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Articles 91 - 103 of 103
Full-Text Articles in Game Design
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
Modern Languages and Literatures Annual Graduate Conference
Devin Wilson analyzes some of Pippin Barr's subversive videogames, examining the methods by which they parody game design conventions.
Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin
Exploration Of Physical Computing: Digital Interfaces Using Microsoft Kinect And Peggy 2 Led Matrix, Jeffrey Franklin
Liberal Arts and Engineering Studies
Physical computing, or more specifically social immersive media, is an offshoot of New Media that incorporates interactive physical systems (software/hardware systems) to sense and respond to the analog world. This serves as a creative framework for understanding our own relationship to the digital world. In this project, computer vision is incorporated as a medium between both input and output through the use of two cameras, a typical webcam and a Microsoft Kinect. For the first part of the project, a webcam streams visual data into a computer program which interpolates the video data into a 25x25 virtual dot matrix. This …
Design & Communication: The Future Of Service-Learning, Ulrike Gencarelle M.A., Laura Gabiger Phd, Deana Marzocchi
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.
Women And Video Games: Pigeonholing The Past, Allison Perry
Women And Video Games: Pigeonholing The Past, Allison Perry
Scripps Senior Theses
Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.
Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor
Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor
Master's Theses
This thesis explores how game makers conceive of and navigate the intersection between digital systems and real world systems by asking, how can social impact game designers shape procedural rhetoric to effectively address complex real world systems with digital systems? By examining three game case studies, I reach four significant findings regarding player agency, subversive play, design approaches to scale, and game difficulty in regards to systems fluency.
Texture Mapping With Mudbox And 3ds Max, Joshua Holland
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
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
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.
Sae Magazin : Das Magazin Von Sae Institute Und Sae Alumni Association 2008|1, Sae Institute
Sae Magazin : Das Magazin Von Sae Institute Und Sae Alumni Association 2008|1, Sae Institute
SAE Magazine (2007-2011)
No abstract provided.
Role Playing Games As Interactive Fiction, John Miller
Role Playing Games As Interactive Fiction, John Miller
Reconstruction: Studies in Contemporary Culture
This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …
Macromedia Director Audio Project Research - Written Report, Peter Dee
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.
Vr Dirt And Other Stuff, P.D. Quick
Vr Dirt And Other Stuff, P.D. Quick
SWITCH
A look at the effects virtual reality has on users. These effects can manifest physiologically or psychologically, through the use of the interfaces and feedback of virtual tech. Several sources are discussed, including a study from the University of Virginia’s Department of Computer Science and a panel presentation attended by the author titled "A National Research Agenda for Virtual Reality: Report by the National Research Council Committee on VR R&D" (NRCC). Some of the side effects of virtual reality tech use are eye strain, motion sickness, and sopite syndrome. Altering the mental model held by the user's own body as …
Switch On Virtual Reality, Switch Staffs
Switch On Virtual Reality, Switch Staffs
SWITCH
A general introduction to virtual reality and the technology associated with it. The article wants to explore a simulated fantasyland and desires to escape the limits of the everyday world. Two interviews with Brenda Laurel and Linda Jacobson about the issue of identity in VR, theorizing whether one can escape entirely into another existence. The authors also talk about the full potential of VR, where people can "become" someone of the opposite sex, of an altered gender, or another race.