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Articles 31 - 45 of 45

Full-Text Articles in Interactive Arts

Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze Sep 2019

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 …


Pantomime: The History And Metamorphosis Of A Theatrical Ideology, Karl E. Toepfer Aug 2019

Pantomime: The History And Metamorphosis Of A Theatrical Ideology, Karl E. Toepfer

Open Educational Resources

This book offers perhaps the most comprehensive history of pantomime ever written. No other book so thoroughly examines the varieties of pantomimic performance from the early Roman Empire, when the term “pantomime” came into use, until the present. After thoroughly examining the complexities and startlingly imaginative performance strategies of Roman pantomime, the author identifies the peculiar political circumstances that revived and shaped pantomime in France and Austria in the eighteenth century, leading to the Pierrot obsession in the nineteenth century. Modernist aesthetics awakened a huge, highly diverse fascination with pantomime. The book explores an extraordinary variety of modernist and postmodern …


Chamindika Wanduragala Interview, Vincent To Jun 2019

Chamindika Wanduragala Interview, Vincent To

Asian American Art Oral History Project

Chamindika Wanduragala is a Sri Lankan American visual artist, cook, DJ ( DJ Chamun), puppeteer and stop motion animation filmmaker based in Minneapolis. Her work deals with personal experience through mythic stories. She is also the founder and Director of Monkeybear's Harmolodic Workshop, which supports Native/POC in developing creative and technical skills in contemporary puppetry.

Bio from: http://chamindika.com/index.html


Mia Park Interview, Justin Fernandez Jun 2018

Mia Park Interview, Justin Fernandez

Asian American Art Oral History Project

Bio: Mia Park is a multidisciplinary artist acting, writing, playing music, producing events, teaching yoga, and volunteering in Chicago, IL. She shares her passion for discovery and self-inquiry with hope and optimism. Mia began professionally acting in 1997 hosting the cult favorite cable access dance show Chic-A-Go-Go. Her acting career has brought her on stage, in film, on television and on the radio. Mia currently plays the recurring character Nurse Beth Cole on NBC's Chicago Med. She has advocated for Asian American representation in acting since 2006 when she co-founded A-Squared Theatre and hosted educational theater workshops for the Chicago …


Laminated Paint, Travis R. Austin Jan 2018

Laminated Paint, Travis R. Austin

Theses and Dissertations

Though we may not perceive it, we are surrounded by material-in-flux. Inert materials degrade and the events that comprise our natural and social environments causally thread into a duration that unifies us in our incomprehension. Sounds reveal ever-present vibrations of the landscape: expressions of the flexuous ground on which we stand.


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 …


The Blue That Blew Bloo, Daniel Ray Martinez May 2017

The Blue That Blew Bloo, Daniel Ray Martinez

Art Theses and Dissertations

My work is a combination of videos, objects, and performances with a multidisciplinary practice that engages with the formal language of sculpture, photography, video/cinema, and drawing while being in dialogue with concepts and concerns about the image, the surface, and the space of representation. I am interested in the poetics and phenomenology of life; and the way one interacts in an environment; and the way digital/virtual media has shifted our experiences in life. Rethinking the way one finds boredom to get away from virtual capitalist spaces is a concern for me. I find inspiration in the wandering through spaces. I …


Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour May 2017

Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour

Masters Theses, 2010-2019

Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …


"The Effort To Translate": Fan Film Culture And The Works Of J.R.R. Tolkien, Maria Alberto Sep 2016

"The Effort To Translate": Fan Film Culture And The Works Of J.R.R. Tolkien, Maria Alberto

Journal of Tolkien Research

In his 1940 preface “On Translating Beowulf,” J.R.R. Tolkien contends that “The effort to translate, or to improve a translation, is valuable, not so much for the version it produces, as for the understanding of the original which it awakes” (53). Though made with a specific literary tradition in mind, Tolkien’s assertion about the value of translation bears re-visitation in light of circumstances where the terminology has shifted. Specifically, Tolkien’s own work has since become the myth undergoing translation, and in popular parlance, translation itself has changed from simply describing the transference of a text between languages to now include …


This Is Not A Trend, Michael T. Workman Jan 2015

This Is Not A Trend, Michael T. Workman

Undergraduate Theses, Professional Papers, and Capstone Artifacts

ABSTRACT

Workman, Michael, B.F.A., May 2015 Art

THIS IS NOT A TREND

Faculty Mentor: Elizabeth Dove

This is not a trend is a multi-media art installation that examines the valuation system of contemporary art by creating an absurd situation that mimics a real commercial experience. The manner in which value is placed on art is artificial. Both the monetary and intellectual value of art is decided mostly on the reputation of the artist, their fame, and how well their work is marketed to the public. These characteristics are marketed to art consumers in order to sell them an authentic “art” …


New Challenges For The Archiving Of Digital Writing, Heiko Zimmermann Dec 2014

New Challenges For The Archiving Of Digital Writing, Heiko Zimmermann

CLCWeb: Comparative Literature and Culture

In his article "New Challenges for the Archiving of Digital Writing" Heiko Zimmermann discusses the challenges of the preservation of digital texts. In addition to the problems already at the focus of attention of digital archivists, there are elements in digital literature which need to be taken into consideration when trying to archive them. Zimmermann analyses two works of digital literature, the collaborative writing project A Million Penguins (2006-2007) and Renée Tuner's She… (2008) and shows how the ontology of these texts is bound to elements of performance, to direct social interaction of writers and readers to the uniquely subjective …


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 …


"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson Mar 2013

"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson

Modern Languages and Literatures Annual Graduate Conference

Devin Wilson analyzes some of Pippin Barr's subversive videogames, examining the methods by which they parody game design conventions.


Women And Video Games: Pigeonholing The Past, Allison Perry May 2012

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.