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Articles 31 - 58 of 58

Full-Text Articles in Game Design

Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez Jul 2020

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 Jul 2020

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...


Cross Disciplinary Virtual Reality For Lighting And Composition: Research Update, Shaun Foster, Ihab Mardini Jul 2020

Cross Disciplinary Virtual Reality For Lighting And Composition: Research Update, Shaun Foster, Ihab Mardini

Frameless

Advanced technology has made Virtual Reality a viable tool for widespread multidisciplinary use. We saw an opportunity to use VR to benefit multiple departments at RIT; 3D Digital Design, Industrial Design, Interior Design, and the School of Film and Animation. All departments wrestle with the problem of effectively allowing the students the speed to iteratively light, compose and compare work. The complexity and length of rendering time using previous generation (CPU rendering) 3D applications distracts learners from focusing on design. Light and Composition are two major elements of designs that are often buried under overwhelming technical obstacles.


Board Game Under Construction: Putting The Design In Game Design, Cory S. Gurley Jun 2020

Board Game Under Construction: Putting The Design In Game Design, Cory S. Gurley

Masters Theses

The contemporary design landscape is informed by the need for interactive design, yet not all interactive media is digital. Technology has transformed the way many people receive information, and thus the way that they interact with graphic design, and the impact of user interfaces in creating a positive interactive experience is more important now than ever. However, while this phenomenon is usually identified with the digital environment of smartphone apps, websites and video games, user interface is equally important in analog design, and few media illustrate this better than board games. Board games have enjoyed a surge in popularity over …


The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye May 2020

The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye

Graduate Theses and Dissertations

This thesis explores the similarities of video game design elements within the world of theatrical scenic design. Using my 2019 scenic design of Marc Camoletti’s bedroom farce Boeing Boeing as the backdrop, I discuss the core concepts of game design. I then describe the scenic process of the production and the journey from concept all the way through to a virtual reality recreation of the design. The study of game design in theatre has the potential to open a wide new world of opportunities in the scenic design industry. This paper examines how the theatre can benefit from game design …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


Fool's Rest, Aidan Quinlan Jan 2020

Fool's Rest, Aidan Quinlan

Theses and Dissertations

The text calls itself a guide, but it is no guide. From the genre of guide, it borrows the outlines and silhouettes and lines between things and spaces and ideas. It lingers on the shadows of its subject(s); it is attentive to the periphery of its world; but it cannot take you there. There is no there. It lacks the authority of the guide; it lacks the lucidity, the efficiency, the false totality of the guide; it lacks the confidence.

The guide embodies its own anxieties. This makes sense, as its reason to exist was born on the one-way highway …


Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth May 2019

Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth

Honors Projects

We Can Do Better is aimed at creating a space for a dialogue to occur, designed to facilitate conversation around the relationship of resources and identity. As a college student, engaging with difficult or unfamiliar topics is easier when participating in low-pressure, casual settings. Students will have to take chances and make choices, and may change their view of how opportunity affects everyone so they can make informed decisions. We Can Do Better intends for students to expand their knowledge of privileged identities in their community, understand constructed social systems through a dialogue of anecdotal evidence, gain empathy for those …


Simply Mo., Marjolijn Jaliene Oskam Apr 2019

Simply Mo., Marjolijn Jaliene Oskam

Creative Activity and Research Day - CARD

Small portfolio presentation of design work by Marjolijn Oskam, branded under simply mo. The poster includes school work as well as professional work.


The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber Aug 2018

The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context. The Lost & Found project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy. The first game in the series is a strategy game called Lost & Found …


Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices., Heather Shaw Mar 2018

Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices., Heather Shaw

Lesley University Community of Scholars Day

What is play in the context of an undergraduate classroom? For our purposes, play is an attitude and an approach to making work. Both inside and outside of the classroom, there are many ways in which play can serve as a base for serious problem-solving.

As educators, we choose to create a learning environment that provides enjoyment to the people who conduct activities within it. Play does not need to be frivolous — it encourages curiosity, constructive and critical discourse, and provides a safe environment to fail. Framing work within the context of “play” allows students to go beyond their …


Good Game, Greyory Blake Jan 2018

Good Game, Greyory Blake

Theses and Dissertations

This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


Game On, Nicholas Lommen Apr 2017

Game On, Nicholas Lommen

Honors Capstones

Capstone submitted as a graduation requirement for BSU Honors program.


Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber Jan 2017

Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The second game in the series, Lost & Found: Order in the Court …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The first game in the series is a strategy game called Lost & …


The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou Jan 2017

The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou

Theses and Dissertations

Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into …


Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell May 2016

Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell

Honors Thesis

Trailer: https://www.youtube.com/watch?v=kxjqjJNMSFQ

Website: http://www.visionsthegame.com

Development Blog: http://visionsthegame.tumblr.com

Facebook: https://www.facebook.com/visionsthegame/?fref=ts

Twitter: https://twitter.com/visionsthegame

Email: [email protected]


Proactive Conversation, 3d Printing, And An Old Nintendo, Tesha C. Ellis Jan 2015

Proactive Conversation, 3d Printing, And An Old Nintendo, Tesha C. Ellis

Undergraduate Research Posters

Abstract

One hundred years from now, it would be a true historical treat to be able to showcase 20th and 21st century digital entertainment by presenting video game consoles in mint condition for interactive, educational, play. Arguably, it would be more enlightening and informative for future audiences to be able to physically engage with the electronic artifacts instead of simply observing them behind glass. With the use of 3D technology, components of video game systems can be preserved, and then printed as needed for repairs. It will help keep them functional for future researchers, educators, and enthusiasts.


E-Volving Information Literacy Tutorials With E-Maginative And E-Ngaging Design, Damecia Donahue, Axa Liauw, Rebeca Peacock, Jill Wurm May 2014

E-Volving Information Literacy Tutorials With E-Maginative And E-Ngaging Design, Damecia Donahue, Axa Liauw, Rebeca Peacock, Jill Wurm

Library Scholarly Publications

Presentation on May 22nd, 2014, at The Workshop for Instruction in Library Use (WILU), at Western University, Ontario, Canada.


Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade Apr 2013

Visual Metaphor In Games Of Chance: What You See Is What You Play, Stephen Andrade

Computer Graphics Department Faculty Publications and Creative Works

Visual images have been a key element in the development of wager-based games. The legacy of visual metaphor in gaming can be traced through paper ephemera such as playing cards and lottery tickets. Both paper and printing technology ushered the age of wide spread playing opportunities in the 19th and 20th centuries. Modern play behaviors have given way to Postmodern gaming norms in digital space. The digital age has presented a new set of challenges for gaming architecture in wager-based play. Action research in prototyping games is beginning to reveal a new and different set of game characteristics.


Design & Communication: The Future Of Service-Learning, Ulrike Gencarelle M.A., Laura Gabiger Phd, Deana Marzocchi Sep 2012

Design & Communication: The Future Of Service-Learning, Ulrike Gencarelle M.A., Laura Gabiger Phd, Deana Marzocchi

Computer Graphics Department Faculty Publications and Creative Works

Poster for a presentation at the Eastern Region Campus Compact Conference 2012.

Depicted are online writing class projects, as well as web and print design examples created by Johnson & Wales (Providence Campus) Digital Media department design students for non-profit organizations in Rhode Island communities.


Texture Mapping With Mudbox And 3ds Max, Joshua Holland Dec 2011

Texture Mapping With Mudbox And 3ds Max, Joshua Holland

Graphic Communication

The purpose of this study was to determine the intuitiveness of texture mapping and compressibility of files generated using Autodesk 3ds Max 2012 versus Autodesk Mudbox 2012. This will be used by anyone starting to learn how to texture map and who is comparing programs that have the capability to do so. This will save users time in researching which program is better suited for their needs.

This study investigated how Autodesk 3ds Max 2012 and Autodesk Mudbox 2012 compared in mapping textures to 3D models. A basic computer skills assessment test and an intuitive test was administered to twelve …


Possible Symbolics 33, Stephen Andrade Oct 2011

Possible Symbolics 33, Stephen Andrade

Computer Graphics Department Faculty Publications and Creative Works

Professor Steve Andrade is continuously experimenting in a wide range of visual arts and technology. He is an avid researcher in the areas of interactive technology, gaming, modern visual metaphor, archeology, fine arts, Western geology and the sociology of technology space.

When he is not teaching or conducting projects at the University, Professor Andrade can be found traveling or working in his studio (pictured here). His artwork includes digital imaging, graphic art posters, virtual space planning, information graphics, 2d and 3d sculpture, representational sketching, realism, video and his current passion - abstract modern painting with a hint of allegory. He …


Teaching Design And Communication Through Project-Based Service Learning: Past, Present And Future, Ulrike Gencarelle, Laura Gabiger Apr 2010

Teaching Design And Communication Through Project-Based Service Learning: Past, Present And Future, Ulrike Gencarelle, Laura Gabiger

Computer Graphics Department Faculty Publications and Creative Works

No abstract provided.


Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith Jan 2006

Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith

Reconstruction: Studies in Contemporary Culture

The virtual body is already here. Though not as “seamless” as the virtual body envisioned in cyberpunk literature and made popular in films like The Lawnmower Man (1992), hundreds of thousands of people in over 114 countries (“Visitor Center”) daily log into massively multiplayer online role-playing games like Everquest, Ultima Online, Anarchy Online, and Earth and Beyond. These massively multi-player online role-playing games (MMORPGs or MMOs for short) [1] combine the extensive rule systems of traditional role-playing games (or RPGs) such as Advanced Dungeons & Dragons with computer graphic technology and online chat. In these computer …


Macromedia Director Audio Project Research - Written Report, Peter Dee Mar 2005

Macromedia Director Audio Project Research - Written Report, Peter Dee

Articles

A written report about the Director Audio Project: Underground Sound to include the four headings of control of audio, thematic coherence, management of assets and originality of approach / design rationale. The Underground Sound Director Audio Project is about contemporary black music in an urban setting. Images of old and young captured in the environment in which they live.


A Study Of The Characteristics Of Intelligence Apparent In Free-Design, Harry C. Friley Jul 1959

A Study Of The Characteristics Of Intelligence Apparent In Free-Design, Harry C. Friley

All-Inclusive List of Electronic Theses and Dissertations

No abstract provided.