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Articles 31 - 60 of 68
Full-Text Articles in Interactive Arts
Artificial: A Study On The Use Of Artificial Intelligence In Art, Hayden Ernst
Artificial: A Study On The Use Of Artificial Intelligence In Art, Hayden Ernst
Theses/Capstones/Creative Projects
In the past three to five years there have been significant improvements made in AI due to improvements in computing capacity, the collection and use of big data, and an increase in public interest and funding for research. Programs such as ChatGPT, DALL•E, and Midjourney have also gained tremendous popularity in a relatively short amount of time. This led me to this project in which I aimed to gain a deeper understanding of these art generator AI and where they fit into art as a whole. My goal was to give recommendations to museums and exhibits in Omaha on what …
Procedural City Generation With Combined Architectures For Real-Time Visualization, Griffin Poyck
Procedural City Generation With Combined Architectures For Real-Time Visualization, Griffin Poyck
All Theses
The work and research of this paper sought to build upon traditional city generation and simulation in creating a tool that both realistically simulates cities and their prominent features and also creates aesthetic and artistically rich cities using assets that combine several contemporary or near contemporary architectural styles. The major city features simulated are the surrounding terrain, road networks, individual buildings, and building placement. The tools used to both create and integrate these features were created in Houdini with Unreal Engine 5 as the intended final destination. This research was influenced by the city, town, and road networking of Ghost …
Analyzing Relationships With Machine Learning, Oscar Ko
Analyzing Relationships With Machine Learning, Oscar Ko
Dissertations, Theses, and Capstone Projects
Procedurally, this project aims to take a dataset, analyze it, and offer insights to the audience in an easy-to-digest format. Conceptually, this project will seek to explore questions like: “Do couples that meet through online dating or dating apps have higher or lower quality relationships?”, “Can any features in this dataset help predict how a subject would rate their relationship quality?”, and “What other insights can I derive from using machine learning for exploratory analysis?” The intended audience for this project is anyone interested in romantic relationships or machine learning.
The dataset is from a Stanford University survey, “How Couples …
Building Coleus Academy, Janessa Unseld
Building Coleus Academy, Janessa Unseld
Mahurin Honors College Capstone Experience/Thesis Projects
Coleus Academy, a nonprofit e-learning platform, has been created to address the deficits left by the de-emphasis and, at times, outright omission of practical skill-centric education in American curriculums. There exists a gap between the degree of knowledge necessary to engage with adult life and the extent of that knowledge that is actually possessed by emerging adults. Prominent legislations are among the numerous efforts to address this issue. However, there is a deeply fractured market where resources are proving too expensive, too sparse, or hyper-specific to the point of limited usability. Compounded with disparities in when, where, and to whom …
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Frameless
We present our efforts to develop methods for rendering 3D objects on mobile devices using real-world dynamic illumination from the user’s environment. To achieve this, we use the front and back cameras on the mobile device to estimate the light distribution in the environment in real time. We then create a dynamic illumination map and render the object at interactive rates in a browser on the device using a web-based graphics API. This project achieves one of the goals of our related work on realistic visualization of virtual objects: to make virtual objects appear to be situated within the scene …
Vr Cinema, Simarjot Khanna
Vr Cinema, Simarjot Khanna
Frameless
A virtual reality cinema experience using a decent smartphone and Google Cardboard or similar inexpensive VR Headsets.
Sound In Color, Amber Rhodes
Sound In Color, Amber Rhodes
Honors Scholars Collaborative Projects
“Sound in Color” is an interactive audio-visual experience designed to explore the relationship between sound, color, and emotions. Taking place on the Massey Concert Hall stage, the project is inspired by synesthesia and incorporates research on color psychology. Participants are invited to select an emotion and color. As the user hums into a microphone, they hear their emotions expressed through sound in their headphones and watch as the lights on stage respond to their vocal cues.
Designing An Interactive Theatre Game With Dynamic Asynchronous Play, Ardian Amiti
Designing An Interactive Theatre Game With Dynamic Asynchronous Play, Ardian Amiti
College of Computing and Digital Media Dissertations
This project proposes the use of asynchronous narrative mechanics and dynamic elements of gameplay to further the player’s sense of interaction with characters and the environment of the game, inspired by interactive theatre performances such as Sleep No More. The player plants seeds in a garden which is maintained by several Non-Playable Characters, influencing both the environment and the narrative. Scenes occur according to the state of the garden, but do not wait for the player to be present. Plants grow and wilt as time passes. Sometimes the player cedes control as the characters tend to or cut down plants, …
Perceiving Mathematics And Art, Edmund Harriss
Perceiving Mathematics And Art, Edmund Harriss
Mic Lectures
Mathematics and art provide powerful lenses to perceive and understand the world, part of an ancient tradition whether it starts in the South Pacific with tapa cloth and wave maps for navigation or in Iceland with knitting patterns and sunstones. Edmund Harriss, an artist and assistant clinical professor of mathematics in the Fulbright College of Arts and Sciences, explores these connections in his Honors College Mic lecture.
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 …
Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin
Why Are We Like This?: Exploring Writing Mechanics For An Ai-Augmented Storytelling Game, Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin
Electronic Literature Organization Conference 2020
Why Are We Like This? (WAWLT) is a playful, co-creative, AI-augmented, improvisational storytelling game in which one or more players explore and influence an ongoing simulation which they then glean for narrative material. It uses the recently developed simulation technology of story sifting (the recognition of microstories in a chronicle of simulation events), via the Felt library, to afford a new kind of playful, social, and creative writing experience. In this paper, we discuss our primary design goals: (1) using computation and interaction design to support casual player creativity, and (2) foregrounding character subjectivity as a driver for …
Spring 2020
In The Loop
Letter from the Dean: Advancing Past Adversity; Look Who's Talking: Expert Talk Series; Seen and Heard; Keeping It Real: Client Web Projects for Students; OMG, It's DIBS, LOL!; X-ray Vision: Brian Andrews bones up on anthropomorphic entities and virtual realty in an audacious Project Bluelight film; Nothing But Net: Shannon Linares scores a win for female and first-generation college students in network engineering and cybersecurity careers; Mix Master: Claire Rosas blends disciplines and social synergy in her designs, from egg-ceptional typography to adaptive ergs
Engaging The Paradoxical: Zeno's Paradoxes In Three Works Of Interactive Fiction, Michael Z. Spivey
Engaging The Paradoxical: Zeno's Paradoxes In Three Works Of Interactive Fiction, Michael Z. Spivey
Journal of Humanistic Mathematics
For over two millennia thinkers have wrestled with Zeno's paradoxes on space, time, motion, and the nature of infinity. In this article we compare and contrast representations of Zeno's paradoxes in three works of interactive fiction, Beyond Zork, The Chinese Room, and A Beauty Cold and Austere. Each of these works incorporates one of Zeno's paradoxes as part of a puzzle that the player must solve in order to advance and ultimately complete the story. As such, the reader must engage more deeply with the paradoxes than he or she would in a static work of fiction. …
The Oceans Above Us: An Augmented Reality Experience, Chris Nalani Dimeo
The Oceans Above Us: An Augmented Reality Experience, Chris Nalani Dimeo
Mahurin Honors College Capstone Experience/Thesis Projects
Augmented reality holds the potential to be the new fabric of our everyday lives.
Also known as AR, augmented reality is any technology that superimposes graphical information over a real-world environment, whether it be through a smartphone screen or visually projected onto the environment. Though it has existed in various forms for decades, augmented reality development is still widely considered the work of experts in technology-related fields.
In November 2019, however, Adobe unveiled a new augmented reality development platform, Project Aero, along with boasts that the app’s intuitive design and integration with other Adobe programs would place AR creation into …
Fifteenth International Photovideoanthology On Paradoxism, Florentin Smarandache
Fifteenth International Photovideoanthology On Paradoxism, Florentin Smarandache
Branch Mathematics and Statistics Faculty and Staff Publications
Paradoxism is an international movement in science and culture, founded by Florentin Smarandache in 1980s, based on excessive use of antitheses, oxymoron, contradictions, and paradoxes. During three decades (1980-2020) hundreds of authors from tenth of countries around the globe contributed papers to 15 international paradoxist anthologies.
In 1995, the author extended the paradoxism to a new branch of philosophy called neutrosophy, that gave birth to many scientific branches, such as: neutrosophic logic, neutrosophic set, neutrosophic probability and statistics, neutrosophic algebraic structures and so on with multiple applications in engineering, computer science, administrative work, medical research etc.
“May your imagination blossom …
3d Procedural Maze & Cave Generation, Jacob Sharp
3d Procedural Maze & Cave Generation, Jacob Sharp
Student Scholar Showcase
The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research …
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 …
The Art And Science Of Light Painting, Reid Godshaw
The Art And Science Of Light Painting, Reid Godshaw
The Transdisciplinary STEAM+ Journal
A short overview of the making of light painting portraits explained by the artist.
Visualizing Relationships Between Related Variables: Improving Physics Education Through D3.Js Network Visualizations, Stephanie Friend
Visualizing Relationships Between Related Variables: Improving Physics Education Through D3.Js Network Visualizations, Stephanie Friend
Liberal Arts and Engineering Studies
phiMap is a web application started by Cal Poly professors and students to aid professors in teaching physics. I developed Javascript visualizations for phiMap that serve to simplify the processes of both teaching and learning physics. These visualizations aim to present relationships between physics variables in an easy to understand manner, and they could eventually have a huge impact on physics education.
And Or Not – The System, The Body And Time, Brian Fay
And Or Not – The System, The Body And Time, Brian Fay
Articles
This catalogue text discusses artists and artworks featured in the exhibition BOOLEAN EXPRESSIONS: Contemporary Art and Mathematical Data, presented at The Lewis Glucksman Gallery, University College Cork, Ireland, 23 July – 8 November 2015. For an overview of the exhibition see the link https://vimeo.com/137620854
Speed And Resolution In The Age Of Technological Reproducibility, Shawn Taylor
Speed And Resolution In The Age Of Technological Reproducibility, Shawn Taylor
Theses and Dissertations
The rate of acceleration of the biologic and synthetic world has for a while now, been in the process of exponentially speeding up, maxing out servers and landfills, merging with each other, destroying each other. The last prehistoric relics on Earth are absorbing the same oxygen, carbon dioxide and electronic waves in our biosphere as us. A degraded .jpeg enlarged to full screen on a Samsung 4K UHD HU8550 Series Smart TV - 85” Class (84.5” diag.). Within this composite ecology, the ancient limestone of the grand canyon competes with the iMax movie of itself, the production of Mac pros, …
The Land Scouts: Guide Book, Katie D. Ries
The Land Scouts: Guide Book, Katie D. Ries
Faculty Creative and Scholarly Works
The Land Scouts promote modern land stewardship and are open to all. The Guide Book gives an overview of the scouts as well as information on getting started earning badges and hosting a troop.
Geology – Future Continent, Joy Wulke
Geology – Future Continent, Joy Wulke
The Transdisciplinary STEAM+ Journal
Terra Mirabila, a multi-media presentation illustrating the geological story of Stony Creek Granite back through complex sequence of geological events that spanned some 600 million years of early history.
Mobile Indoor Positioning For Augmented Reality Systems, Robert B. Glass
Mobile Indoor Positioning For Augmented Reality Systems, Robert B. Glass
Theses and Dissertations
This thesis explores the creation and setup of a prototype that allows users of the device to interact within an indoor real world environment and a virtual environment simultaneously using high-tech common technology. The prototype is comprised of a small mobile device such as a cellular mobile phone, Raspberry Pi computer, a battery powered handheld Pico projector, and software developed for the Android OS. The software can easily be ported to other mobile and non-mobile operating systems. The mobile device must contain accelerometer, magnetometer, and gyroscope embedded sensors as well as 802.11 wireless network chip. The prototype software implements an …
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
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 …
Pox And The City, Elizabeth S. Goins
Pox And The City, Elizabeth S. Goins
Journal of Interactive Humanities
Pox in the City is a prototype of a social history game that focuses on the medical profession circa 1800 in Edinburgh. The prototype was research, designed and developed on a small budget (about $17,000) and in a short time frame (20 weeks). The experimental design goal was to create a narrative driven educational game that was engaging and delivered some basic educational goals to be used in the high school and college level classrooms. To experiment with writing historic game narrative and to stay within budget, the design was built around a point and click adventure framework. Narrative was …
Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard
Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard
Journal of Interactive Humanities
Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery …
Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid
Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid
Journal of Interactive Humanities
While the ludology versus narratology debate raged within game studies circles [1], game designers continued building games and developing methods to improve player experience. Today however, while designers may have their personal preferences, there is no longer any doubt that both mechanics and story can have an important role to play in a game [2,3, 4, 5, 6, 7].
You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins
You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins
Journal of Interactive Humanities
This paper describes our experiences developing and piloting a course in educational games. We discuss the structure of the course, the topics we included in the course, as well as the final projects the students created for the course. Of particular interest to non-technical educators interested in exploring games in their courses is the fact that our course incorporated many critical thinking skills as part of the coursework. We felt that an important part of the student’s immersion in this material was not just the production of the game, but also a deeper understanding of the issues surrounding education and …
Conclusion Panel, Allison Marsh