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Articles 61 - 90 of 90
Full-Text Articles in Interactive Arts
The Empty Cup: Tea, Mythos, And Initiation Through Emergent Ritual, Katherine C. West
The Empty Cup: Tea, Mythos, And Initiation Through Emergent Ritual, Katherine C. West
Graduate Student Theses, Dissertations, & Professional Papers
West, Katherine Church, M.A., Summer 2018
Master of Arts in Fine Arts, Integrated Arts and Education
Abstract
In our increasingly fast paced and busy world, the cultural value placed in ritual and ceremony has been lost. Yet, cultures for centuries have known the importance of such initiations to both usher us into and through important passages that mark a new time in our lives by deepening our awareness of our own lives and an understanding of the collective human experience.
This paper documents a two part project, one is the creation of a Gypsy Caravan, explored through the process of …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
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 …
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.
Material Forms: What Is Really Going On? Shaping Who We Are And What We Do, Vicky J. Grube
Material Forms: What Is Really Going On? Shaping Who We Are And What We Do, Vicky J. Grube
The Qualitative Report
Using visual and ethnographic methods the author forms a connection between materiality and the memories of childhood. The researcher begins by asking the question, “Can a studio environment create encounters between a researcher and preschool children that deepen understanding of culture?” To this end, the researcher engaged in sensory research practices through ethnographic methods in a preschool art studio. Through free choice art making, children were found expressing their emotions and demonstrating an awareness of adult culture. In particular, the researcher’s encounter with four-year old George was enriched through sensory participation and triggered embodied and empathetic knowing. As it happens, …
Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood
Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood
Presentations and other scholarship
Interaction in Industrial Design is expanding from tangible realms to intangible digital experiences. In this new environment, Interaction Design provides logical sequences and behaviors that allow users to easily navigate through complex workflows. This paper discusses a framework in which interaction design provides an innovative approach to traditional industrial design. This includes the concept of ‘statefulness’, where the dynamic changes of complex systems are broken down into states that can be defined and manipulated in order to achieve a desired user experience. This framework goes beyond having physical components of a product control digital interfaces and develops experiences that jump …
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 …
Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber
Lost & Found: Order In The Court -- The Party Game, 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 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 second game in the series, Lost & Found: Order in the Court …
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 & …
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Articles
How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.
The case covered in this chapter is a mobile Augmented Reality …
News - Oconee County Library, Athens Regional Library System, Rebecca Ballard
News - Oconee County Library, Athens Regional Library System, Rebecca Ballard
Georgia Library Quarterly
No abstract provided.
Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana
Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana
Theses and Dissertations
The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …
Recovery From Design, Cassandra J. Ellison
Recovery From Design, Cassandra J. Ellison
Theses and Dissertations
Through research, inquiry, and an evaluation of Recovery By Design, a ‘design therapy’ program that serves people with mental illness, substance use disorders, and developmental disabilities, it is my assertion that the practice of design has therapeutic potential and can aid in the process of recovery. To the novice, the practices of conception, shaping form, and praxis have empowering benefit especially when guided by Conditional and Transformation Design methods together with an emphasis on materiality and vernacular form.
The Affective Flows Of Art-Making, Bronwyn Davies
The Affective Flows Of Art-Making, Bronwyn Davies
Occasional Paper Series
Invites readers to consider the transient and surprising things that occur for both adult and child within the rhythmic flows of art making.
Profile Of Business In The Traditional Design Sectors, Con Kennedy
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
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.
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 …
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie
Faculty Scholarship and Creative Works
This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …
Storytelling In Art Museums, Hayley P. Trinkoff
Storytelling In Art Museums, Hayley P. Trinkoff
Seton Hall University Dissertations and Theses (ETDs)
Storytelling, in the context of art museums, is a method of communicating the qualities and attributes of art through a story. It helps the visitor bring the work of art to life and understand something the eye cannot see, a compelling narrative. It is important for visitors to discuss art and share stories on tours and through virtual media. We learn and form our own meanings from stories. These interactions will help build more relationships within communities. It is the museum’s job to take visitors on a journey and introduce them to new objects and perspectives.
This thesis addresses what …
Art And..., Dayna J. Kriz
Art And..., Dayna J. Kriz
Graduate School of Art Theses
Almost anything goes in this time of contemporary artistic production as long as an artist can ‘back’ their ideas and the position they operate from. This expanding territory of production and engagement is an exciting potential for working artists, providing freedom to self-determine ones modus operandi within an expanding support system to engage the world with. While this is an exciting growth it is also potentially dangerous. The un-named and historically ambiguous position that Art1 operates from has created a rootless position to the production of culture. This rootlessness or, universal position has historically established itself as the gatekeeper and …
The Leadership Hub, Michelle E. Healey
The Leadership Hub, Michelle E. Healey
Senior Honors Projects, 2010-2019
The Leadership Hub Senior Honors Creative Thesis comprises a website and creative design book. It organizes and designs leadership within the JMU community within four key areas.
0830: John E. Dolin Collection, 1960-1990, Marshall University Special Collections
0830: John E. Dolin Collection, 1960-1990, Marshall University Special Collections
Guides to Manuscript Collections
Dr. John E. Dolin (1931-2015) was a Professor Emeritus of Art at Marshall University. Dr. Dolin's collection is made up of a variety of materials. The majority of this collection contains faculty and student correspondence, academic papers (both his and his students), and numerous class materials such as lecture notes, syllabi, and tests. Other materials in the collection relate to various organizations that he was involved in while at Marshall University including, Boys Club and The College Personnel Committee. The collection is arranged in four Series; Series 1 - Personal Papers, Series 2 - Course Related Materials, Series 3 - …
Poetry & Prints: Impressions From Detroit & Brazil, Marion Jackson Ph.D., Thomas L. Pyrzewski
Poetry & Prints: Impressions From Detroit & Brazil, Marion Jackson Ph.D., Thomas L. Pyrzewski
The Mid-America Print Council Conference
This panel presentation will discuss how one good idea developed into the blueprint for a high-quality arts program for Detroit area youth that can be used year after year.
Eight Detroit arts organizations are collaborating to offer a 9-week summer program of workshops presenting high-quality instruction in visual arts and poetry for Detroit youth – introducing students to a variety of media and techniques, focusing particularly on poetry, screen printing, and letterpress printing. As part of the summer program, students will learn about a fascinating artistic tradition of the Northeast of Brazil known as literatura de cordel (“stories on a …
Expanding Art's Audience, Tony Connors
Expanding Art's Audience, Tony Connors
Journal of Undergraduate Research at Minnesota State University, Mankato
This paper investigates the need for contemporary art museums to expand their audience to fit their role as educational institutions. It is based on research that looks at ways museums have typically been operated in the past and then focuses on newer modes of operation, using the Brooklyn Museum as an example of a museum that educates and reaches a greater audience. Lastly, the paper looks at how particular artists have broken the mold of presenting art in order to interact with and relate to audiences in new ways. This research explains ways that art can be made accessible to …
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Journal of Interactive Humanities
This paper details the process we went through to develop an educational video game, which includes: research on implementing video games into the classroom, vendor selection, video game design, and curriculum development. Throughout the video game development process, we faced challenges such as budget, time constraint, and varying areas of expertise. This paper serves as a guideline for similar organizations interested in educational video game development.
Play game on desktop or tablet: www.avma.org/videogame
Play within browser: https://www.avma.org/KB/K12/videogame/index.html
Explore, Educate, Expand: The Exploratorium’S Education Abroad Youth Program, Nina Rubin
Explore, Educate, Expand: The Exploratorium’S Education Abroad Youth Program, Nina Rubin
Capstone Collection
This capstone describes the design of an outbound, education abroad program that will take place in Dharamsala, India over a five-week period. It will bring together young adults from the U.S. and Tibet for an intercultural learning experience. The program will provide hands-on opportunities for participants to be engaged in academic, philosophical and personal growth. The educational workshops and activities will be centered on neuroscience, meditation, and Buddhist conceptions of science and the natural world. At the same time, themes of intercultural communication and competence will be explored in-depth.
As a foundation, the program will build from an existing partnership …
The Effects Of Seductive Details In An Inflatable Planetarium, Sean Gillette
The Effects Of Seductive Details In An Inflatable Planetarium, Sean Gillette
Walden Dissertations and Doctoral Studies
Astronomy is becoming a forgotten science, which is evident by its relatively low enrollment figures compared to biology, chemistry, and physics. A portable inflatable planetarium brings relevance back to astronomy and offers support to students and educators by simulating realistic astronomical environments. This study sought to determine if learning is improved in an inflatable planetarium by adhering to the design principles of the cognitive theory of multimedia learning (CTML), specifically the coherence principle, in an authentic classroom. Two groups of 5th grade students of similar ability were purposefully assigned using a 1-teacher-to-many-students format with mean lesson lengths of 34 minutes. …
Sae Magazine : The Magazine Of Sae Institute And Sae Alumni Association 2010|1, Sae Institute
Sae Magazine : The Magazine Of Sae Institute And Sae Alumni Association 2010|1, Sae Institute
SAE Magazine (2007-2011)
No abstract provided.
Sae Magazine : The Magazine Of Sae Institute And Sae Alumni Association 2009|1, Sae Institute
Sae Magazine : The Magazine Of Sae Institute And Sae Alumni Association 2009|1, Sae Institute
SAE Magazine (2007-2011)
No abstract provided.
Sae Magazine : The Magazine Of Sae Institute And Sae Alumni Association 2009|2, Sae Institute
Sae Magazine : The Magazine Of Sae Institute And Sae Alumni Association 2009|2, Sae Institute
SAE Magazine (2007-2011)
No abstract provided.