Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines,
Texas State University
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Choices made during video game gameplay set the stories told in that media apart from other media. Narrative-affecting choices have existed since the earliest games, from character creation in role-playing games to performance-based narrative changes in Metroid to morality-based choices in Ogre Battle. In the contemporary gaming landscape, some games derive a significant portion of their gameplay from character decisions: exploration, dialogue options, quick-time event reactions, etc. In this article, I give a history and breakdown of how choices have existed and evolved in gaming narratives since their inception. I then propose three categories for significant narrative choices: aesthetic, …
Artificial: A Study On The Use Of Artificial Intelligence In Art,
University of Nebraska at Omaha
Artificial: A Study On The Use Of Artificial Intelligence In Art, Hayden Ernst
Theses/Capstones/Creative Projects
In the past three to five years there have been significant improvements made in AI due to improvements in computing capacity, the collection and use of big data, and an increase in public interest and funding for research. Programs such as ChatGPT, DALL•E, and Midjourney have also gained tremendous popularity in a relatively short amount of time. This led me to this project in which I aimed to gain a deeper understanding of these art generator AI and where they fit into art as a whole. My goal was to give recommendations to museums and exhibits in Omaha on what …
My Ai Companion: An Examination Of The Removal Of Erotic Role Play From Replika Through User Discussion On Reddit,
University of Nebraska-Lincoln
My Ai Companion: An Examination Of The Removal Of Erotic Role Play From Replika Through User Discussion On Reddit, Chelsee M. Allen
Department of Sociology: Dissertations, Theses, and Student Research
The development of artificial intelligence (AI) software has expanded rapidly in recent years, and thus has emerged the importance of exploring human relationships with AI chatbots. Replika, an app which uses AI to mimic human conversation, removed a function called Erotic Role Play (ERP) that allowed for sexual conversation with users’ customizable chatbots in February of 2023. This exploratory qualitative study examines the aftermath of ERP’s removal through an analysis of user interactions on Reddit. Five overarching themes emerged through the analysis of top posts to a Replika-specific subreddit, encompassing topics around mental health, stigma, coping, sex work and gendered …
The Perfect Model: Exploring Gender Differences Within Commercial Graphic Design Preferences,
Bellarmine University
The Perfect Model: Exploring Gender Differences Within Commercial Graphic Design Preferences, Adeline Roberts
Undergraduate Theses
Personal preferences within graphic design are heavily shaped by social factors, including cultural practices. This project explores the effect of gendered-based experiences on visual design preferences, through investigating men’s and women’s preferences regarding graphic design elements, and the source of these opinions. The data was then used to create two educational images, which mimic contemporary magazine covers, visually illustrating the effects of gendered marketing and experiences on personal design preferences. These images were then attached to an interactive website, so that the findings and pieces from this project can be easily accessed by future audiences.
A Look Into The Industry Of Video Games Past, Present, And Yet To Come,
Claremont McKenna College
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
CMC Senior Theses
Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …
The Parallels Between Art Therapy And Christianity: Integrating Identities As A Christian And An Art Therapist,
Lesley University
The Parallels Between Art Therapy And Christianity: Integrating Identities As A Christian And An Art Therapist, Kendal Hansen
Expressive Therapies Capstone Theses
Therapists knowledge of their personal beliefs is extremely beneficial to individual’s working in the field of art therapy. Therapists are better able to serve their clients when they have a clear understanding of themselves and their biases. The writer of this thesis identifies strongly as an art therapist and as a Christian. To better understand how the two strongest parts of her identity integrated, this thesis explored the parallels between Christianity and art therapy by reviewing the literature and facilitating an arts-based qualitative study. The literature suggested that art therapy can be effective with various populations within the Christian category. …
Reimagining Photovoice: Leveraging Ai For Inclusive And Equitable Engagement In Refugee Research,
Toronto Metropolitan University, Toronto, Ontario, Canada
Reimagining Photovoice: Leveraging Ai For Inclusive And Equitable Engagement In Refugee Research, Areej Al-Hamad, Kateryna Metersky, Yasin M. Yasin, Victoria Hayrabedian, Rezwana Rahman
The Qualitative Report
This methodology paper reimagines photovoice, a visual research method, by integrating artificial intelligence (AI), thereby expanding methodological options for both researchers and participants to foster more inclusive and equitable engagement in refugee research. Using AI-generated images, metaphors, and photocollage, displaced Ukrainian women in Canada co-created symbolic visuals to express complex emotions and experiences that may be difficult to capture through traditional photography. This approach addresses limitations of conventional photovoice by reducing technological and linguistic barriers, enhancing emotional expression, and supporting diverse representations of displacement and resettlement. Rather than replacing existing methods, this AI-assisted approach expands the methodological options available to …
Negative Estrangement: Fantasy And Race In The Drow And Drizzt Do’Urden,
University of Hawaiʻi at Mānoa
Negative Estrangement: Fantasy And Race In The Drow And Drizzt Do’Urden, Steven Holmes
Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature
This essay introduces the concept of negative estrangement to help understand current cultural interventions into the norms of depicting fantasy races. First, this essay builds on Shklovsky’s concept of estrangement to describe the literary practice of negative estrangement, wherein artists craft “more evil” foes based on hybridized amalgamations of stereotypes to create antipathy toward a subject, be it monster or fantasy race. This practice is sometimes used in service of confronting the issue of race and racism, despite seeming to reify or rearticulate racist stereotypes.
This essay builds on Tolkien’s argument in favor of creating “more evil” foes to exemplify …
The Immersive Medium: Art, Flow, And Video Games,
Oglethorpe University
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
Our Puppets, Our Selves: Puppetry's Changing Paradigms,
CUNY Hunter College
Our Puppets, Our Selves: Puppetry's Changing Paradigms, Claudia Orenstein
Mime Journal
Taking up the topic of puppetry, Orenstein forges connections between Craig’s vision of the übermarionette and the rise of “New Puppetry” today. She examines the use of puppets to explore similarities and differences between the technological anxieties of modernists versus contemporary artists. In addition, she calls for a more careful and contextualized attention to Craig’s puppet theory, with a close reading of the übermarionette passage in "On the Art of the Theatre." Orenstein returns to some of the most well-known and much-studied passages and theories from Craig’s early work, but considers them from the fresh vantage point of contemporary puppetry …
