physical spaces that reflect the human-living experience. However, a leap into the world of video game design could allow landscape architects and urban planners to more freely create virtual social environments to address rising issues of abandonment in today’s urban and rural spaces. Video game mechanics and methodologies can be used extensively in the disciplines of design that value participatory processes, like ...


For|Rest, Jes Klass 2021 DePaul University

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 ...


Abandoned Spaces, Anthony Tate 2021 DePaul University

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 2021 DePaul University

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 ...


The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan 2021 Old Dominion University

The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan

Distance Learning Faculty & Staff Books

As an instructional designer and technologist, my goal with this book is remarkably simple, to consolidate and create a job aid for a complex and often frustrating/misunderstood quest. Rather than hunting all over the Internet, the map, tips, and information about the game are all gathered and summarized here. Also, rather than being an obscure Easter Egg in Amazon (like an Earnest Cline/James Halliday egg, especially on the hidden Pacman arcade game), I want to make this guide easier to find. Along with the nostalgia, classic video games and the technology and applied message design behind their creation ...


Making Data Playable: A Game Co-Creation Method To Promote Creative Data Literacy, Stefan Werning 2020 Utrecht University

Making Data Playable: A Game Co-Creation Method To Promote Creative Data Literacy, Stefan Werning

Journal of Media Literacy Education

This article explores how making data playable, i.e. developing exploratory co-creation techniques that use elements of play and games to interpret small to mid-sized datasets beyond the current focus on visual evidence, can help a) promote creative data literacy in higher education, and b) expand existing definitions of data literacy. The article briefly investigates playful characteristics in existing data practices, and discusses how this perspective compares to existing frameworks that define data literacy. In a second step, we present a Discursive Game Design technique to promote creative data literacy. The article reports on findings from a sample workshop, during ...


The Impact Of Shigeru Miyamoto On The Game Design Industry, Luan Tran 2020 San Jose State University

The Impact Of Shigeru Miyamoto On The Game Design Industry, Luan Tran

ART 108: Introduction to Games Studies

Nintendo started as a small company in the 1970s that sold playing cards. Having seen the exemplary gift in his son, Miyamoto's father arranged for an interview with the president of Nintendo Hiroshi Yamauchi. Consequently, Miyamoto got a position in 1977 as an apprentice in the planning department after showing his toy creations to the president. He became the first Nintendo artist as he helped create the art for the first original coin-operated arcade game. The approach demonstrated his innate abilities that would help him become the ultimate guru in the industry. Through individual discovery, Miyamoto has managed to ...


The History Of Nintendo: The Company, Consoles And Games, Laurie Takeda 2020 San Jose State University

The History Of Nintendo: The Company, Consoles And Games, Laurie Takeda

ART 108: Introduction to Games Studies

From the start, Nintendo has evolved overall as a company; from a playing card manufacturer to developing a wide variety of video game consoles and video games that are played worldwide, they continue to research and expand upon what the company can offer.


Spontaneity And The Supernatural: Simulating Improv On Twine, Angelica Zadak 2020 Nova Southeastern University

Spontaneity And The Supernatural: Simulating Improv On Twine, Angelica Zadak

All HCAS Student Capstones, Theses, and Dissertations

This thesis is an improv-based digital role-playing game (RPG) created on Twine titled Spontaneity and the Supernatural. The game synthesizes Dustin Edward’s scholarship on remix and digital rhetoric, Kathleen Blake Yancy and Stephen J. McElroy’s application of assemblage theory in composition, and Viola Spolin’s improv theory and practices to take improv from the stage to a digital space. This game uses Twine as a development tool to deliver improv concepts, such as Spolin’s ensemble, environment, and intuition, procedurally. To incorporate these elements into the game, the thesis engages potential players with a narrative that suggests all ...


Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson 2020 Louisiana State University and Agricultural and Mechanical College

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 2020 Rochester Institute of Technology

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 ...


The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen 2020 Institute for Earth Regenerative Studies, Portland, Oregon & Prescott College, Prescott, Arizona

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 ...


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber 2020 Rochester Institute of Technology

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 strategizing ...


The International Conference On Creative Mathematical Sciences Communication: Online Event (Cmsc'20) And Cmsc'21, Frances Rosamond 2020 University of Bergen

The International Conference On Creative Mathematical Sciences Communication: Online Event (Cmsc'20) And Cmsc'21, Frances Rosamond

Journal of Humanistic Mathematics

You are warmly invited to register now for the 5th International Conference on Creative Mathematical Sciences Communication (CMSC’21) which will be held at Adam Mickiewicz University in Poznań, Poland, 2–6 July, 2021.

The International Conference on Creative Mathematical Sciences Communication (CMSC) is a unique gathering of computer scientists and mathematicians, teachers, musicians, dancers, dramatists, game designers, educators and communicators of all sorts.

Due to the pandemic, the in-person event scheduled for 2020 has been post- poned and a short CMSC Online Event was organized as a “teaser” or trailer in order to feel the spirit of the full ...


(Fun)Ction: Developing Games From A Narrative Standpoint, Julian Barocas 2020 Ursinus College

(Fun)Ction: Developing Games From A Narrative Standpoint, Julian Barocas

English Summer Fellows

My goal with this project has been to deepen my understanding of why people play games, how to make games narratively compelling, and what technical methods are effective in play. This has allowed me to investigate both the technical, scholarly assessments of board game dynamics while also exploring their real-world applications, successes, and weaknesses. Building on my research, my project has culminated in a full prototype of an original board game that has both narrative structure and an engaging gameplay structure. I have also produced a reflection paper on the experience and an annotated bibliography of my research texts and ...


(Fun)Ction: Developing Games From A Narrative Standpoint, Julian Barocas 2020 Ursinus College

(Fun)Ction: Developing Games From A Narrative Standpoint, Julian Barocas

English Presentations

My goal with this project has been to deepen my understanding of why people play games, how to make games narratively compelling, and what technical methods are effective in play. This has allowed me to investigate both the technical, scholarly assessments of board game dynamics while also exploring their real-world applications, successes, and weaknesses. Building on my research, my project has culminated in a full prototype of an original board game that has both narrative structure and an engaging gameplay structure. I have also produced a reflection paper on the experience and an annotated bibliography of my research texts and ...


Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez 2020 University of Plymouth, UK and Federal University of the State of Rio de Janeiro

Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez

Frameless

Transeuntis Mundi is a journey through transcultural and transnational humanity and geography. It is presented as an immersive installation, powered by virtual reality, projection mapping, sound sculptures and performative actions, the audience is able to transit through places and ethnicities.


Wind, Light And Seating Xperience (Xr), Shaun Foster 2020 Rochester Institute of Technology

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...


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