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Articles 31 - 50 of 50

Full-Text Articles in Interactive Arts

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.


Empathizing With “The Other”: Visualization And Perspective Taking, Lisa Spitz, Liv Cummins Mar 2018

Empathizing With “The Other”: Visualization And Perspective Taking, Lisa Spitz, Liv Cummins

Lesley University Community of Scholars Day

As today’s youth blossom into adulthood, they will simultaneously be challenged to develop their sense of self/identity and to cultivate their ability to embrace differences, all while being bombarded by visual media and messaging. Research literature on perspective taking provides a framework by which students can develop an understanding of their own perspective, imagine the world from an “other” perspective, and make connections that link to productive actions (Selman, 1971). Perspective taking as a concept has been linked to greater empathy, compassion, and prosocial behavior (Hardwood and Farrar, 2006). Yet the mechanism for enabling productive perspective taking is unclear. In …


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

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 …


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 …


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb Dec 2017

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 Aug 2017

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 May 2017

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 Jan 2017

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 Jan 2017

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 Jan 2017

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 …


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 …


Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press And Fluxus, Meghan A. Dellacrosse Dec 2015

Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press And Fluxus, Meghan A. Dellacrosse

Theses and Dissertations

"Archival Enactment, Retelling 'The Big Book': Alison Knowles, Something Else Press and Fluxus," positions Knowles’ Big Book (1966) as a case study of historical methodology and interdisciplinary artistic practice in the post-war period. This comprehensive analysis of Big Book, a work of art no longer extant, contextualizes its publisher, Something Else Press through Dick Higgins’ concept of “intermedia,” and important lesser-known junctures relevant to Fluxus and the group’s leader George Maciunas are illuminated. Knowles' early and lesser-known silkscreen paintings are also examined.


Law Library Blog (July 2015): Legal Beagle's Blog Archive, Roger Williams University School Of Law Jul 2015

Law Library Blog (July 2015): Legal Beagle's Blog Archive, Roger Williams University School Of Law

Law Library Newsletters/Blog

No abstract provided.


Voz Alta: The Sound Of A Collective Memory, Sarah E. Kleinman Jan 2015

Voz Alta: The Sound Of A Collective Memory, Sarah E. Kleinman

Graduate Research Posters

Voz Alta is a participatory, voice-activated public light installation designed by Rafael Lozano-Hemmer as a memorial for the Tlatelolco massacre, which occurred on October 2, 1968 in the Plaza de las Tres Culturas in Tlatelolco, Mexico. In the Plaza, Lozano-Hemmer has synchronized a megaphone with a 10 kW Xenon robotic searchlight. As each participant speaks into the megaphone, the searchlight shines to the uppermost floor of the towering Centro Cultural Tlatelolco (CCT) building where three additional searchlights instantaneously strobe, dim, and brighten, illuminating the nocturnal landscape in horizontally fixed, tangential beams. Although the aesthetic, social, historical, and political aspects of …


Measuring The Effects Of An American Physiological Society’S Phun Week Activity On 2nd Grade Students, James Edelman May 2014

Measuring The Effects Of An American Physiological Society’S Phun Week Activity On 2nd Grade Students, James Edelman

All-Inclusive List of Electronic Theses and Dissertations

In the last few years the United States has been on the decline in the fields of science and technology. The American Physiological Society (APS) has developed a program to engage young minds with scientists. Physiology Understanding Week (PhUn) is the APS initiative to use interactive experiments to engage school-age children with science and physiology. Even though PhUn Week has been going on since 2005, systematic assessment of the activities effects is rare. Here, we sought to assess if an APS PhUn Week activity enhances physiology understanding and interest in science in second grade children form a rural area. The …


Fragmented, Max Rebel Jan 2014

Fragmented, Max Rebel

College of Graduate Studies: Theses & Dissertations

This thesis, Fragmented, outlines Rebel’s explorations with materials and techniques that led to the creation of his current work that was presented in his MFA Exhibition. Fragmented focuses on elements of abandoned and ignored structures found in both urban and rural communities. Rebel is interested in the visual characteristics directly related to manufactured landscapes that have been reshaped by neglect, specifically, surfaces that appear old and weathered. The assemblages he makes in reference to these deserted sites do not comment on specific architectural locations. Instead, they are meant to emphasize common traits found at multiple sites. By working with …


The Influence Of Industrial Arts Training On The Subsequent Occupations Of The Graduates Of Central High School, Fort Wayne, Indiana, For The Period 1932-40, Clarence Earl Robbins Dec 1942

The Influence Of Industrial Arts Training On The Subsequent Occupations Of The Graduates Of Central High School, Fort Wayne, Indiana, For The Period 1932-40, Clarence Earl Robbins

All-Inclusive List of Electronic Theses and Dissertations

No abstract provided.


The Influence Of Industrial Arts Training On The Subsequent Occupations Of The Graduates Of Central High School, Fort Wayne, Indiana, For The Period 1932-40, Clarence Earl Robbins Dec 1942

The Influence Of Industrial Arts Training On The Subsequent Occupations Of The Graduates Of Central High School, Fort Wayne, Indiana, For The Period 1932-40, Clarence Earl Robbins

All-Inclusive List of Electronic Theses and Dissertations

No abstract provided.


A Survey Of Industrial Arts Printing In The United States, James L. Milburn Aug 1937

A Survey Of Industrial Arts Printing In The United States, James L. Milburn

All-Inclusive List of Electronic Theses and Dissertations

No abstract provided.