Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Fine Arts (3)
- Game Design (3)
- Physical Sciences and Mathematics (3)
- Social and Behavioral Sciences (3)
- Cognition and Perception (2)
-
- Computer Sciences (2)
- Film and Media Studies (2)
- Graphics and Human Computer Interfaces (2)
- Other Film and Media Studies (2)
- Psychology (2)
- Visual Studies (2)
- Ancient, Medieval, Renaissance and Baroque Art and Architecture (1)
- Architectural History and Criticism (1)
- Architecture (1)
- Audio Arts and Acoustics (1)
- Cognitive Psychology (1)
- Cognitive Science (1)
- Communication (1)
- Digital Humanities (1)
- Education (1)
- Educational Technology (1)
- Electrical and Computer Engineering (1)
- Engineering (1)
- Environmental Design (1)
- Film Production (1)
- Graphic Communications (1)
- Graphic Design (1)
- Keyword
-
- 3D (1)
- Aesthetic (1)
- City (1)
- Diamond (1)
- Digital arts (1)
-
- Environment design (1)
- Game play experience (1)
- Generation (1)
- Geometry (1)
- Horror (1)
- Immersion (1)
- Immersive (1)
- Interactive Education (1)
- Jewelry (1)
- Marketing (1)
- Mesh (1)
- Morph (1)
- Narrative truth (1)
- Physical simulation (1)
- Printed Electronics (1)
- Procedural (1)
- Proceduralism (1)
- Real-time (1)
- Realism (1)
- Rigging (1)
- Ring (1)
- Secondary Animation (1)
- Simulation (1)
- Stylization (1)
- Tangible User Interface (1)
Articles 1 - 7 of 7
Full-Text Articles in Interactive Arts
Between Chronicle And Legend: A Two-Scene Environment And Visual Effects Examination Of Physical Accuracy And Emotional Exaggeration On The Honey Creek Bridge Collapse, Alison R. Gaddy
All Theses
This thesis explores how truth and dramatization intersect in digital storytelling by comparing realistic and stylized simulations of the Honey Creek bridge collapse within the context of the Kate Shelley animated short. At the core of storytelling lies a tension between factual accuracy and dramatic stylization. We investigate that tension by examining how narrative truth is conveyed, distorted, or enhanced through visual dramatization by focusing on the psychology of audience perception and the motivations behind creative embellishment. The practical contribution of this research is the development of two distinct digital scene setups depicting the same Honey Creek bridge collapse event. …
Shifting Perspectives With Procedural Modeling Techniques And Vertex Animated Textures For Real-Time Interactive Morphing, Stephanie Schulze
Shifting Perspectives With Procedural Modeling Techniques And Vertex Animated Textures For Real-Time Interactive Morphing, Stephanie Schulze
All Theses
As humans experience reality, they intake external stimuli using sensory receptors to process information, forming a perception. Perceptions are subjective and shape each individual’s reality. Naturally then, by changing one’s perceptions, their experience of reality is altered, for better or worse. To emphasize the idea that perception is malleable and encourage a mindset of questioning alternative ways to look at a situation, an interactive experience in Unreal Engine is developed where a dull cityscape morphs and transforms into a surreal oversized nature scene. Procedural modeling techniques are used to create a variety of morphing assets, while Vertex Animated Textures are …
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
All Theses
Video games have become very popular over the last couple of decades and the popularity is increasing year by year. Imagine a world where video games didn’t exist. Yes, the world would function as normal but we would take away the creative freedoms expressed in game play. The video game industry today has become larger than the music and film industry combined. With new technologies becoming available, the user’s game play experience continues to change.
The purpose of this thesis is to look at the growth and definitions of game play experience and see how it will change with virtual …
Animating Reality: Enhancing Immersion Through Secondary Animation Rigging Techniques In Video Games, Karim Hudson
Animating Reality: Enhancing Immersion Through Secondary Animation Rigging Techniques In Video Games, Karim Hudson
All Theses
This thesis explores enhancing realism in video games by strategically applying secondary animation rigging techniques to intensify player immersion. The research adopts a novel approach by exploring hybrid methodologies that seamlessly integrate animator control with simulation techniques to imbue characters with dynamic movements and lifelike qualities. Specifically, the study focuses on simulating intricate aspects such as hair, clothing, and accessories, recognizing their potential to elevate character animation beyond static representations. Through practical experimentation, the thesis examines the symbiotic relationship between animator-driven control and simulation-based dynamics. By harnessing the capabilities of modern rigging tools and simulation algorithms, animators are empowered to …
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 …
Out Of The Box: Bridging The Long-Distance Gap Between Consumer And Product In Online Experiences By Using Ar To Facilitate A Deeper Connection Through Virtual Try-Ons, Jessica E. Schell
Out Of The Box: Bridging The Long-Distance Gap Between Consumer And Product In Online Experiences By Using Ar To Facilitate A Deeper Connection Through Virtual Try-Ons, Jessica E. Schell
All Theses
As consumers are more and more preferring online experiences to brick-and-mortar shopping, there is a growing need for new and creative marketing strategies that can overcome the physical distance between consumer and product. In this paper, I demonstrate how augmented reality can bridge that gap, allowing consumers to connect with a product in a way that is not possible through traditional online media forms such as images and video. To that end, this paper includes a detailed breakdown of the conception and creation of Out of the Box, an augmented-reality application developed to enable users to virtually interact with …
Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, Lauren Toler
Creating A Printed Electronic Tangible User Interface Suitable For Primary Education Settings, Lauren Toler
All Theses
With the growing popularity of interactive learning, an experiment developing a tangible user interface made of paper was performed. Screen printing was utilized to print conductive traces that would connect to a device that has capacitive touch capabilities. A color mixing program was coded to accompany the tangible interface. It was found that a tangible user interface can be successfully made of paper. Further research with development, construction, and testing of this paper tangible interface was proposed.