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Digital Brand Identity Design From A User Experience Perspective, Isaiah Harwood 2021 East Tennessee State University

Digital Brand Identity Design From A User Experience Perspective, Isaiah Harwood

Undergraduate Honors Theses

As a graphic designer and as a creative in general, my interest has always been in the conceptualization and execution of brand identities. I am most comfortable as a designer when I am working in the realm of art direction, and most of my design heroes and inspirations are legendary art directors and designers like Paula Scher, Paul Rand, and Michael Bierut. Logo and wordmark design in particular are among my favorite aspects of design, and finding ways to creatively apply these foundational aspects of a brand to each stage of the user experience is exciting to me. The stages …


Point Of Tea Sales: Ordering Algorithmically Suggested Tea, Tate Yeung 2021 California Polytechnic State University, San Luis Obispo

Point Of Tea Sales: Ordering Algorithmically Suggested Tea, Tate Yeung

Graphic Communication

Teahouse customers have few opportunities to get suggestions about drinks and drink customizations. Point of Tea Sales (POTS) fills this opportunity by providing recommendations (algorithmic suggestions) based on customer’s preferences (manually provided by customer), customer’s reviews (of previous drink orders), and reviews of other customers with similar preferences. The scope of this senior project includes designing the 
user experience and user interface for the 
online ordering aspect of POTS.


Covid-19 Masks In Terms Of Functional, Expressive, And Aesthetic Consumer Needs, Lily Highley 2021 University of Arkansas, Fayetteville

Covid-19 Masks In Terms Of Functional, Expressive, And Aesthetic Consumer Needs, Lily Highley

Apparel Merchandising and Product Development Undergraduate Honors Theses

The purpose of this study was to assess consumers' perspectives of COVID-19 masks under the functional, expressive, and aesthetic areas. Due to the COVID-19 pandemic, masks have become an “accessory” to everyday life, and it was essential to research masks under these unique areas and explore consumer perceptions.

This study took place after background research on the topic and the FEA model. The study included a survey sent to Bumpers College students upon approval from the IRB. The data was analyzed and interpreted specifically in the FEA areas and can be useful to better understand the students at the University …


Q&A With Alex Long (Bfa Imaging Arts & Printmaking), Alex Long 2021 University of Mississippi

Q&A With Alex Long (Bfa Imaging Arts & Printmaking), Alex Long

Q & A Interviews with Art Students

No abstract provided.


"Illumination The Sculpture Of James O. Clark" Catalogue, T. Michael Martin 2021 Murray State University

"Illumination The Sculpture Of James O. Clark" Catalogue, T. Michael Martin

Faculty & Staff Research and Creative Activity

It has been a challenging journey to mine and sift through the body of work of James O. Clark to select a representation of his studio practice and 50-year career. While curating "Illumination: the Sculpture of James O. Clark," I encountered more than the common curatorial concerns such as artwork availability, scale, aesthetic and conceptual themes, transportation and presentation issues. During my conversations with Clark, we found ourselves in an unprecedented pandemic – impacting travel, shipping, and studio visits.Throughout this process, Clark and I remained flexible to ensure a representation of his career could be exhibited without compromise. Selections for …


Iranian Students’ Experience Of K-12 And Higher Education: Use Of Drawings To Convey The Difference Between Ideals And Reality, Iman Tohidian, Abbas Abbaspour, Ali Khorsandi Taskoh 2021 Allameh Tabataba'i University (ATU)

Iranian Students’ Experience Of K-12 And Higher Education: Use Of Drawings To Convey The Difference Between Ideals And Reality, Iman Tohidian, Abbas Abbaspour, Ali Khorsandi Taskoh

The Qualitative Report

The focus of education during K-12 and Higher Education (HE) in Iran is on theoretical empowerment of students; therefore, our students get an illusion of knowing. In fact, what happens is not learning and understanding; rather, it is verbatim transfer of available information in the textbooks into the students’ minds. It might be because the students and teachers (as the main stakeholders of the education) are the least powerful parties within the pyramid of power amongst educational practitioners and policymakers. It means their voice, feedback, needs, and ideologies have no place in the educational decisions and policies. In alignment with …


Handouts Don’T Exist. Hustle Or You Don’T Eat., Conor McGarrigle Dr. 2021 Technological University Dublin

Handouts Don’T Exist. Hustle Or You Don’T Eat., Conor Mcgarrigle Dr.

Articles

It is well established that AI has a bias problem; however, black-boxed machine learning systems render it difficult to even understand and visualize the nature and extent of the problem, let alone find solutions. This paper discusses an artistic research approach toward highlighting AI bias and explores the aesthetic potential of machine learning through a case study of an AI artwork called #RiseandGrind.The artist trained a recurrent neural network on a dataset extracted from Twitter hashtags (#Riseandgrind and #Hustle),which were selected to represent a specific filter bubble (embodied neoliberal precarity) in order to produce a biased AI that generates tweets …


Using Art To Express Life Stories Of Those With Disabilities, Emily Belinski 2021 Kennesaw State University

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 …


Interview, Elizabeth Naiden 2021 CUNY Hunter College

Interview, Elizabeth Naiden

Theses and Dissertations

An exploration of work by Liz Naiden in the form of a conversation discussing light and dark, attention and proprioception, and design and architectural theories of space in installation works. Addresses the role of voice, speech, and reading and speaking aloud, performing for oneself, and performing for others.


Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir 2021 Virginia Commonwealth University, Qatar

Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir

Frameless

The territory of locative media, coupled with augmented reality, offers unique opportunities to excavate and unpack rich historic events, in immersive storytelling. In September of 1943, during World War II, approximately 5,200 Italian soldiers were massacred on the Greek island of Kefalonia by Nazi troops. This massacre is credited as one of the largest ever prisoner-of-war massacres in recent history (Lamb, 1996) and left an indelible mark on the island of Kefalonia. In 2019, Configuring Kommos: Narrative, Event, Place and Memory, an interdisciplinary research project, began an investigation into the triangulation of narrative within the complexity of this tragic …


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 2021 Rochester Institute of Technology

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.


Web Derive 01 - An Online Art Vr Work By The Transeuntis Mundi Project, Cândida Borges, Gabriel M. Velez Dr. 2021 Federal University of the State of Rio de Janeiro

Web Derive 01 - An Online Art Vr Work By The Transeuntis Mundi Project, Cândida Borges, Gabriel M. Velez Dr.

Frameless

The Transeuntis Mundi(TM) Project explores the complexity of the millennial human journey and the resulting cultural diversity. It investigates how it can be approached through artistic research and be converted into a nomadic creative practice in transmedia arts, using emerging technologies to generate an archive of human legacy.

Compositions are based on field recordings in public spaces of multiple cities around the world, using 3D technology for sound and image, following Careri's (2002) methodology of Walkscapes. The power of interactivity and immersion through 360o image and ambisonic sounds are crucial to insert the visitor in a global cultural …


Jet Of Blood, Elizabeth S. Goins, Andy Head, Thomas Davis 2021 Rochester Institute of Technology

Jet Of Blood, Elizabeth S. Goins, Andy Head, Thomas Davis

Frameless

A virtual production of Antonin Artaud’s 1925 play, Jet of Blood.


Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu 2021 Me, Myself

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 2021 Rochester Institute of Technology

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.


Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess 2021 UNSW University of New South Wales Sydney

Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess

Frameless

EmbodiMap is a creative research and therapeutic tool that enables users to connect with and explore how thoughts, sensationsand emotions are experienced in the body. It extends existing body-mapping research and protocols by facilitating a tangible immersive experience.


The Visit Vr. An Immersive Experience To Counteract Stigma About Dementia., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Melissa Neidorf 2021 UNSW University of New South Wales Sydney

The Visit Vr. An Immersive Experience To Counteract Stigma About Dementia., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Melissa Neidorf

Frameless

The Visit is an interactive 6-dof real-time Virtual Reality experience, developed from an interdisciplinary research project conducted by artists and psychologists working with women living with dementia. Visitors are invited to sit with Viv, a life-sized, realistic and responsive character whose dialogue is created largely from verbatim interviews, drawing us into a world of perceptual uncertainty, while at the same time confounding stereotypes and confronting fears about dementia. The characterisation has scientific validity but also the qualities of a rich, emotion-driven film narrative. The point of the work is to draw the viewer into the emotional/perceptual world of Viv.


Insight Ar. Relating Virtual Sculptures To Real Places., Volker Kuchelmeister 2021 UNSW University of New South Wales Sydney

Insight Ar. Relating Virtual Sculptures To Real Places., Volker Kuchelmeister

Frameless

InSight AR is a site-specific Augmented Reality project and mobile phone app produced for the popular Sculptures by the Sea Bondi exhibition, to be held in Sydney Australia in 2021. It forms uncanny relations between virtual sculptures, visitors, the environment and the art on site. The project is comprised of three parts: an outdoor work using AR plane detection and geo-location, AR image and spatial tracking for an indoor exhibit and a 3D map of the coastal walk, also presented in AR. The work is designed to be playful, fun and it encourages its viewers to share their experience on …


How Mixed Reality Will Impact Product Design, Wyatt Coe 2021 Rochester Institute of Technology

How Mixed Reality Will Impact Product Design, Wyatt Coe

Frameless

Mixed reality technology promises to merge our digital and physical worlds, unlocking new realms of experience and design. Designers must consider how this will impact future products and experiences now, to identify the most desirable solutions and applications of this technology. The capability of software to simulate reality could fundamentally shift the way we produce and experience physical and digital products, allowing for simplified physical products that support digital experiences.


Vr Cinema, Simarjot Khanna 2021 Rochester Institute of Technology

Vr Cinema, Simarjot Khanna

Frameless

A virtual reality cinema experience using a decent smartphone and Google Cardboard or similar inexpensive VR Headsets.


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