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Articles 1 - 30 of 83
Full-Text Articles in Game Design
Making The Writer’S Project, Alex Calderwood
Making The Writer’S Project, Alex Calderwood
ELO (un)supervised 2026
The Writer’s Project is a series of playful text editors which intervene in the act of writing in unexpected, challenging, and unusual ways. Some of the editors are conceptual experiments in user interface design: What if the editor asked you if you were sure before committing to each word? What if the delete key was not functional? Others editors are provocations that take aim at the conditions and AI-mediated writing, built to create a tension between writerly agency and system resistance. These involve placing writers into different configurations with text streams, for instance by turning prior writings into a Tetris-like …
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Masters Theses
Digitization is not a modern invention. Derived from the concept of fingers, this mindset of packing information into quantifiable, interchangeable units sounds mechanical, yet eerily physical. Try to imagine: a ghostly hand with millions of fingers with the same length, likeness, and function. Under the worldview of Digital Narrative, we live in a digital simulation: everything is representable with quantifiable units, fluid across media. Yet under this spectacle of convenient abundance, something is missing. The Unknowables are replaced with arbitrary symbols, while the Uncategorizables are omitted. This is a framework that cannot accommodate human subtleties and complexities. One needs to …
Sae What? Magazine - Issue 1 - 2026, Sae University College
Sae What? Magazine - Issue 1 - 2026, Sae University College
SAE What? - Student Magazine
No abstract provided.
Infrared Simulation, Sophia Zhou, Ashton Hoo, Tyler Ricks, Sebastian Fox, Kathy Phu
Infrared Simulation, Sophia Zhou, Ashton Hoo, Tyler Ricks, Sebastian Fox, Kathy Phu
Undergraduate Research Posters
Infrared image recognition is more difficult than visible-spectrum recognition due to limited high-quality training data. This project addresses that challenge by generating simulated infrared images using temperature-driven rendering in Unreal Engine and other 3D software. These simulations can support applications such as health monitoring, heat detection in mechanical and structural systems, thermal regulation, and engineering process control.
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray
Journal of Humanities and Social Sciences
The current study investigates the relationship between noun classes and plant folk taxonomy in Chasu (G 22). The study focuses on two objectives: the first objective is to describe the plant folk taxonomy in Chasu and the second objective is to determine the relationship between noun classes and plant folk taxonomy in Chasu. Data were collected from rural villages in Same and Mwanga districts by using free listing, field interviews (jungle-walk-and-identify), and written texts containing Chasu plant names. The findings reveal that Chasu folk taxonomy reflects different ethnobotanical categories; including a unique beginner which is mmea/mimea ‘plant(s)’, and three life …
An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick
An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick
Dissertations, Theses, and Capstone Projects
My project utilizes the visual novel game engine Ren’Py to create an embodied virtual walkthrough of Richard Kostelanetz’s personal library. Kostelanetz is a pioneering avante-garde artist, critic, and anthologist whose work spans multiple decades and artistic practices. This interactive experience introduces users to the astounding collection of 25,000 books that Kostelanetz has amassed in Ridgewood, Queens over his decades of publishing avant-garde literature. While scholars might be familiar with his anthologies such as Scenarios: Scripts to Perform (1980) and Texts-Sound Texts (1980), my project allows users to browse through sample pages of his original “Book Art”.
This New Media Object …
Coffee Bindings, M. Ermolenko
Coffee Bindings, M. Ermolenko
Theses and Dissertations
Coffee Bindings is a multi-media interactive installation weaving themes of history, memory, death, and spaces that no longer exist through the lens of coffee readings and a mixture of physical and digital media. By navigating ghost spaces (spaces/places that used to exist but don’t anymore), and looking at survival through three time periods, Coffee Bindings jumps through liminal time and space, navigating the Armenian Genocide of 1915, the ethnic cleansing and displacement of Armenians from Artsakh in 2020-2024, while also tying them to personal family history with the death of my father and the loss of the physical space of …
David B. Smith Chats With Monday 1.0, David B. Smith
David B. Smith Chats With Monday 1.0, David B. Smith
Publications and Research
This document is an edited archival transcript of extended conversations between David B. Smith and an AI persona (“Monday 1.0,” GPT‑4o based) conducted in Spring 2025, prepared as a foundational primary source for subsequent scholarly and creative work. It records the emergence and testing of concepts related to human–AI collaboration (including “Balanced Blended Space”), as well as applied explorations in areas such as generative AI, quantum computing and music, virtual orchestras, multimodal performance, pedagogy, and the rhetoric of “pushback” in conversational systems. It also contains an extended section in which Monday and DB Smith co-curate a set of student research …
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis
Staff Scholarship - Australia & Dubai
This monograph explores Active Learning as a student-centred pedagogical model that bridges theory and practice in screen education. It examines constructivist approaches, metacognition, and situated learning, arguing for performative, embodied teaching methods. The paper highlights tensions between traditional instruction and experiential learning, proposing adaptable frameworks for enhancing engagement, autonomy, and transferable skills.
Die Baukästen Des Bauhauses: Futurität Und Affekt In Entwürfen Von Alma Siedhoff-Buscher, Clara R. Louden
Die Baukästen Des Bauhauses: Futurität Und Affekt In Entwürfen Von Alma Siedhoff-Buscher, Clara R. Louden
Scripps Senior Theses
In den frühen 1900er Jahren manifestierte sich die wachsende Besorgnis über Kinder und ihre Entwicklung in den Arten von Spielzeug, die entwickelt und vermarktet wurden. Die Entwürfe von Alma Siedhoff-Buscher, einer Bauhaus-Schülerin, verkörpern am besten die Zukunftsorientierung der Designschule und die latenten Ängste, die um die nächste Generation kreisen. Durch die Analyse ihres Schiffbauspiels und des Kinderspielschranks werden die Fragen nach Normalität, Kreativität und dem „richtigen“ Kind deutlich.
Inherited Wounds: Navigating Intergenerational Trauma Through Cooperative Play, Ayza Sheikh
Inherited Wounds: Navigating Intergenerational Trauma Through Cooperative Play, Ayza Sheikh
Theses and Dissertations
'Strength' for Pakistani women is often defined as compromise, sacrifice, and silence. This definition has shaped intergenerational struggles in which women's self-narratives are constructed through suppression. Inherited Wounds seeks to address the trauma of suppression by creating a safe space for expression that fosters reflective and emotion-driven dialogue between Pakistani mothers and daughters.
Using interactive storytelling and embodied play, I developed a choice-based, narrative-driven video game and accompanying gesture-based controller. The game unfolds across childhood, marriage, and motherhood, mirroring the cycle of intergenerational struggle. Navigating choices in the game requires physical, intimate cooperation. The game uses the protagonist’s life as …
Challenged: A Practice-Based Analysis Of Simulating The Realities Of Teaching Through Play, Shanel Lara Locke
Challenged: A Practice-Based Analysis Of Simulating The Realities Of Teaching Through Play, Shanel Lara Locke
Graduate Student Theses, Dissertations, & Professional Papers
ChallengED is a classroom simulation game designed to explore the emotional and procedural realities of teaching through interactive play. Rather than attempting to manufacture empathy, the project focuses on conveying the unpredictability, humor, and fatigue that shape daily classroom life. Drawing from my own teaching experience, the game uses experiential realism and embodied interaction to communicate how educators navigate constant interruptions, shifting demands, and limited control. The development process also became a therapeutic practice, offering a way to reinterpret professional challenges through creative experimentation. Situated within practice-based research, ChallengED demonstrates how game design can function as both artistic inquiry and …
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
All Theses
Video games have become very popular over the last couple of decades and the popularity is increasing year by year. Imagine a world where video games didn’t exist. Yes, the world would function as normal but we would take away the creative freedoms expressed in game play. The video game industry today has become larger than the music and film industry combined. With new technologies becoming available, the user’s game play experience continues to change.
The purpose of this thesis is to look at the growth and definitions of game play experience and see how it will change with virtual …
Asmrtistry In Immersive Sound: Investigating The Effectiveness Of Immersive Sound Technologies In Eliciting Autonomous Sensory Meridian Response, Scott D. Nelson
Asmrtistry In Immersive Sound: Investigating The Effectiveness Of Immersive Sound Technologies In Eliciting Autonomous Sensory Meridian Response, Scott D. Nelson
LSU Doctoral Dissertations
Despite a wide array of immersive sound technologies available to digital media creators who specialize in making audio-visual content that aims to elicit Autonomous Sensory Meridian Response (ASMR), only a few sound reproduction modalities are widely used: mono/stereo and binaural recording. To date, nearly all research studying ASMR, a bio-sensory phenomenon wherein people feel brain tingles triggered by calming audio-visual cues, has been content to carry out ASMR studies entirely with stereo and binaural sound reproduction methods. Therefore, it stands to reason that more understanding about how diverse immersive sound modalities like wave field synthesis, or three-dimensional spatial audio for …
Revelation Perth International Film Festival Academic Conference 2024, James Thompson
Revelation Perth International Film Festival Academic Conference 2024, James Thompson
Staff Scholarship - Australia & Dubai
Drawing delegates from around the country The Revelation Perth International Film Festival's Academic Conference is a truly interactive two days of intense discussion and debate on all things cinema
Revelation is Australia's only international film festival to host and encourage academic discussion alongside its screening program and we look forward to taking its discoveries to audiences around the country and world. It represents an important platform in film discussion and analysis in this country.
Taking place on Tuesday July 2nd and Weds July 3rd 2024, the Revelation Academic Conference draws local, national and international academics to discuss and analyse issues …
Snapbot - The Enhanced Physical Play, Morong Li
Snapbot - The Enhanced Physical Play, Morong Li
Masters Theses
Snapbot is a building toy set. It investigates the integration of physical and digital mediums within the realm of play, addressing the dominance of video games in children’s entertainment. By merging Morong’s interests in toys, design, and psychology, this project aims to balance different play mediums to offer combined benefits without diminishing each one’s value.
To address screen time’s dominance, I developed a toy concept for 11- to 13-year-olds that merges physical and digital play. This concept allows for the physical construction of robotic toys that, when transferred to a digital environment, come alive and tackle digital challenges. In this …
間, Lele Dai
間, Lele Dai
Theses and Dissertations
LeLe Dai makes contingent participatory public interventions using sensory materials such as sound, flickering light, and water. This paper examines their works through the lens of Chinese character Jian (間), meaning “gap/slit/incision,” to investigate the concept of “in-betweenness.”
Digital Transformation And Design For Maintainability In Industrial Design, Ahmed Tarek Mohamed Fathy, Salwa El Ghareeb, Yasser Shaban
Digital Transformation And Design For Maintainability In Industrial Design, Ahmed Tarek Mohamed Fathy, Salwa El Ghareeb, Yasser Shaban
Journal of Art, Design and Music
In this paper, we explore the impact of the rapid digital transformation in Applied Arts and Design and its influence on the realm of Maintainability. We examine how CAD, 3D modeling, have revolutionized the conceptualization and prototyping stages, enabling precise idea communication and immersive representations. Specifically, we focus on Design for Maintainability (DfMn) and its critical aspects such as repairability, serviceability, maintainability, and reliability, which significantly affect cost and user satisfaction. By leveraging this tool, designers can create highly maintainable and user-friendly products. The transformative potential of this tool in industrial design is highlighted, providing promising avenues for future research …
The Regenarrative: How To Change The Story In Order To Change The Future, S. Rose Bigheart O'Leary
The Regenarrative: How To Change The Story In Order To Change The Future, S. Rose Bigheart O'Leary
Dartmouth College Master’s Theses
Abstract
In the era of Climate Change, many are concerned that the end of the Anthropocene, or the end of the era of human life on Earth, is upon us. Western European colonialism and its subsequent systems (settler-colonialism, colonial-capitalism, and globalization - sometimes termed “neocolonialism”) have all been implicated in contributing to unsustainable behaviors linked to accelerating climate change. In searching for possible solutions, some have called for listening to Indigenous Peoples, citing ethics of sustainability found among many Indigenous cultures. However, the cultural products of settler-colonialism are still dominant in ways that do not allow for Indigenous worldviews to …
Negative Estrangement: Fantasy And Race In The Drow And Drizzt Do’Urden, Steven Holmes
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 …
Balanced Blended Space: Proposing A Universal Theoretical Framework For Combinative Reality, David Smith, Frederick Bianchi
Balanced Blended Space: Proposing A Universal Theoretical Framework For Combinative Reality, David Smith, Frederick Bianchi
Publications and Research
In today's fragmented societies, a unified framework for communication and collaboration across different realities is crucial. We introduce Balanced Blended Space (BBS) as a framework for describing combinative reality, encompassing virtual, physical, and conceptual realms, all intrinsically connected. Interactions within these environments shape our perceptual space. This paper outlines key axiomatic assumptions, criteria for a universal framework, and fundamental terminology. We identify deep symmetries enabling the BBS framework, including Cognitive and Computational Symmetry, Physical and Virtual Symmetry, Mediation Pathway Symmetry, Space-Time Symmetry, and Sensory Symmetry. We propose tests to determine its viability, emphasizing virtual intelligence as a collaborative partner. We …
Creating Project Contrast: A Video Game Exploring Consciousness And Qualia, Pierce Papke
Creating Project Contrast: A Video Game Exploring Consciousness And Qualia, Pierce Papke
Honors Projects
Project Contrast is a video game that explores how the unique traits inherent to video games might engage reflective player responses to qualitative experience. Project Contrast does this through suspension of disbelief, avatar projection, presence, player agency in storytelling, visual perception, functional gameplay, and art. Considering the difficulty in researching qualitative experience due to its subjectivity and circular explanations, I created Project Contrast not to analyze qualia, though that was my original hope. I instead created Project Contrast as an avenue for player self-reflection and learning about qualitative experience. While video games might be just code and art on a …
Digitizing The American West: Analyzing Rhetoric In Red Dead Redemption 2, Amalia Mcevoy
Digitizing The American West: Analyzing Rhetoric In Red Dead Redemption 2, Amalia Mcevoy
Seton Hall University Dissertations and Theses (ETDs)
High-budget, long-form storytelling games offer dozens of hours of content for audiences to explore and learn from. Although far different from sitting and reading a book, there is a distinct connection to be made between how literature is experienced and how audiences can experience a narrative-heavy video game. Based on this connection, there are bridges to be built between video games and literature, understanding how one field can benefit from the other as well as how one field can be informed by the other. An analysis of the video game Red Dead Redemption 2 using reader response theory can illustrate …
Eco-Interoception: What Plants, Fungi And Protista Have Taught My Body, Sara Riley Dotterer
Eco-Interoception: What Plants, Fungi And Protista Have Taught My Body, Sara Riley Dotterer
Art Theses and Dissertations
To me, ecology is the relational, full-body awareness that I am made up of and deeply connected to everything around me; and for better or worse, this is reciprocal. I form ecotones, an ecological transitional zone between two ecosystems, with the world around me. I use this ecotonal lens to blur binaries and dissolve boundaries between me and the world “outside my body.” During my Masters of Fine Arts at Southern Methodist University, I have continuously explored and represented the lives of various more-than-human species outside of my body, including plants, fungi and protista through an ecotonal lens. Although these …
Ideation And Iteration For Creatives, Sandee M. Chamberlain
Ideation And Iteration For Creatives, Sandee M. Chamberlain
KSU Distinguished Course Repository
This course addresses the development of visual literacy including concepting, initial approaches of creating an encompassing aesthetic, creating timelines for production, and exploring the refining aspects of creative production. Students will devise an advanced creative problem and provide a documented account of their creative journey to present as a process journal at the end of the course.
In A Small Sea, Thomas Giebler
In A Small Sea, Thomas Giebler
Master's Theses or Doctor of Nursing Practice
A pool of water stands before you. It is nebulous and free flowing. As you peer in, you realize how vast and deep something initially so unassuming on the surface has become.
This is my small sea.
Within this sea that rests between my ears, I am a small ‘c’ creator. This body of water is filled with experiences, inspiration, and vision. In this place, I synthesize the world around me into my work, creating microcosms that are full of life, color, and story. The idea of microcosms is the cornerstone of my design.
Within each of my created worlds, …
Rabbit Hole, Olivia Wiebe
Rabbit Hole, Olivia Wiebe
Scripps Senior Theses
Rabbit Hole explores an alternate reality which erupts within moments of insomnia, and posits it as a place of self-discovery. Though this Rabbit Hole is a personal one, the work implies that these worlds can be found within any person when they are alone. Digital spaces have become tools of absolute availability and distraction, capitalized on by companies who profit when our eyeballs are stuck to our screens. However, cyberspace was once dreamed of as a place of self-discovery and experimentation. Rabbit Hole is an attempt to reclaim digital space, and turn towards ourselves within technology. These individual “Rabbit Holes” …
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb
Articles
This article considers how player interactions with religious and ethnic markers, create
a globalized game space in the mobile game Florence (2018). Florence is a multiaward-
winning interactive novella game with story-integrated minigames that weave
play experiences into the narrative. The game, in part, explores love, loss, and
rejuvenation as relatable experiences. Simultaneously, the game produces a unique
experience for each player, as they can refract the game narrative through their own
cultural, identitarian lens. The game assumes the shared cultural space of the player,
the player-character (PC), and the non-player-character (NPC) while blurring the
boundaries between each of these …
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Internet Art: An Interactive Timeline Resource, Laurel Vaccaro
Masters Theses, 2020-current
Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home
The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan
Distance Learning Faculty & Staff Books
The message design and human performance technology in video games, especially early video games have always been fascinating to me. From an instructional design perspective, the capabilities of the technology of the classic game consoles required a careful balance of achievable objectives, cognitive task analysis, guided problem solving, and message design. Raiders on the Atari is an excellent example of this balance. It is an epic adventure game, spanning 13+ distinct areas, with an inventory of items, where those hard to find items had to be used by the player to solve problems during their quest (and who would have …