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Articles 31 - 58 of 58

Full-Text Articles in Interactive Arts

Exploring A Qualitative Approach To Arts Advocacy And Evaluation, Lycette C. Belisle May 2020

Exploring A Qualitative Approach To Arts Advocacy And Evaluation, Lycette C. Belisle

Undergraduate Theses

The quantitative impact of the arts has become an increasingly important factor in determining the overall value of a project, and is often used to determine acceptance of submissions, public recognition and funding disbursement. This project evaluates current understandings of how the arts function within society, popular methods for determining the value of the arts and explores how qualitative reasoning can be utilized to communicate the value of supporting artistic endeavors. While placing a numerical value on the arts based on data collection can be important, this project will aim to evaluate the implications of relying so heavily on facts …


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.


Its Skin Is My Skin, Bryan Page May 2019

Its Skin Is My Skin, Bryan Page

Graduate School of Art Theses

This text examines the complexity of attempting to empathize with bodies that are vastly othered from my own. This broad yet nuanced subject crosses epistemological boundaries and complicates the dualities between both the mind and body, and between the corporeal and the virtual. My desire to better understand the conditions of another’s experience originates from a painful traumatic loss which caused me to feel isolated and incomplete. In response to this suffering, I long to emotionally connect with other beings and create artwork that attempts to bridge the qualia of individual experience.

I am interested in the capacity (or lack …


Trans-Inclusive Design, Erin White Jan 2019

Trans-Inclusive Design, Erin White

VCU Libraries Faculty and Staff Publications

The choices web designers make impact the online and offline experiences of real people who are transgender, non-binary, or gender-variant—choices that can affirm or exclude, uplift or annoy, help or harm. This article shines light on the decisions web professionals make every day and offers specific ideas for how to make content, images, forms, databases, IA, privacy, and algorithms trans-inclusive.


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 …


The Vanishing Line, Jacopo Mazzoni May 2018

The Vanishing Line, Jacopo Mazzoni

Graduate School of Art Theses

This thesis is an exploratory effort to bridge the rift that political and monetary powers created between art and technology. In my practice, these socio-political motivations are exposed through the creation of non-utilitarian inventions that use different technologies as charged metaphors. I research mass media language and construct interactive pieces while borrowing strategies from the entertainment industry to make environmental, social, and political issues more palatable than documentary films or raw data could. In my work, technology is regarded as a semidivine entity with supernatural powers that can both elevate and reduce the human experience. My work functions differently according …


How To Be The Perfect Asian Wife!, Sophia Hill Apr 2018

How To Be The Perfect Asian Wife!, Sophia Hill

Art and Art History Honors Projects

“How to be the Perfect Asian Wife” critiques exploitative power systems that assault female bodies of color in intersectional ways. This work explores strategies of healing and resistance through inserting one’s own narrative of flourishing rather than surviving, while reflecting violent realities. Three large drawings mimic pervasive advertisement language and presentation reflecting the oppressive strategies used to contain women of color. Created with charcoal, watercolor, and ink, these 'advertisements' contrast with an interactive rice bag filled with comics of my everyday experiences. These documentations compel viewers to reflect on their own participation in systems of power.


In Media Res, Christopher Andrew Sisk Jan 2018

In Media Res, Christopher Andrew Sisk

Theses and Dissertations

We are inundated by a constant feed of media that responds and adapts in real time to the impulses of our psyches and the dimensions of our devices. Beneath the surface, this stream of information is directed by hidden, automated controls and steered by political agendas. The transmission of information has evolved into a spiral of entropy, and the boundaries between author, content, platform, and receiver have blurred. This reductive space of responsive media is a catalyst for immense political and cultural change, causing us to question our notions of authority, truth, and reality.


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 …


Telling Fire’S Story Through Narrative And Art, Stephen W. Barrett Jul 2017

Telling Fire’S Story Through Narrative And Art, Stephen W. Barrett

Joint Fire Science Program Digests

Modern works by highly skilled narrative authors and artists have become increasingly useful for telling the story of wildland fire in the United States. Using unconventional means—and with partial funding by the Joint Fire Science Program—creative individuals have spawned some colorful and heartfelt messages that convey insightful information about wildland fire, climate, and other elements of nature to an increasingly receptive public. Recent narrative works by well-known authors, such as Stephen J. Pyne, and creative art pieces by well-established and emerging artists have helped depict fire in a new light to audiences that scientists may rarely reach. This issue of …


Active Shooter Event Severity, Media Reporting, Offender Age And Location, Philip Joshua Swift Jan 2017

Active Shooter Event Severity, Media Reporting, Offender Age And Location, Philip Joshua Swift

Walden Dissertations and Doctoral Studies

Following the 1999 Columbine High School shooting, it was hypothesized that offenders used knowledge gained from news media reports about previous events to plan mass shootings. Although researchers have studied active shooter events, little research has been conducted on the factors that influence an active shooter's decision and ability to carry out such events. The purpose of this study was to evaluate the relationship between the rate of news media reporting about an active shooter event and the casualty rate of the ensuing event in the United States. The bracketed time of this assessment was between April 20, 1999, and …


Open / Close: Assimilating Immersive Spaces In Visual Communication, Anika Sarin Jan 2017

Open / Close: Assimilating Immersive Spaces In Visual Communication, Anika Sarin

Theses and Dissertations

I am interested in two spaces obverse to each other: open and closed. An open space develops organically based on how people inhabit it. Interacting with an open space is a dynamic, sporadic, multisensory, immersive, and subjective experience. In such spaces, we are confronted with an alternative aesthetic, one that is in conflict with the seamlessness of a closed space. A closed space is anchored on definite variables like structure, use and boundaries. While interaction between people and space is important, the space is tightly controlled and interaction is designed. Through this thesis project, I present a method that metaphorically …


Retirement Reboot: A Website Redesign, Christina Gillen Dec 2016

Retirement Reboot: A Website Redesign, Christina Gillen

Honors Projects

A website could be created with the latest technology, but after a few years it will still need to be updated. This is what happened to Swanton Health Care and Retirement Center’s website. This project is designed to remedy the problem by creating an entirely new website with updated content, images, and interactive features to bring Swanton Health Care’s online presence back to life.


The New Reflexivity: Puzzle Films, Found Footage, And Cinematic Narration In The Digital Age, Jordan Lavender-Smith Feb 2016

The New Reflexivity: Puzzle Films, Found Footage, And Cinematic Narration In The Digital Age, Jordan Lavender-Smith

Dissertations, Theses, and Capstone Projects

“The New Reflexivity” tracks two narrative styles of contemporary Hollywood production that have yet to be studied in tandem: the puzzle film and the found footage horror film. In early August 1999, near the end of what D.N. Rodowick refers to as “the summer of digital paranoia,” two films entered the wide-release U.S. theatrical marketplace and enjoyed surprisingly massive financial success, just as news of the “death of film” circulated widely. Though each might typically be classified as belonging to the horror genre, both the unreliable “puzzle film” The Sixth Sense and the fake-documentary “found footage film” The Blair Witch …


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 …


Work It: A Study In Fashion Photography Portraiture, Dominic J. Iudiciani Jan 2016

Work It: A Study In Fashion Photography Portraiture, Dominic J. Iudiciani

Williams Honors College, Honors Research Projects

Fashion is a device with which the perception of one’s appearance is manipulated. It is a device that is used across all cultures to identify, symbolize, isolate, and appropriate. It is figuratively and literally woven into the fabric of humankind as a whole. Fashion has the ability to reinforce gender or create dissonance within it through androgynous silhouettes. It can express strength and confidence or emphasize vulnerability.

Through this study, the use of specific studio lighting techniques accentuates design elements of a highly curated collection of avant-garde, 21st century garments. Drape, texture, form, and luster are but a few …


Noise., Laura Katherine Polaski May 2015

Noise., Laura Katherine Polaski

Graduate Theses and Dissertations

My research is in the realm of the psychological, the emotional and way these drives manifest physically. The works in Noise. aims to give a physical representation to the non-physical. Research on Affect Theory and the teachings of Silvan Tomkins were paramount to understanding emotional drives and the ways in which they manifest.

The purpose of this research is to understand how emotions are generated and communicated and to ask if specific emotions can be generated upon viewing inanimate objects. I create abstract figurative sculpture, which imitate emotion that has no specific physicality. These works exist with one foot in …


The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen Sep 2014

The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen

Oglethorpe Journal of Undergraduate Research

In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …


From The Inside Out, And Through., Dominique Ovalle Feb 2014

From The Inside Out, And Through., Dominique Ovalle

The Transdisciplinary STEAM+ Journal

These photographs describe “Science” born of consumerism, hijacked by me, economically disenfranchised, or rather—temporarily embarrassed, artist. I was putzing around Malibu—my old college stomping ground, looking for free food; maybe a sample of some gourmet $5 chocolate, and all I got were these photographs.


A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky Jan 2014

A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky

CMC Senior Theses

Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …


Embracing Change: Exploring How Creative Professionals Use Interactive Media In Advertising Campaigns, Adam Wagler Oct 2013

Embracing Change: Exploring How Creative Professionals Use Interactive Media In Advertising Campaigns, Adam Wagler

College of Journalism and Mass Communications: Faculty Publications

Advertising agencies are incorporating new forms of interactive media into campaigns as media continues to rapidly change. The purpose of this phenomenological qualitative study is to explore how five creative professionals at leading advertising agencies in the Midwest are integrating interactive media into campaigns. Through a series of interviews this project helps solidify what it means to integrate interactive media. The findings illustrate a fundamental shift in an industry that is moving away from “advertising.” An industry built around traditional media now requires creatives to incorporate dynamic, mobile, and social media into the marketing mix. Advertising agencies must engage audiences …


Going Mobile: A Guide To Mobile Website And Application User Preferences, Kevin M. Weeks Mar 2012

Going Mobile: A Guide To Mobile Website And Application User Preferences, Kevin M. Weeks

Graphic Communication

Mobile devices are rapidly gaining popularity. There is an increasing demand for individuals who can develop quality mobile websites and applications. In the world of mobile, the most important consideration is the end user. Who is the application or mobile website trying to target and what do they want? This study was designed to determine what users value and whether current developers are accurately reflecting these values. Determining this was accomplished through surveys of mobile users, interviews with mobile web developers, and analysis of successful websites and apps through case studies. The survey included questions to determine what qualities mobile …


Putting Multimedia Exhibits In The Palm Of Your Hand, Damecia Donahue, Rachael Clark Jan 2012

Putting Multimedia Exhibits In The Palm Of Your Hand, Damecia Donahue, Rachael Clark

Library Scholarly Publications

Presentation given by Rachael Clark and Damecia Donahue in November of 2012 at the Michigan Library Association Annual Conference in Detroit, MI. The discussion revolved around topics related to libraries creating exhibits using their own collections and resources; this included the idea of incorporating multimedia tools and web applications to creatively and interactively provide access to library materials.


Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor Dec 2011

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.


Role Playing Games As Interactive Fiction, John Miller Jan 2006

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 …


Currents: Art Review, Jason Challas Jan 1997

Currents: Art Review, Jason Challas

SWITCH

A review of the exhibition "Currents", on view at Holmes Fine Arts Gallery Feb. 11th- April 28th 1995. Works reviewed include two by Bruce Cannon, “Comfort Zone” and “Donation Box,” as well as Tim Ryan's relief paintings and sculptures. It is noted that the exhibition also incorporates work by Joan Heemskerk, Dirk Paesmans, Joel Slayton, Jack Fulton, Gary Quinonez, Guy Marsden, Christine Tamblyn, Geri Wittig, and Joe Delappe.


Vrware Beware: Vr At Siggraph, P.D. Quick Sep 1995

Vrware Beware: Vr At Siggraph, P.D. Quick

SWITCH

The article uses the author’s experiences from the event of Siggraph ‘95 to comment on upcoming products using virtual or augmented reality. The article includes further discussion on the products’ effects on the psychology and physiology of consumers. Some examples include the “i-Glasses” from Virtual I/O, the “Smart Model” from Multigen, as well as the nanomanipulator created by University of North Carolina Chapel Hill Department of Computer Science, and the Phobia Project developed by the Georgia Tech Graphics Visualization and Usability Center. The article also covers not only the products of this event, but also the courses, panels, papers, and …


Interview: Joel Slayton, Christine Laffer Feb 1995

Interview: Joel Slayton, Christine Laffer

SWITCH

Interview with Joel Slayton, Professor of Computers in Fine Art at San José State University, and Director of the CADRE Institute. Slayton discusses the history of the Cadre Institute and details his views on the relationship between art and new technology. Slayton describes the role of artists in exploring the possibilities and ethical implications of emerging technologies such as genetic engineering, nano-techology, robotics, and artificial life. He describes installations and in-progress work focused on ubiquitous video surveillance. The interview concludes with a discussion of Slayton’s use of the DoWhatDo model for artistic collaboration and of his piece "Conduits," presented in …