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Full-Text Articles in Interactive Arts

The Self-Aware Room: A Framework For Operational Self-Awareness In Evolvable Blended Environments, David B. Smith Aug 2026

The Self-Aware Room: A Framework For Operational Self-Awareness In Evolvable Blended Environments, David B. Smith

Publications and Research

The Self-Aware Room (SAR) is a room-scale research environment developed within the larger Balanced Blended Space and Blended Reality Performance System research trajectory. Rather than treating the room as a conventional “smart” environment composed of fixed automation technologies, SAR approaches it as an evolvable blended environment made from physical, virtual, conceptual, sensory, computational, and performative relationships. Its defining feature is not any particular sensor, model, or output device, but the set of transformations through which physical activity becomes structured observation, bounded representation, interpreted state, governed decision, and mediated response.

This paper develops the conceptual and methodological foundations of SAR as …


Jadughar: The House Of Magic, Dhruvi A. Shah May 2026

Jadughar: The House Of Magic, Dhruvi A. Shah

Masters Theses

Jadughar or the House of Magic is what people call a 'museum' in parts of South Asia. The practice of museum making, at its origin, is the act of collecting, preserving, interpreting and representing a culture’s tangible and intangible heritage to make it accessible to diverse audiences. Since the early 19th century such practices have been performed at various kala bhandars (art centers) in India, without the need of a formal or institutional organisation. The British introduced the model of a ‘museum’ in South Asia, with the aim of not only preserving ethnographic collections, but also showcasing their power and …


Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang May 2026

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 …


Draw To Breathe, Ranran Ma May 2026

Draw To Breathe, Ranran Ma

Masters Theses

This thesis explores visual expression in drawing as an intuitive mode of thinking suited to everyday life—a form of expression that runs parallel to language and surpasses it.

The project begins with a daily Post-it note drawing practice. These drawings often emerge before conscious understanding, subsequently accompanied by brief text, allowing image and word to resonate through emotion and intuition. Through the use of small-scale, portable, low-pressure materials, and with immediacy and intuitive freedom as the foundation of making, a visual language system grounded in the self develops. Through this sustained practice, I developed an instruction-based card system titled Draw …


Menstrual Muses: Art, Storytelling, And The Care-Based Communication Of Menstrual Justice, Burcu Koleli May 2026

Menstrual Muses: Art, Storytelling, And The Care-Based Communication Of Menstrual Justice, Burcu Koleli

Masters Theses

Menstrual Muses is an artistic research project comprising a written thesis and a body of work developed across soft sculpture, ceramics, illustration, graphic memoir, digital media, and participatory workshops. The written component operates alongside the studio practice, outlining the project’s theoretical framework, methodology, and context while engaging questions of communication, accessibility, embodiment, and stigma. It situates menstruation within feminist discourse, examining how it has been culturally silenced, regulated, and shaped through systems of power.

The artistic work functions as research materialized through practice, responding to the central question of how my art can facilitate conversations around menstrual justice. It explores …


Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray Nov 2025

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 …


Evaluating Gamified Website Designs: An Analysis Using The Octalysis Framework, Menna Mohamed Zakaria, Reem Alasfoury, Nesrin Ezzat Gamal, Maryet Youssef Bekhit Jun 2025

Evaluating Gamified Website Designs: An Analysis Using The Octalysis Framework, Menna Mohamed Zakaria, Reem Alasfoury, Nesrin Ezzat Gamal, Maryet Youssef Bekhit

Journal of Art, Design and Music

In today's fast-changing digital landscape, websites must stand out to gain and retain user attention. Gamification techniques, which use game-design concepts to improve user engagement and satisfaction, are a method to achieve this uniqueness. This research investigates the significant role of purposeful design in the effective application of gamification on websites, emphasising the importance of deliberate and balanced context-specific implementation of gamification By examining industry-leading websites that employ gamification using the Octalysis framework and related theoretical frameworks The findings highlight that, while gamification has the potential to dramatically distinguish the website and boost user interaction and loyalty, its performance and …


For The Time Beings, Tori Hong May 2025

For The Time Beings, Tori Hong

Masters Theses

For the Time Beings is a socially engaged installation and artist book exploring the material consequences and future possibilities of sociocultural time theories. Time, in the West, is typically associated with Newtonian linearity, while in the East, time theory relies on Buddhist principles. These epistemologies reinforce hierarchical and patriarchal structures. Centered on Indigenous Asian and Asian American perspectives, For the Time Beings challenges dominant ideologies of existing in time and space.

For nearly a year, I’ve burned handwritten prayers on new and full moons. The ashes of these prayers are incorporated into reverential drawings of chosen ancestors, made with charcoal …


Interactive Pathways: Designing Accessible Museum Experiences, Bryce M. Christian Apr 2025

Interactive Pathways: Designing Accessible Museum Experiences, Bryce M. Christian

Senior Theses

This research examines the educational strategies employed by the Columbia Museum of Art in addition to similar institutions to explore how museums can optimize their educational impact on K–12 students by applying human-centered design strategies that prioritize accessibility, engagement, and real user needs. Many museums struggle to fully serve K–12 students due to physical, financial, and perceptual barriers. While digital platforms have expanded reach in some institutions, others prioritize in-person experiences and community engagement. This research uses artificial intelligence tools such as supervised data to accelerate and enhance the analytical process. The study evaluates these approaches through the lens of …


You Go, I Will Wait, Rasim Bayramov Jan 2025

You Go, I Will Wait, Rasim Bayramov

Theses and Dissertations

On the other side of the coast, a hand is waiting. On the other side of the shore, someone is waiting for you to come. This space between you and them is an asymptote. The more you wait, the colder the pan is to the hand. But the salt of the sea will cover and warm your hand. There’s much to play with while you wait. The destination is only a promise, a figure disillusioned. Waiting spaces are enchantingly altering

in their premise. A bureaucratic fantasy with no avail and no ending. Systematically accumulated levels of power and control lies …


Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver Nov 2024

Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver

Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy

Choices made during video game gameplay set the stories told in that media apart from other media. Narrative-affecting choices have existed since the earliest games, from character creation in role-playing games to performance-based narrative changes in Metroid to morality-based choices in Ogre Battle. In the contemporary gaming landscape, some games derive a significant portion of their gameplay from character decisions: exploration, dialogue options, quick-time event reactions, etc. In this article, I give a history and breakdown of how choices have existed and evolved in gaming narratives since their inception. I then propose three categories for significant narrative choices: aesthetic, …


Teaching Technical Writing Through Designing And Running Escape Rooms, Marijel (Maggie) Melo, Antonnet Johnson Nov 2024

Teaching Technical Writing Through Designing And Running Escape Rooms, Marijel (Maggie) Melo, Antonnet Johnson

Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy

While many instructors recognize how the integration of popular culture and student interests can enhance student engagement and learning, this pedagogical approach remains rare in technical writing courses. In this article, we provide an end-to-end outline of an escape room project assigned to junior and senior level undergraduates, including an overview of our pedagogical rationale, institutional context, instructional materials, and synthesis of work produced by students. By collaborating on a range of technical documentation, students learn through experience that can be leveraged beyond the classroom and in their professional pursuits. Moreover, we aim to provide teachers with an example of …


Spatial Mapping With Polaroid Post-Its, Angela C. Dittmar, Katie Claiborne Jul 2024

Spatial Mapping With Polaroid Post-Its, Angela C. Dittmar, Katie Claiborne

Arts-Based Collaborative instructional materials

No abstract provided.


My Ai Companion: An Examination Of The Removal Of Erotic Role Play From Replika Through User Discussion On Reddit, Chelsee M. Allen Jul 2024

My Ai Companion: An Examination Of The Removal Of Erotic Role Play From Replika Through User Discussion On Reddit, Chelsee M. Allen

Department of Sociology: Dissertations, Theses, and Student Research

The development of artificial intelligence (AI) software has expanded rapidly in recent years, and thus has emerged the importance of exploring human relationships with AI chatbots. Replika, an app which uses AI to mimic human conversation, removed a function called Erotic Role Play (ERP) that allowed for sexual conversation with users’ customizable chatbots in February of 2023. This exploratory qualitative study examines the aftermath of ERP’s removal through an analysis of user interactions on Reddit. Five overarching themes emerged through the analysis of top posts to a Replika-specific subreddit, encompassing topics around mental health, stigma, coping, sex work and gendered …


Cooking In Times Of Oppression, Dorota Koczanowicz May 2024

Cooking In Times Of Oppression, Dorota Koczanowicz

Dublin Gastronomy Symposium

In 2017, Marije Vogelzang's interactive performance at the Museum of Rotterdam, 'Black Confectti', was designed to enable the experience of a difficult wartime past. Using authentic recipes from the war press, she prepared dishes based on the creativity of the crisis. In the face of starvation and the struggle for life, the selflessness of creative action in the kitchen and the effort of documentation in the form of recipes from the past and culinary fantasies from the past proved to be a helpful tool for surviving the most oppressive situation. The effectiveness of this strategy is clearly demonstrated not only …


The Perfect Model: Exploring Gender Differences Within Commercial Graphic Design Preferences, Adeline Roberts May 2024

The Perfect Model: Exploring Gender Differences Within Commercial Graphic Design Preferences, Adeline Roberts

Undergraduate Theses

Personal preferences within graphic design are heavily shaped by social factors, including cultural practices. This project explores the effect of gendered-based experiences on visual design preferences, through investigating men’s and women’s preferences regarding graphic design elements, and the source of these opinions. The data was then used to create two educational images, which mimic contemporary magazine covers, visually illustrating the effects of gendered marketing and experiences on personal design preferences. These images were then attached to an interactive website, so that the findings and pieces from this project can be easily accessed by future audiences.


Automated Cinematographer For Vr Viewing Experiences, Zihan Wu May 2024

Automated Cinematographer For Vr Viewing Experiences, Zihan Wu

Dartmouth College Master’s Theses

As the virtual reality (VR) industry continues to evolve, the question of how to effectively capture VR experiences for an audience remains a challenge. The predominant method of showcasing VR applications through first-person recordings lacks cinematic interest, failing to capture other viewpoints and the essence of the moment. Meanwhile, manually setting up cameras and editing videos requires technical expertise on behalf of the user. In this paper, we propose the use of machine learning (ML) to automatically select the most compelling predefined viewpoint in a VR environment, at any given moment. Our models, trained on actor motion and voice volume, …


What Does One Billion Dollars Look Like?: Visualizing Extreme Wealth, William Mahoney Luckman Feb 2024

What Does One Billion Dollars Look Like?: Visualizing Extreme Wealth, William Mahoney Luckman

Dissertations, Theses, and Capstone Projects

The word “billion” is a mathematical abstraction related to “big,” but it is difficult to understand the vast difference in value between one million and one billion; even harder to understand the vast difference in purchasing power between one billion dollars, and the average U.S. yearly income. Perhaps most difficult to conceive of is what that purchasing power and huge mass of capital translates to in terms of power. This project blends design, text, facts, and figures into an interactive narrative website that helps the user better understand their position in relation to extreme wealth: https://whatdoesonebilliondollarslooklike.website/

The site incorporates …


Triple Helix: Ai-Artist-Audience Collaboration In A Performative Art Experience, Xuedan Zou Dec 2023

Triple Helix: Ai-Artist-Audience Collaboration In A Performative Art Experience, Xuedan Zou

Dartmouth College Master’s Theses

Imagine an art exhibition that morphs its content according to the audience’s experience like a chameleon, reflecting the audience’s mind and culture and turning the artist’s exhibition into the viewer’s. But when the viewers leave, the work fades back to the creator’s original work and waits for the next audience. In this project, my team introduced an interactive exhibition called "Triple Helix," where audience members were provided the opportunity to alter the artworks created by the artist, thus imbuing them with their own perspectives. This interactive exhibition was held at three physical-locations and online, and a comprehensive user study was …


The Landscape Does Not Care It Is A Landscape: A Utopian Pessimist Journey In Kentucky., Shachaf Polakow May 2023

The Landscape Does Not Care It Is A Landscape: A Utopian Pessimist Journey In Kentucky., Shachaf Polakow

Electronic Theses and Dissertations

These thesis and exhibition, invite the viewers to travel through different places in Central and Eastern Kentucky. The region’s landscape, like many other American landscapes, is often known to the public through the settler colonial lens—a lens that ignores Indigenous peoples’ history in the region. The work in the exhibition is a response to landscape art's history and its complicity with American settler colonialism- art that was recruited to create a new identity for the settlers and for the country from the beginning of the American Colonial Project. Landscape art was a crucial part of this effort, presenting the land …


Metamorphis, Luca Lee Sobarzo Faust Jan 2023

Metamorphis, Luca Lee Sobarzo Faust

Theses and Dissertations

Web3D interactive experience that explores time, communication, and transformation, from a personal storytelling perspective. Hosted on a web platform, the experience displays three environments: Metamorphis, Cuir AI, and Hain. These spaces propose a fragmented narrative that seeks to interrogate both the characters and the viewer’s perception on the linearity of time


“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb Aug 2022

“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 …


Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis May 2022

Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis

LSU Master's Theses

With this body of work, I am looking for visual symbols that help communicate unuttered meanings through storytelling and stimulate an affectual response to the viewer. This exploration is presented in two different forms: a surreal sculptural installation and a board game. The installation consists of large-scale sculptures made from light and soft materials (polyurethane foam, plastic waste, paper) that are available to move inside the gallery, while the board game is presented as a set of 3D prints with instructions on how the participants can play it. The materials used in the installation suggest a way to transform waste …


Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, Lauren Toler May 2022

Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, Lauren Toler

All Theses

With the growing popularity of interactive learning, an experiment developing a tangible user interface made of paper was performed. Screen printing was utilized to print conductive traces that would connect to a device that has capacitive touch capabilities. A color mixing program was coded to accompany the tangible interface. It was found that a tangible user interface can be successfully made of paper. Further research with development, construction, and testing of this paper tangible interface was proposed.


Covid-19 Masks In Terms Of Functional, Expressive, And Aesthetic Consumer Needs, Lily Highley Dec 2021

Covid-19 Masks In Terms Of Functional, Expressive, And Aesthetic Consumer Needs, Lily Highley

Apparel Merchandising and Product Development Undergraduate Honors Theses

The purpose of this study was to assess consumers' perspectives of COVID-19 masks under the functional, expressive, and aesthetic areas. Due to the COVID-19 pandemic, masks have become an “accessory” to everyday life, and it was essential to research masks under these unique areas and explore consumer perceptions.

This study took place after background research on the topic and the FEA model. The study included a survey sent to Bumpers College students upon approval from the IRB. The data was analyzed and interpreted specifically in the FEA areas and can be useful to better understand the students at the University …


Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir Jul 2021

Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir

Frameless

The territory of locative media, coupled with augmented reality, offers unique opportunities to excavate and unpack rich historic events, in immersive storytelling. In September of 1943, during World War II, approximately 5,200 Italian soldiers were massacred on the Greek island of Kefalonia by Nazi troops. This massacre is credited as one of the largest ever prisoner-of-war massacres in recent history (Lamb, 1996) and left an indelible mark on the island of Kefalonia. In 2019, Configuring Kommos: Narrative, Event, Place and Memory, an interdisciplinary research project, began an investigation into the triangulation of narrative within the complexity of this tragic …


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 …


Accessibility Compliance And Assessments For Gateway Websites In Life Sciences: Toward Inclusive Design, Noreen Y. Whysel, Shari Thurow, Bev Corwin Oct 2020

Accessibility Compliance And Assessments For Gateway Websites In Life Sciences: Toward Inclusive Design, Noreen Y. Whysel, Shari Thurow, Bev Corwin

Publications and Research

One main purpose of information architecture and site navigation is to enhance the effectiveness of user interfaces (UIs) by supporting and enabling task completion, accessibility, and sustainability. This is of particular importance for science gateways given the complexity of information on portal sites.

We examined the accessibility of 50 randomly selected gateway websites in the Life Sciences category in the Science Gateways Community Institute (SGCI) catalog, using both manual and automated methodologies. None of these sites produced an accessible website as per W3C, WCAG 2.1, and Section 508 standards. The most common accessibility success in these websites was URL structure, …


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 …


Evaluating Audience Engagement Of An Immersive Performance On A Virtual Stage, Victoria J. Kraj, Thomas Maranzatto, Joe Geigel, Reynold Bailey, Cecillia Ovesdotter Alm Jul 2020

Evaluating Audience Engagement Of An Immersive Performance On A Virtual Stage, Victoria J. Kraj, Thomas Maranzatto, Joe Geigel, Reynold Bailey, Cecillia Ovesdotter Alm

Frameless

Presenting theatrical performances in virtual reality (VR) has been an active area of research since the early 2000's. VR provides a unique form of storytelling, which is made possible through the use of physically and digitally distributed 3D worlds.

We describe a methodology for determining audience engagement in a virtual theatre performance. We use a combination of galvanic skin response (GSR) data, self-reported positive and negative affect schedule (PANAS), post-viewing reflection, and a think aloud method to assess user reaction to the virtual reality experience.

In this study, we combine the implicit physiological data from GSR with explicit user feedback …