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Articles 31 - 60 of 62

Full-Text Articles in Interactive Arts

How Mixed Reality Will Impact Product Design, Wyatt Coe Jul 2021

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.


Art And Empathy: Self Discovery In A Dark Forest, Younser Lee May 2021

Art And Empathy: Self Discovery In A Dark Forest, Younser Lee

Graduate School of Art Theses

According to the National Institute of Mental Health, 40 million people report feelings of depression, anxiety, and stress as the world moves at an increasingly rapid pace and faces unprecedented challenges. However, many ignore these negative thoughts and fail to acknowledge them as a serious issue. My art, which shares my own experiences, creates safe, cathartic places for viewers to think about their own emotional experiences. Crucial to this process is my use of daily objects and the creation of individualized, participatory, and multisensory experiences.

My art relates to daily life and the negative emotions that we experience daily. I …


The Eight Grids: A New Method To Enhance Students’ Sketching Skills In The Schools Of Architecture, Mohamad Tohme Mar 2021

The Eight Grids: A New Method To Enhance Students’ Sketching Skills In The Schools Of Architecture, Mohamad Tohme

Architecture and Planning Journal (APJ)

Sketching is one of the required courses for architecture and design students in higher education since it is considered a necessary skill for architects and designers. However, the lack of visualization skills and practice, students were met with difficulties in grasping the complex concepts of this course, concurrent with the teachers’ lack of familiarity with the various methods. The aim of this paper is to find a new method that allows students to carry out their sketches by examining the problems faced by first-year undergraduate students at the Faculty of Architecture, Design & Built Environment in BAU, Lebanon. To achieve …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


To Lend Is To Love: The Benefits Of A Lending Library On Campus, Lucia Boulos Dec 2020

To Lend Is To Love: The Benefits Of A Lending Library On Campus, Lucia Boulos

Honors Projects

This project centers around the construction of a lending library for Bowling Green State University’s campus. It seeks to answer questions concerning the frequency of reading both academically and leisurely, the preference of printed texts over electronic texts, the financial toll of textbooks and other materials, and how to make resources more accessible for students and community members. The concept behind a lending library is to “take a book and leave a book.” Participants can choose to do both or one of those options. The final structure is installed by the Community Garden behind the Fine Arts building. The project …


Visualizing Tedx Events: Ten Years Of “Ideas Worth Spreading”, Antonios Liamis Sep 2020

Visualizing Tedx Events: Ten Years Of “Ideas Worth Spreading”, Antonios Liamis

Dissertations, Theses, and Capstone Projects

I have always been fascinated by how ideas are spread. Often, ideas are chosen to serve an immediate purpose, and there is an expectation that the choice will matter only insofar as it serves to achieve the desired goal. However, once an idea takes off, it becomes sufficient in itself to disseminate its message. When I first heard about the rubric “Ideas Worth Spreading” in connection with Technology, Entertainment, and Design (TED) conferences, I had an emotional response because I was always trying to get involved in those three categories. My fascination with the question of what makes some ideas …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


The Object Memory Palace, Amra Causevic May 2020

The Object Memory Palace, Amra Causevic

Theses and Dissertations

I am interested in orchestrating instances of potentiality or concrete possibilities that proposes the futurity of play through means of touch, activation, assembly, and interaction within art spaces. The installation mentioned is composed of found objects and repurposed materials that address themes of place, memory, object-ness, and the archive, through gestural means of poetics and map making. It is an invitation to create new logics and find moments of empathy, connectivity, and hopes for a collective.


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.


Reclaiming Beercraft- A Sensory Experience, Zishan Zeng Jan 2020

Reclaiming Beercraft- A Sensory Experience, Zishan Zeng

Theses and Dissertations

The senses are mainly a source of arousal, enjoyment and pain and are of vital importance for the human body. They are also important because sensory perception is typical of many cultural artifacts and is given unique intensities and extensions, shapes and meanings through them (Heywood, 2017). As Finnish architect Juhani Pallasmaa stated, “architecture is the art of reconciliation between ourselves and the world, and this mediation takes place through the senses” (Pallasmaa, 2012). To make architecture truly meaningful, it should be able to awaken all the senses.

The way we feel, smell, and even taste is hard to capture. …


Disney: Castles, Kingdoms And (No) Common Man, Anahita Dalmia Apr 2019

Disney: Castles, Kingdoms And (No) Common Man, Anahita Dalmia

Journal of Themed Experience and Attractions Studies

Disney: A company with media and experiences that are studied over and over again, almost exhaustively. However, there is good reason that this company, recognized by its emblematic castle, is studied so intensely. No other company has prolifically created such successful experiences across platforms and settled so comfortably in audiences’ hearts, making so many of them feel special. This paper explores why and how Disney creates this impact through examining Disney’s transmedia world building techniques through the lens of the psychological schema theory. The theory explains the way humans process information, empathize and learn from experiences which are not their …


Between The Lines: Children’S Literature And The Disney Theme Parks, Michaela Karis Apr 2019

Between The Lines: Children’S Literature And The Disney Theme Parks, Michaela Karis

Journal of Themed Experience and Attractions Studies

Though the Disney theme parks are a common subject of academic analysis, relatively little research has approached the parks from a literary perspective. In this paper, I apply a theory of children’s literature to the Disney parks. By tracing the similarities between the parks and children’s texts, including their use of a “double” level of address, their focus on oppositional binaries, and their deliberate elision of “adult” elements, I demonstrate how the parks legitimize themselves as both childlike and child-appropriate spaces.


Evaluating Perspectives Of Virtual And Mixed Reality For The Performing Arts In The U.S. And Canada, Collin Huse Apr 2019

Evaluating Perspectives Of Virtual And Mixed Reality For The Performing Arts In The U.S. And Canada, Collin Huse

Journal of Themed Experience and Attractions Studies

What are the current trends of virtual and mixed reality in the performing arts? In this study, semi-structured interviews were conducted with a convenience sample of academics and professionals in the performing arts who are using virtual and mixed reality. Grounded Theory was used to analyze the themes that emerged over the course of the interviews. This study found that this technology is already fitting into entertainment within both the performance aspect and the design process. Many challenges exist for innovators in AR/VR such as lack of common knowledge, lack of structure needed for innovation, and difficulty finding financial backing. …


Physical And Digital Architecture For Collection And Analysis Of Imparted Accelerations On Zip Line Attractions, Kai David Quizona, Shelly Sicat, Nicholas Holman, Madison Glozer, Alan Black, Alex Ferworn, Kathryn Woodcock Apr 2019

Physical And Digital Architecture For Collection And Analysis Of Imparted Accelerations On Zip Line Attractions, Kai David Quizona, Shelly Sicat, Nicholas Holman, Madison Glozer, Alan Black, Alex Ferworn, Kathryn Woodcock

Journal of Themed Experience and Attractions Studies

The accelerations experienced by riders of Zip Line attractions is an underexplored area of public safety assurance. These amusement devices require complex processes to collect and analyze acceleration data. Highly versatile and effective rider-worn and ride-carried devices are necessary to collect acceleration and velocity data without affecting the integrity of the ride. This paper introduces the use of a sensor device for collecting Zip Line acceleration data in the form of a Trailing Trolley. This architecture extends the work of Sicat et. al.’s which proposed the use of a Sensor Vest and Headwear to collect linear and rotational accelerations of …


Dark Rides And The Evolution Of Immersive Media, Joel Zika Apr 2019

Dark Rides And The Evolution Of Immersive Media, Joel Zika

Journal of Themed Experience and Attractions Studies

The dark ride is a format of immersive media that originated in the amusement parks of the USA in the early 20th century. Whilst their numbers have decreased, classic rides from the 1930s to the 70s, such as the Ghost Train and Haunted House experiences have been referenced is films, games and novels of the digital era. Although the format is well known, it is not well defined. There are no dedicated publications on the topic and its links to other media discourses are sparsely documented. Today, entertainment media is utilising technology extensively to create immersive experiences for audiences, transporting …


Disability And Participation In Amusement Attractions, Kathryn Woodcock Apr 2019

Disability And Participation In Amusement Attractions, Kathryn Woodcock

Journal of Themed Experience and Attractions Studies

Eligibility to participate on an amusement attraction may be limited for patrons with certain characteristics, including size, age, disability, and health conditions. Human rights and equal access laws increasingly mandate the inclusion of people with disabilities in as many activities as possible, although safety is an accepted basis for exemption. This paper reports on practices and evidence pertaining to eligibility and safety of patrons with disabilities, including a content analysis of status quo criteria from 100 amusement ride manufacturers’ manuals and prevalence of references to disability in reports of serious and fatal injury. The analysis found that restrictive criteria exclude …


Leveraging Neo-Localism For Experience Innovation: A Case Study Of An Urban Park And Entertainment Venue, Lori J. Sipe Apr 2019

Leveraging Neo-Localism For Experience Innovation: A Case Study Of An Urban Park And Entertainment Venue, Lori J. Sipe

Journal of Themed Experience and Attractions Studies

In the past decade, spending on experiences relative to other types of consumer spending has increased dramatically. Companies with an experience economy mindset focus on differentiation as opposed to standardization and rely on innovation activities for growth. This design research project examined how an urban park and entertainment venue leveraged its unique brand and core experience to design and innovate memorable guest experiences. The Quartyard study integrated key concepts of experience economy logic and memorable tourism experiences with principles of human centered design. Interviews were conducted with key stakeholders to include the architects, general manager, members of the local business …


Roller Coaster Dynamics At Purdue University, Jeffrey F. Rhoads, Charles M. Krousgrill Apr 2019

Roller Coaster Dynamics At Purdue University, Jeffrey F. Rhoads, Charles M. Krousgrill

Journal of Themed Experience and Attractions Studies

Inspired by a handful of passionate students, in the fall of 2009, the School of Mechanical Engineering at Purdue University offered a new course entitled Roller Coaster Dynamics. Little did the instructors of the course (the co- authors of this paper) know, but that course and the many variants that followed would have a marked impact on students and instructors alike, prepping scores of civil and mechanical engineering students for careers in the themed entertainment and amusement attraction industry and opening up new avenues for technical exploration in the areas of nonlinear and multi-body dynamics. This paper adopts a balanced …


Soft Skills With Teeth: Creating Authentic Learning Environments With Charismatic Mega-Projects, J .E. Johnson, Karen Maness Apr 2019

Soft Skills With Teeth: Creating Authentic Learning Environments With Charismatic Mega-Projects, J .E. Johnson, Karen Maness

Journal of Themed Experience and Attractions Studies

In every industry, effective teams depend upon a collection of non-technical competencies often described as soft skills: leadership, verbal and written communication, collaboration, analytical thinking, creativity, decision-making, problem-solving, and flexibility. Though the importance of soft skills is widely acknowledged, soft skills curricula are either non-existent or underdeveloped in most universities. This soft skills training gap leaves students under- prepared and often over-confident as they enter the workforce. In response to this gap in our department at The University of Texas at Austin, we defined and implemented an emergent, project-based pedagogical framework to recruit an interdisciplinary roster of students and deliver …


3d Procedural Maze & Cave Generation, Jacob Sharp Apr 2019

3d Procedural Maze & Cave Generation, Jacob Sharp

Student Scholar Showcase

The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research …


Light Eaters: A Study On The Affect Of Light Depicted Through Different Art Mediums, Samuel Dyck Dec 2018

Light Eaters: A Study On The Affect Of Light Depicted Through Different Art Mediums, Samuel Dyck

Student Scholar Symposium Abstracts and Posters

Humankind has spent its entire history defining and creating the things that make up our physical world. Everyday, humanity continues to discover and create, furthering society’s knowledge and understanding of existence. However, there are facets of nature that have never been entirely understood by mankind, because they have a unique affect on each individual. It is known how a tree manifests and grows but no one can explain the feeling of relief that comes in the shade of a long limbed oak on a cloudless day. Nature is unique in its simplicity and mystery. Artists often use aspects of nature …


The Work Of Living Art, Empathy, And The Creation Of An Aesthetics Of Perception In The Early Twentieth Century, Sarah Peil Winstead May 2018

The Work Of Living Art, Empathy, And The Creation Of An Aesthetics Of Perception In The Early Twentieth Century, Sarah Peil Winstead

Architecture Undergraduate Honors Theses

Adolphe Appia (1862-1928), theorist and pioneering voice of the New Stagecraft Movement in twentieth century theatre, was a transformative influence on the history of scenic design. This paper looks at the links between Appia’s theories in theatre scenic design and contemporaneous German aesthetic theory. At the time German theorists like Adolf Hildebrand and August Schmarsow developed an aesthetic theory, Einfülung or empathy theory, based on the connection between the human body and perception. I will argue this theory influenced not only Appia and his contemporaries it also shaped the landscape of mid-century theatre design. Appia’s own theories revolved around three …


Community-Based Initiatives For Neighborhood And Community Rehabilitation: A Case Study Of The Mission District, San Francisco, California, Francesca Monique Gallardo Jan 2018

Community-Based Initiatives For Neighborhood And Community Rehabilitation: A Case Study Of The Mission District, San Francisco, California, Francesca Monique Gallardo

Cal Poly Humboldt theses and projects

Through the case study of San Francisco, CA’s Mission District, this research project addresses how community-based affordable housing development is operationalized to rehabilitate communities and neighborhoods experiencing effects of gentrification, mass displacement, and cultural dilution. My goals were to identify how the processes of building a sense of community, trust, and cohesion- rehabilitating and critical to affordable housing development efforts in the Mission District? And, how are nonprofit community development organizations engaging with these processes in collaboration with citizen and community partners? The final objective is to provide evidence-based strategies to assist other at-risk minority communities and neighborhoods in the …


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 …


Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, Matteo Zallio, Damon Berry Sep 2017

Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, Matteo Zallio, Damon Berry

Articles

We are currently living in a decade where smart objects and Internet of Things (IoT)-based devices are becoming part of daily life in different contexts. This research seeks to investigate and verify, by using a formal literature review methodology, the most visible aspects of technological development, within the Industry 4.0 and IoT scenario, in relation to the theories of the so called “Planned Obsolescence”.

This study covers a defined number of works on Design theories and practices on how to face the issue of built-in obsolescence of devices in the era of the Connected Devices. The majority of the works …


James Joyce Run: Good Puzzle Would Be Cross Dublin Without Passing A Pub, Barry Sheehan May 2016

James Joyce Run: Good Puzzle Would Be Cross Dublin Without Passing A Pub, Barry Sheehan

Academic Articles

I write a blog www.jj21k.com which looks at the works of James Joyce, the environment which he wrote about and changes that have taken place since he wrote about them. The blogposts are predominantly about Dublin. As part of discovering Dublin by reading and Running I have written several longer pieces.

In Ulysses Leopold Bloom thinks Good puzzle would be cross Dublin without passing a pub. This piece creates a running narrative that does just that, linking Cabra where the Joyce family lived on the north side of Dublin, with Shelbourne Road on the south side and where James Joyce …


Anyone Can Architect, Christine Wright Apr 2016

Anyone Can Architect, Christine Wright

Honors Projects

Because people often assume that one has to know architecture in order to study it, this interactive text makes it more approachable. Anyone Can Architect is an interactive sketch book introducing the basics of architecture to anyone from middle- and high-school students who are starting to explore different fields of study to those already studying and practicing architecture who might want to have fun with some of the basic principles. Not only does this text provide useful definitions of terms alongside some well-known examples, but it takes readers a step further by asking them to complete some specific tasks that …


Profile Of Business In The Traditional Design Sectors, Con Kennedy Jan 2016

Profile Of Business In The Traditional Design Sectors, Con Kennedy

Reports

This research report illustrates the findings form the “Profile of Business in the Traditional Design Sectors”. This research was commissioned by the Design and Crafts Council of Ireland as part of the Year of Irish Design (ID1025) which is supported by the Department of Jobs, Enterprise and Innovation and was under taken on their behalf by Con Kennedy. The aim of this research is to develop an understanding of the size, location and demographic of design practices and business in the Republic of Ireland. For the purpose of this report, the agreed sectors and design sectors to research were: • …


3d Scan Data For Selected Artifacts From Blackwater Draw National Historic Landmark (La3324), New Mexico, Usa, Robert Z. Selden Jr., George T. Crawford Jan 2016

3d Scan Data For Selected Artifacts From Blackwater Draw National Historic Landmark (La3324), New Mexico, Usa, Robert Z. Selden Jr., George T. Crawford

CRHR: Archaeology

Between February 8-11, 2016, selected artifacts from the Blackwater Draw National Historic Landmark (LA3324) were scanned in advance of a grant proposal to digitally aggregate the Clovis-era artifacts from the Clovis type site. These data were collected using a NextEngineHD running ScanStudioHD Pro, and were post-processed in Geomagic Design X 2016.0.1. All data associated with this project have been made publicly available (open access) and are accessible in Zenodo under a Creative Commons Attribution license, where they can be downloaded for use in additional projects and learning activities. These data have the capacity to augment a variety of research designs …


3d Scan Data For Caddo Ceramic Vessels From The George C. Davis Site (41ce19), Robert Z. Selden Jr. Jan 2016

3d Scan Data For Caddo Ceramic Vessels From The George C. Davis Site (41ce19), Robert Z. Selden Jr.

CRHR: Archaeology

On June 8, 2015, the intact and reconstructed vessels from the George C. Davis site (41CE19) were scanned (3D) in advance of an analysis of 3D geometric morphometrics. These data were collected using a Creaform GoSCAN50 running VXElements via the scanner direct control function in Geomagic Design X. All data associated with this project are available in Zenodo under a Creative Commons Attribution license, where they can be downloaded for use in additional projects. These data have the capacity to augment numerous research designs in the digital humanities and ceramic studies, as well as a wide range of comparative research …