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Articles 9751 - 9780 of 36559
Full-Text Articles in Art and Design
On Khreschatyk's Square, Kyiv, Valerie Browne
Elegy To My Youth, Leah Brennsteiner
The Temptress Time, Leah Brennsteiner
Laurier Biology Departmental Seminars Poster Colouring Book (Vol 1), Tristan A.F. Long
Laurier Biology Departmental Seminars Poster Colouring Book (Vol 1), Tristan A.F. Long
Biology Faculty Publications
Departmental seminar posters are largely utilitarian affairs – who is talking?, when are they speaking?, where is the seminar? (and maybe will there will be refreshments served?). While functional, they often fail to capture the beauty and excitement of their subject matter, and may fail to engage a wider audience. As the organizer of the Wilfrid Laurier University Department of Biology seminar series in 2014, on a lark, I started drawing posters that tried to illustrate our speaker’s research in a non-conventional manner, and hopefully appeal to those that might otherwise find attending a departmental seminar intimidating. Little did I …
Volume 13, Payton Davenport, Audrey Lemons, Jacob Shope, Haley Smith, Cassandra Poole, Rachel Cannon, Rachel Boch, Suzanne Stetson
Volume 13, Payton Davenport, Audrey Lemons, Jacob Shope, Haley Smith, Cassandra Poole, Rachel Cannon, Rachel Boch, Suzanne Stetson
Incite: The Journal of Undergraduate Scholarship
Introduction Dr. Roger A. Byrne, Dean
From the Editor Dr. Larissa “Kat” Tracy
From the Designers Rachel English, Rachel Hanson
The Effect of Compliment Type on the Estimated Value of the Compliment by Payton Davenport, Audrey Lemons, and Jacob Shope
The Imperial Japanese Military: A New Identity in the Twentieth Century, 1853–1922 by Haley Smith
Longwood University’s campus: Human-cultivated Soil has Higher Microbial Diversity than Soil Collected from Wild Sites by Cassandra Poole
Reminiscent Modernism: Poetry Magazine’s Modernist Nostalgia for the Past by Rachel Cannon
Challenges Faced by Healthcare Workers During the COVID-19 Pandemic: A Preliminary Study of Age and …
Safety Evaluation Of Amusement Rides Using Accumulated Accident Data: Accident Data Framework, Kathryn Woodcock
Safety Evaluation Of Amusement Rides Using Accumulated Accident Data: Accident Data Framework, Kathryn Woodcock
Journal of Themed Experience and Attractions Studies
Amusement rides and devices are a popular form of recreation and important component of the tourism industry. Injury-producing accidents are rare, and the viability of the industry relies on perceived safety of the activity. Some existing metrics use accumulated accident reports. Several metrics tabulate the number of injuries, but none collect enough information about the context of accidents to analyse the accumulated data to deduce patterns. This paper describes an Accident Data Framework for a minimal set of variables from reports of amusement device accident, and the structure for a useful narrative to aid reporters and recorders to avoid introducing …
When The Magic Closes: Examining How Disney Fans Coped With Theme Park And Resort Closures Amid The Covid-19 Pandemic, Cody Havard, Carissa A. Baker, Daniel L. Wann, Rick Grieve
When The Magic Closes: Examining How Disney Fans Coped With Theme Park And Resort Closures Amid The Covid-19 Pandemic, Cody Havard, Carissa A. Baker, Daniel L. Wann, Rick Grieve
Journal of Themed Experience and Attractions Studies
This essay discusses a qualitative investigation we conducted with fans of the Disney parks and resorts during the summer of 2020 regarding the company’s handling of the COVID-19 pandemic. Specifically, 22 people responded to open-ended questions from an online survey to discuss their views of the closures and planned reopenings of the Disney parks and resorts amid the early days of the pandemic. Using social identity theory (Tajfel, 1978) and the theory of planned behavior (Ajzen, 1991), we discuss how fans react to and cope with the temporary loss of a favorite activity and how companies in the themed entertainment …
Covid-19 And Immersion: Physical, Virtual, And Home Spaces, Scott Lukas
Covid-19 And Immersion: Physical, Virtual, And Home Spaces, Scott Lukas
Journal of Themed Experience and Attractions Studies
This article considers the dramatic adaptations that have occurred in themed immersive spaces as they have dealt with the challenging dynamics of COVID-19. As COVID-19 has been a respiratory disease, it has impacted the operations of theme parks, casinos, cruise ships, and other immersive spaces, especially as such spaces have relied, traditionally, on physical forms of entertainment and immersion. The writing begins with a consideration of the COVID-19 challenges noted in the theme park and cruise ship industries. OceanMedallionTM and MyMagic+ technologies are considered for their possible positive role in addressing the operational dynamics during the pandemic. Issues of guest …
Brighter But Not Clearer: Entertainment-Dependent Destinations Dealing With Long Covid, Louis-Etienne Dubois, Frederic Dimanche
Brighter But Not Clearer: Entertainment-Dependent Destinations Dealing With Long Covid, Louis-Etienne Dubois, Frederic Dimanche
Journal of Themed Experience and Attractions Studies
At the onset of the COVID-19 pandemic, we explored a range of very different possible outcomes for destinations that rely heavily on their entertainment sector (Dubois & Dimanche, 2021). Several months later, this article seeks to revisit those outcomes, while also highlighting the ongoing recovery efforts and evolving strategies of entertainment-dependent destinations (EDDs). To do so, we reconnected with the panel of respondents from various destinations (i.e., Las Vegas, Nashville, New Orleans etc.) to take stock of both new challenges and opportunities, as well as emerging factors impacting their respective markets. Our results show that while EDDs are facing a …
Theme Parks, Staycation Practices, And Covid-19: Opportunities And Uncertainties, Salvador Anton Clavé
Theme Parks, Staycation Practices, And Covid-19: Opportunities And Uncertainties, Salvador Anton Clavé
Journal of Themed Experience and Attractions Studies
The effects of COVID-19 on the market transformation of the theme park industry has been significant in the short term because of travel restrictions. Challenges, impacts, responses, and strategies might vary from one region to another and even from one theme park to another. However, it can be assumed that domestic travel will continue to have an effect on the theme park industry during the months to come and likely beyond the pandemic. In this context, the “staycation” is becoming a booming trend in the leisure, entertainment, and tourism industry, creating new, current, and future unexpected economic winners and losers. …
Disney During Covid-19: The Tourist And The Actor’S Nightmare, Jennifer A. Kokai, Tom Robson
Disney During Covid-19: The Tourist And The Actor’S Nightmare, Jennifer A. Kokai, Tom Robson
Journal of Themed Experience and Attractions Studies
In this essay, we argue that the experience of being at Disney theme parks in COVID times was a waking version of what is sometimes called “The Actor’s Nightmare.” Due to safety regulations, theme parks either dropped live entertainment that structures the day as a show with a clear beginning and end (e.g. park-opening rope drop performances, and the fireworks), attempted to include references to COVID in live entertainment (like in
the Frozen Ever After singalong, which added some COVID jokes), or to ignore it (like the Festival of the Lion King). In any case, due to these measures the …
The “Politics Of Inclusion/Exclusion” In Times Of The Pandemic, Florian Freitag
The “Politics Of Inclusion/Exclusion” In Times Of The Pandemic, Florian Freitag
Journal of Themed Experience and Attractions Studies
As commercial enterprises that depend on attracting a maximum number of visitors in order to be economically successful, theme parks have generally been careful to avoid unpleasant, sensitive, or controversial themes (or aspects of a theme) that might offend or alienate potential customers. Due to official regulations concerning e.g. the wearing of masks in waiting lines and during rides, however, the pandemic cannot simply be “excluded” from the parks and remains constantly visually present, thus seriously undermining the companies’ efforts to keep the park grounds rigidly separated from the rest of the world. Particular operational decisions by some theme park …
“It Takes People To Make The Dream A Reality”: Disney’S Hr Strategy In Response To Covid-19, Jaime L. Williams, Allison A. Toth
“It Takes People To Make The Dream A Reality”: Disney’S Hr Strategy In Response To Covid-19, Jaime L. Williams, Allison A. Toth
Journal of Themed Experience and Attractions Studies
From January 2020 to the beginning of fall 2021, theme parks around the world have been required to engage in abnormal, abrupt, and major shifts in operations caused by the ongoing global pandemic (COVID-19). Through the process of sensemaking, this paper will focus on the human resources related decisions made by The Walt Disney Company in an effort to better understand the organization’s responses to changes in the external environment and the resulting outcomes during the pandemic. The overall management of Cast Members in the United States during this time period with specific focuses on the layoff and re-hiring of …
Are European Theme Parks Likely To Suffer From Long Covid?, Pieter Cornelis
Are European Theme Parks Likely To Suffer From Long Covid?, Pieter Cornelis
Journal of Themed Experience and Attractions Studies
COVID-19 has had a major impact on the theme park industry. Visits to European parks were significantly lower in 2020 than the year before. This article discusses the short-term and long-term economic consequences of the pandemic for the theme park industry. Attitudinal loyalty, inertia effects of guest satisfaction on repeat visits, (deferred) reinvestments, and the difference between theme and amusement parks will be considered. To compensate for losses in 2020, many parks increased their visitor numbers in the 2021 season to the maximum permitted capacity, especially in the summer months. As a result, analysis of waiting times at 22 investigated …
Introduction: Theme Parks And Covid-19, Salvador Anton Clavé, Florian Freitag
Introduction: Theme Parks And Covid-19, Salvador Anton Clavé, Florian Freitag
Journal of Themed Experience and Attractions Studies
In the tourism industry, “crises” have been conceptualized as local and temporary phenomena, interval states that may require imminent action, but that can eventually be overcome, with business simply resuming. At the moment of writing, however, it is not at all clear when or if the theme park sector can simply return to a pre-pandemic state of affairs. Even if tourism may once again attain pre-COVID numbers, it may well be through entirely new and different forms. The essays collected here provide scholarly and professional snapshots of the current (winter 2021/2022) state of the theme park industry, with special attention …
Plant Wise, Sophia Llamas
Plant Wise, Sophia Llamas
Honors Projects
Conceptually, Plant Wise is the key to bridging the gap between preconceived ideas about vegan and vegetarianism and successfully integrating plant-based foods into your everyday life. Physically, Plant Wise is a self-educational, interactive booklet chock-full of activities intended for users to complete at their own pace. Inside this 56-page booklet, there are recipes, doodling spaces, weekly check sheets, activities to do with friends and family, challenges, and so much more. Plant Wise utilizes these activities and journaling opportunities throughout as a self-reflective vehicle to give users an experience to reflect on, which aids in the retention of what’s been learned …
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Frameless
We present our efforts to develop methods for rendering 3D objects on mobile devices using real-world dynamic illumination from the user’s environment. To achieve this, we use the front and back cameras on the mobile device to estimate the light distribution in the environment in real time. We then create a dynamic illumination map and render the object at interactive rates in a browser on the device using a web-based graphics API. This project achieves one of the goals of our related work on realistic visualization of virtual objects: to make virtual objects appear to be situated within the scene …
Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan
Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan
Frameless
VXR technology has seen significant growth in recent years across all commercial industries and is poised to continue that trend. The graphic design industry is embracing XR as a new medium, and XR skills are in high demand within the field. Institutions of higher education must adopt XR—and particularly AR—into the graphic design curriculum to keep pace with the industry. Several barriers are slowing this curricular adoption but can be overcome. Advances in AR technology have created an opportunity for its use as both a pedagogical tool and a creative medium. Integrating AR with traditional graphic design elements and principles …
Fashsim Lab: Learning About Cotton From Field To Virtual Fashion, Kelly Cobb, Angela Beckett
Fashsim Lab: Learning About Cotton From Field To Virtual Fashion, Kelly Cobb, Angela Beckett
Frameless
The global pandemic is clearly illuminating the value and even necessity of online education and remote learning for students around the world (IIIE, 2020.) Virtual modules engage students, substituting valuable learning experiences that are not possible to recreate due to constraints on time and/or materials, or physical meeting ability, demonstrated by the pivot due to COVID. In the virtual lab, students are able to work together, applying course concepts to new situations and contexts, as well as develop data analysis skills. Common in the sciences, this novel concept embeds state-of-the art learning into the textile and apparel curriculum. In the …
Choppy Forgeries: A Vr Sculpting Game, Jonah Warren
Choppy Forgeries: A Vr Sculpting Game, Jonah Warren
Frameless
Choppy Forgeries is a fast-paced sculpting game made for virtual reality headsets. The game is intended to give players the opportunity to practice and appreciate the skills associated with artmaking and sculpture (Seeley and Kozbelt, 2008, 163–166) in a fun, light- hearted, competitive context. The game also requires players to closely examine and engage with famous classical sculpture from art history through its gameplay.
Changeling Vr, Elouise Oyzon
Changeling Vr, Elouise Oyzon
Frameless
Changeling VR is an interactive virtual reality narrative game. As we progress through the game, each level is seen through the Point of View of a different character whose emotional core is expressed through different aesthetics, mechanics and interactions.
Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes
Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes
Frameless
A VR staging of Anonin Artaud’s 1925 surrealist play, Jet of Blood. The project experiments with virtual reality as a means to reimagine performance and frame the player, the audience, as actor. Ideas from Artaud’s philosophy such as the Theatre of Cruelty are incorporated along with spatial storytelling and game design. The project also seeks to expand accessibility to deaf and hard of hearing audiences through use of particle and text effects to visually express audio and sound.
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Frameless
In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues which are essential to the gameplay. However, in this case, the DHH (deaf and hard of hearing) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).
Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan
Extended Reality And The Graphic Design Curriculum, Tina Korani, Meghan Saas, Samantha Tan
Frameless
As we rapidly move toward a fully virtual world, commercial industries and organizations are becoming increasingly competitive with their communications strategies so that they can continue to attract audiences’ attention and break through industry noise. As a result, the notion of “immersive experiences” is becoming more popular. XR technology is at the forefront of delivering unique, immersive and interactive experiences — and it has seen significant growth in recent years across all commercial industries and is poised to continue that trend.
Creating A Digital Database And Manuals To Document Our Extensive Collection Of Historic Printmaking Equipment And Ephemera, Luci Wilgus
Symposium of Student Scholars
We were inspired to do this research project after realizing the importance and significance of our extensive collection of historic printmaking equipment and ephemera. As scholars we felt that it would benefit our department as well as our community to document and share information about our printmaking materials. Thus far the primary focus of our research has been researching and building a database of information that is best suited to our goal.
Our methodology included researching best practices to document this collection into a researchable database to share with the intellectual community. Once we identified software for the database, we …