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Articles 31 - 60 of 76
Full-Text Articles in Interactive Arts
What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone
What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone
Theses and Dissertations
My exhibition reconciles representations of domesticity, labor, and morality through the lens of sex-work (SW). It consists of video work, a video game, and free-to-take objects, where donation, the strip club, and the fish tank converge. My work concludes that SW is a timeless construct that will always exist even after reimagining multiple worlds.
Hacia La Preservación De Los Relatos De Las Comunidades Digitales De Los Mmorpg Mediante Etnografías Digitales: Una Mirada Desde Los Estudios Visuales Al Caso Futur0 Server [2005-2012] De Ragnarok Online, Romano Ponce Díaz
Journal of Roleplaying Studies and STEAM
Resumen: La ponderación planteada en los siguientes párrafos centra su interés en las plataformas digitales de narrativa audiovisual donde los participantes pueden alterar y determinar el relato por medio de la interacción social sucedida en el mismo, concretamente, los videojuegos multijugador masivos de rol en línea en servidores emulados. Además, se abordan las implicaciones de la desaparición potencial y real de la información, datos, testimonios y vestigios de estas comunidades digitales participativas a causa de la naturaleza falible de los dispositivos de almacenaje electrónico. De esa forma, se busca plantear un breve panorama general de los antecedentes históricos de las …
Exhibition Interpretation And The Visitor Experience, Theresa Ryan
Exhibition Interpretation And The Visitor Experience, Theresa Ryan
Case Studies
This case study explores the techniques used to interpret a commemorative exhibition staged in Dublin city library between the 14th of August and the 31st of October, 2019. The case discusses the way in which multiple media were employed to communicate the exhibition narrative to visitors, and how this resulted in very emotive, personal and meaningful visitor experiences. Through the use of a range of audio-visuals, original images, text, memorabilia and guided tours, the exhibition provided a multi-sensory experience, that engaged different cohorts of visitors with the collections, information and ideas on display. They provided a powerful means of …
Decameron Row, In Memoriam, Imaginary Places
Decameron Row, In Memoriam, Imaginary Places
Schmucker Art Catalogs
In Boccaccio’s 14th-century work Decameron, a group of friends avert the loneliness of a quarantine during the Black Death by squatting together in an abandoned villa outside of Florence and telling each other stories: 10 people x 10 days = 100 tales. Their stories give them solace (and a bit of bawdy fun).
When the Covid-19 pandemic broke out, we were inspired by Boccaccio’s belief that sharing stories is a salve for isolation, but we were a group of friends separated from one another by space and time. We could not squat together in a Florentine villa like Boccaccio’s characters, …
The Arts And Changing Rural Places, Bernadette Quinn Dr
The Arts And Changing Rural Places, Bernadette Quinn Dr
Blog Posts
This blog post reflects on how recent changes to rural Ireland is influencing the arts. It recognises that rural places are very vibrant and dynamic, and that this offers many opportunities and challenges from an arts perspective. The blog also reflects on a panel discussion that the FADE project team hosted on ‘The arts and changing rural places’ at the Arts Council & Local Government’s biennial Places Matter conference in March 2022.
The research activities conducted for this publication were funded by the Irish Research Council.
“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 …
Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis
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 …
Mytrials: Clinical Trial Application Concept, Katie Hollister
Mytrials: Clinical Trial Application Concept, Katie Hollister
Graphic Communication
A clinical trial’s success is dependent upon whether a patient attends their highly-structured clinical trial visit schedule, which may include both in-person clinic visits and virtual check-in visits. MyTrials is a clinical trial journey app prototype that enables patients to schedule, reschedule, and attend join their in-person or virtual clinic visits. This product seeks to reduce the burden that scheduling places on the patient, and provides trial-provided resources and a daily and weekly timeline to help patients navigate their clinical trial journey.
Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir
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 …
Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess
Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess
Frameless
EmbodiMap is a creative research and therapeutic tool that enables users to connect with and explore how thoughts, sensationsand emotions are experienced in the body. It extends existing body-mapping research and protocols by facilitating a tangible immersive experience.
Reanimator/Reflection: Creating Mirrors Through Time With Ai, Sound, Video And Live-Generated Art In The Dark Age Of The Covid-19 Pandemic, Eric Millikin
Theses and Dissertations
For my MFA thesis exhibition entitled Reanimator/Reflection, I used artificial intelligence to create three new works of sound and live-generated video art, each based on mirror reflections and 100-year-old racist post-pandemic horror literature by early 20th century American author H. P. Lovecraft. The themes of these writings mirror the issues of our current time. The primary works of Lovecraft that I referenced in the exhibition are “Herbert West: Reanimator,” (1922) a serialized tale about graduate school experiments which attempted to return the dead to life during a plague, and “Nyarlathotep,” (1920) a prose poem that suggests even our dreams …
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
Articles
In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …
Visualizing Tedx Events: Ten Years Of “Ideas Worth Spreading”, Antonios Liamis
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
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 …
Landscapes Of Light And Text And Layer: A Projection Poetry Performance, Jason Nelson Dr.
Landscapes Of Light And Text And Layer: A Projection Poetry Performance, Jason Nelson Dr.
Electronic Literature Organization Conference 2020
A digital poetry performance in seven locations. This online performance mixes pre-recorded video of projection poetry in seven places/landscapes around SE Queensland, Australia with a live digital poetry reading.
The theme of this performance is landscapes of change, exploring places in SE Queensland impacted by bushfires, deviated by floods, altered by drought, damaged by weapon testing, trees thousands of years old, home of non-human creatures and the revealed geology that roads carve.
Using pico/portable projectors, digital poet Jason Nelson, will add a poetic light-based skin to these landscapes, recording the results, replaying them during the performance. As the projection videos …
Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado
Poetry For Seers Or The Peruvian Visual Poetic Tradition In Front Of New Media, Michael Hurtado, Pamela Medina, Enrique García, Michael Prado
Electronic Literature Organization Conference 2020
Since the first decades of the twentieth century, Peruvian poetic tradition has been characterized by experimental uses of language. Among these possibilities, some records tensioned this medium from the link with the plastic arts, as in the case of the poetry of José María Eguren, while others opted for the playing with the spatiality and visuality of the blank sheet, such as in the case of the work of Carlos Oquendo de Amat. However, it is not until the appearance of the poetry of César Vallejo, specifically with a poems like Trilce in 1922, that these breakages force us to …
Falproject, Mohsen Hazrati
Falproject, Mohsen Hazrati
Electronic Literature Organization Conference 2020
"A fāl or Bibliomancy is good or bad, the profit or the loss whose occurrence is predicted by hearing a word or a voice, seeing the movement or the expression, opening or reading a book, or observing a specific motif or image." Mohammad Vojdani
FAL Project is a VR-AR Prediction Machine based on an Old Iranian Bibliomancy tradition.
This project is about generating a virtual environment of a prediction using unlimited online data based on the Persian Mysticism and tradition into a VR artwork. As there are so many people who get matched results based on their niyats(Intent of prediction) …
Exhibiting, Disseminating, Teaching: Digital Literature In Danish Public Libraries, Malthe Stavning Erslev
Exhibiting, Disseminating, Teaching: Digital Literature In Danish Public Libraries, Malthe Stavning Erslev
Electronic Literature Organization Conference 2020
Danish public libraries have since 2010 exhibited, disseminated, and taught digital literature. This paper lays out the general trajectory of their work, and introduces the notion of a post-digital literacy: a theoretical lens through which to conceptualize and articulate the importance of teaching digital literature in K-12.
In fruitful dialogue with a variety of other parties and institutions, including Aarhus University and the ELO, a handful of public libraries have developed considerable and impressive expertise, grounded in practice-based experimentation. Their efforts, which have taken place in the course of six projects, are the case into which this paper inquires. …
Designing For Truth In Counterfactual Games, Mark Sample
Designing For Truth In Counterfactual Games, Mark Sample
Electronic Literature Organization Conference 2020
This paper brings together two distinct and seemingly irreconcilable threads: first, the place of interactive narratives and games within the broader context of documentary media; and second, the value of counterfactual narrative as a documentary form. I will weave these two threads using my own counterfactual documentary game as the guide. Currently under development in Twine, the game is rooted in archival research about the past yet is about a version of the past that didn’t happen. The game asks the following counterfactual question: what if gene editing technology like CRISPR had been invented in the 1920s and 1930s, the …
Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze
Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze
Journal of Creative Writing Studies
Editor's Note
Mez Breeze authored her artist’s statement in virtual reality. You can view Mez’s artist’s statement even without a VR headset. Just click this link: https://bit.ly/2Kov372
You’ll need this password to access it: XR_PlayG
Abstract
Constructing creative writing in XR (aka Extended Reality: an umbrella term that covers Augmented Reality, Virtual Reality, Mixed Reality, and a fourth category called Synthetic Reality), and VR in particular, is an exciting and recent phenomenon in the Electronic Literature field. This proposed Statement of Creative Practice will examine the scope and reach of XR artforms while focusing in particular on the subset of …
Its Skin Is My Skin, Bryan Page
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 …
Bending Educational Reality, Mariam Rafehi
Bending Educational Reality, Mariam Rafehi
Theses and Dissertations
Virtual reality (VR), an emergent technology, affords experiential content delivery in education by evoking emotive responses in users, which can be prohibitive via traditional media. This thesis explores VR for the development of grit – passion and perseverance, which are essential characteristics in education and long-term success. The research proposes design strategies to stimulate senses for emotional engagement and a physiological response. In the project, two interactive environments position the user in emotional states to build passion and perseverance. To develop passion, the virtual world is designed to engage in creativity using 3D-spatial audio and visual effects. In contrast, to …
The Vanishing Line, Jacopo Mazzoni
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 …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Articles
This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Articles
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Presentations and other scholarship
In this paper, we describe the design and technological methods of
our dynamic sprite system in Lost & Found, a table-top-to-mobile
card game designed to improve literacy regarding prosocial
aspects of religious legal systems, specifically, collaboration and
cooperation. Harnessing the capabilities of Unreal Engine’s
Paper2D system, we created a dynamic content creation pipeline
that empowered our game designers so that they could rapidly
iterate on the game’s systems and balance externally from the
engine. Utilizing the Unreal Blueprint component system we were
also able to modularize each actor during runtime as data may be
changed. The technological approach behind Lost …
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Articles
This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …
Networks Of Collaboration And Creation In Latin American Digital Literature, Carolina Gainza
Networks Of Collaboration And Creation In Latin American Digital Literature, Carolina Gainza
CLCWeb: Comparative Literature and Culture
In her article "Networks of Collaboration and Creation in Latin American Digital Literature" Carolina Gainza examines how production and reception of literature have been affected by digital technology, with special emphasis on issues related to Latin American digital literature. Gainza analyzes Jaime Alejandro Rodriguez's Narratopedia, Doménico Chiappe's La Huella de Cosmos, and Leonardo Valencia's and Eugenio Tiselli's El Libro Flotante in order to highlight collective practices of creation involved in digital productions. Through the discussion of these issues, Gainza offers an overview of ongoing changes wrought by digital technology in contemporary Latin American digital culture.
Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan
Open Works: Between The Programmed And The Free, Art In Italy 1962 To 1972, Lindsay A. Caplan
Dissertations, Theses, and Capstone Projects
This dissertation historicizes and theorizes a group of Italian artists who were among the first to use computers and cybernetics to make artworks, developing the genre of Arte Programmata, or Programmed Art. It argues that the artists of Arte Programmata (Bruno Munari, Enzo Mari, and collectives Gruppo T and Gruppo N) turned to the generative, interactive, and probabilistic aspects of early computers not simply as new media for making art but as platforms for radically altering what it means to be a participant in an increasingly mediated and networked world. This is apparent in how each of their works deploys …
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
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 games 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 & …