Open Access. Powered by Scholars. Published by Universities.®

Interactive Arts Commons™

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 12 of 12

Full-Text Articles in Interactive Arts

Digital Presence In Live Hybrid Performance, Luke Cargill Aug 2026

Digital Presence In Live Hybrid Performance, Luke Cargill

Dartmouth College Master’s Theses

This thesis examines how digital presence, the sense that a digital performer is socially and performatively "there," is designed and tested in live hybrid performance. Drawing on four practice-based projects (Vicarious, Voltage, Vicarious: Encore Edition, and SUPER BLOOM), the first phase identifies a recurring but empirically untested claim: that digital presence depends on interactivity and co-presence with live performers, though these factors were always entangled in practice.

The second phase tests this claim directly. A new mini-performance, featuring the first fully AI-driven digital character in this line of work, was produced for controlled comparison. Using a 3 (intro type: AI-driven, …


In The Wake Of Sound: On Field Recording, Materiality, And Reparative Listening, Ivy Fu May 2026

In The Wake Of Sound: On Field Recording, Materiality, And Reparative Listening, Ivy Fu

Dartmouth College Master’s Theses

This thesis develops a practice of field recording, spatial audio composition, and soft-circuit installation grounded in what I call reparative listening: a slow, materially attentive form of attention oriented toward what dominant recording apparatuses suppress, discard, or fail to register. Across five major projects—Fable Upon Ununified Grounds (2023), Cocoon (2024), Tether (2025), Hide & Seek (2026), and Frequency Commons (2026)—I treat sound not as an extractable output but as a relational event shaped by site, body, material, and signal loss. The work draws together Jane Bennett's vibrant materialism, Eve Kosofsky Sedgwick's theory of definitional crisis and the open secret, Zhuangzi's …


From Physical Correlation To Emotional Connection: The Role Of Passive Haptics On Empathy In Virtual Reality, Jemely Robles Jan 2026

From Physical Correlation To Emotional Connection: The Role Of Passive Haptics On Empathy In Virtual Reality, Jemely Robles

Dartmouth College Master’s Theses

Virtual reality is increasingly explored as a tool for cultivating empathy, and haptic feedback as a tool for enhancing immersion. This paper investigates the effects of combining the two.  Fifty-two participants experienced a custom-built VR scene in which a character was shown packing up a room. Participants were assigned to either a haptic condition, receiving passive haptic feedback corresponding to the character's actions, or a non-haptic control condition that did not receive any haptic input. Trait empathy was measured beforehand, and state empathy and engagement were measured after the experience. Thematic analysis was conducted on post-study interviews, and headset recordings …


Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game, Jiayi Xu Nov 2025

Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game, Jiayi Xu

Dartmouth College Master’s Theses

Virtual reality (VR) narrative games must guide players through complex story worlds without undermining immersion, yet prior work rarely compares different forms of in-world guidance under tightly controlled conditions. Designers routinely mix diegetic text, character behavior, and environmental motion, but it remains unclear how these cue families differentially shape cognitive load, task performance, and narrative experience when they convey the same instruction.

This thesis investigates how three common diegetic cue types—diegetic text, non-verbal gestures from a non-player character, and environmental motion and highlights—affect players in a first-person VR retelling of the Snow White story. In a between-subjects laboratory study, each …


Embodied Visions: Interactive Installations That Reimagine Bodily Presence In Digital Imaging Apparatuses As Shadows, Yunzi Shi May 2024

Embodied Visions: Interactive Installations That Reimagine Bodily Presence In Digital Imaging Apparatuses As Shadows, Yunzi Shi

Dartmouth College Master’s Theses

Contextualized within a history of technological development, the evolution of imaging devices and technologies is accompanied by the abstraction of spatial relationships between the body of the observer, the apparatus, and physical reality, which leads to disembodying experiences for the observing subject. Compared with devices and interactive experiences, critical reflection on the epistemological impact of digital imaging devices has less priority in computational imaging and human-computer interaction research. Taking an artistic approach, this thesis describes Embodied Visions, an exhibition featuring three interactive installations exploring the technical infrastructure for imaging and reflecting on the (dis)embodied experiences in the digital age. …


Latent Auto-Recursive Composition Engine: A Generative System For Creative Expression In Human-Ai Collaboration, Yenkai Huang May 2024

Latent Auto-Recursive Composition Engine: A Generative System For Creative Expression In Human-Ai Collaboration, Yenkai Huang

Computer Science Senior Theses

This thesis investigates the shifting boundaries of art in the era of Generative AI, crit-
ically examining the essence of art and the legitimacy of AI-generated works. Despite
significant advancements in the quality and accessibility of art through generative
AI, such creations frequently encounter skepticism regarding their status as authentic
art. To address this skepticism, the study explores the role of creative agency in var-
ious generative AI workflows and introduces an ”artist-in-the-loop” system tailored
for image generation models like Stable Diffusion. This system aims to deepen the
artist’s engagement and understanding of the creative process. Additionally, a novel
tool, …


Echo: The 2.5d Bridge Between The 2d And 3d Virtual Reality Space, Emilie Nicole Hopkinson May 2024

Echo: The 2.5d Bridge Between The 2d And 3d Virtual Reality Space, Emilie Nicole Hopkinson

Dartmouth College Master’s Theses

In response to the expanding prevalence of virtual reality (VR) technology, there arises a necessity for beginner-friendly tools tailored towards individuals with little to no experience in creating art for VR, especially 2D artists. Echo serves as a user-friendly solution that enables primarily 2D artists with little to no experience in 3D editing and VR development to create 2.5D art by providing a simple 3D web editor and to share their VR artwork with a 6-digit share code. By facilitating these functions, Echo is a potential bridge for 2D artists to create art in the VR realm. This study assesses …


Automated Cinematographer For Vr Viewing Experiences, Zihan Wu May 2024

Automated Cinematographer For Vr Viewing Experiences, Zihan Wu

Dartmouth College Master’s Theses

As the virtual reality (VR) industry continues to evolve, the question of how to effectively capture VR experiences for an audience remains a challenge. The predominant method of showcasing VR applications through first-person recordings lacks cinematic interest, failing to capture other viewpoints and the essence of the moment. Meanwhile, manually setting up cameras and editing videos requires technical expertise on behalf of the user. In this paper, we propose the use of machine learning (ML) to automatically select the most compelling predefined viewpoint in a VR environment, at any given moment. Our models, trained on actor motion and voice volume, …


(Meta-)Physical Artworks: Digital Augmentation In Art Observation, Macy A. Toppan Jan 2024

(Meta-)Physical Artworks: Digital Augmentation In Art Observation, Macy A. Toppan

Dartmouth College Master’s Theses

Augmented art— the subgenre of art that incorporates physical and digital artwork— is a rapidly growing field driven by advancing technology and a new generation for whom that tech is a given. Yet the presence of media like augmented and virtual reality in exhibition remains a controversial subject. Rather than focusing on the many theoretical debates about whether digital pieces can qualify as "good" art, we study it in practice through the eyes of the casual art observer. This paper highlights the audience in a within-participant study that asked viewers to take in a physical sculpture intentionally built with virtual …


Poster, Performed: Understanding Public Opinions Of Authorship In Generative Artificial Intelligence Models Via Analogy, Wylie Z. Kasai Jan 2024

Poster, Performed: Understanding Public Opinions Of Authorship In Generative Artificial Intelligence Models Via Analogy, Wylie Z. Kasai

Dartmouth College Master’s Theses

Over the last decade, generative artificial intelligence models have advanced significantly and provided the public with several tools to create new works of art. However, the true authorship of these works has been debated due to their training on web-scraped data. Serving as an analogy to these larger models, Poster, Performed is an interactive artificial intelligence exhibition project that uses image assets submitted by the public to create poster compositions with custom image processing algorithms. During the course of a four-day exhibition, visitors were asked to identify the exhibition’s primary artist from five options: (1) participants who submitted image assets, …


Triple Helix: Ai-Artist-Audience Collaboration In A Performative Art Experience, Xuedan Zou Dec 2023

Triple Helix: Ai-Artist-Audience Collaboration In A Performative Art Experience, Xuedan Zou

Dartmouth College Master’s Theses

Imagine an art exhibition that morphs its content according to the audience’s experience like a chameleon, reflecting the audience’s mind and culture and turning the artist’s exhibition into the viewer’s. But when the viewers leave, the work fades back to the creator’s original work and waits for the next audience. In this project, my team introduced an interactive exhibition called "Triple Helix," where audience members were provided the opportunity to alter the artworks created by the artist, thus imbuing them with their own perspectives. This interactive exhibition was held at three physical-locations and online, and a comprehensive user study was …


Expressive Marks: Art In The Age Of Augmented Reality, Carson G. Levine May 2023

Expressive Marks: Art In The Age Of Augmented Reality, Carson G. Levine

Dartmouth College Master’s Theses

Augmented reality (AR) and non-fungible tokens (NFTs) introduce new considerations for the long-standing debate of what it means for digital art to be “real.” However, the ability to create AR experiences is limited to those who are technically skilled or who can afford to consult someone else. This paper addresses the need for an accessible tool that enables artists of all technical backgrounds to expressively create marks in AR. The solution includes a mobile application called CrayonAR. The system was designed to be modular, minimal, and physically engaging, and was developed in Unity using ARFoundation and Firebase Storage and Realtime …