Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Art Practice (15)
- Engineering (13)
- Interdisciplinary Arts and Media (13)
- Theatre and Performance Studies (12)
- Fine Arts (11)
-
- Architecture (10)
- Environmental Design (10)
- Game Design (10)
- Operations Research, Systems Engineering and Industrial Engineering (10)
- Digital Humanities (8)
- Graphic Design (8)
- Social and Behavioral Sciences (8)
- Feminist, Gender, and Sexuality Studies (6)
- Sculpture (6)
- Film and Media Studies (5)
- Education (4)
- History of Art, Architecture, and Archaeology (4)
- Sociology (4)
- Art and Materials Conservation (3)
- Communication (3)
- Contemporary Art (3)
- Creative Writing (3)
- Graphic Communications (3)
- Illustration (3)
- Other Feminist, Gender, and Sexuality Studies (3)
- Other Film and Media Studies (3)
- Painting (3)
- Institution
-
- University of Central Florida (10)
- California Polytechnic State University, San Luis Obispo (6)
- University of Arkansas, Fayetteville (4)
- City University of New York (CUNY) (3)
- Technological University Dublin (3)
-
- Clemson University (2)
- Rochester Institute of Technology (2)
- Virginia Commonwealth University (2)
- Bowling Green State University (1)
- California State University, San Bernardino (1)
- Claremont Colleges (1)
- De La Salle University (1)
- Gettysburg College (1)
- James Madison University (1)
- Louisiana State University (1)
- New Jersey Institute of Technology (1)
- Northern Illinois University (1)
- Prairie View A&M University (1)
- SAE Institute Australasia (1)
- SIT Graduate Institute/SIT Study Abroad (1)
- Seattle Pacific University (1)
- Southern Methodist University (1)
- The University of Akron (1)
- University of Louisville (1)
- University of Montana (1)
- University of Rhode Island (1)
- Keyword
-
- COVID-19 (9)
- Art (7)
- Disney (3)
- Painting (3)
- Performance (3)
-
- Theme parks (3)
- Anthropology (2)
- Communication (2)
- Culture (2)
- Events (2)
- Feminism (2)
- Game Design (2)
- Intersectionality (2)
- LGBTQ (2)
- Mental health (2)
- Printed Electronics (2)
- Religion (2)
- Sculpture (2)
- Tourism (2)
- Video game (2)
- 3D rendering (1)
- Accident data (1)
- Activism (1)
- Adolescent (1)
- Amusement rides (1)
- Anna Wintour (1)
- Art History/Criticism/Conservation (1)
- Art and Design (1)
- Art practice (1)
- Arte público (1)
- Publication
-
- Journal of Themed Experience and Attractions Studies (10)
- Theses and Dissertations (5)
- Graduate Theses and Dissertations (4)
- Graphic Communication (4)
- All Theses (2)
-
- Honors Projects (2)
- Art Theses and Dissertations (1)
- Articles (1)
- Blog Posts (1)
- Books/Book Chapters (1)
- Case Studies (1)
- Computer Science and Software Engineering (1)
- DLSU Senior High School Research Congress (1)
- Electronic Theses and Dissertations (1)
- Electronic Theses, Projects, and Dissertations (1)
- Feminist Pedagogy (1)
- Frameless (1)
- Graduate Student Theses, Dissertations, & Professional Papers (1)
- Honors Capstones (1)
- Independent Study Project (ISP) Collection (1)
- Journal of Roleplaying Studies and STEAM (1)
- LSU Master's Theses (1)
- Masters Theses, 2020-current (1)
- Postgraduate (1)
- Pursue: Undergraduate Research Journal (1)
- Schmucker Art Catalogs (1)
- Scripps Senior Theses (1)
- Senior Honors Projects (1)
- Williams Honors College, Honors Research Projects (1)
- Publication Type
Articles 31 - 50 of 50
Full-Text Articles in Interactive Arts
Covid-19 And Immersion: Physical, Virtual, And Home Spaces, Scott Lukas
Covid-19 And Immersion: Physical, Virtual, And Home Spaces, Scott Lukas
Journal of Themed Experience and Attractions Studies
This article considers the dramatic adaptations that have occurred in themed immersive spaces as they have dealt with the challenging dynamics of COVID-19. As COVID-19 has been a respiratory disease, it has impacted the operations of theme parks, casinos, cruise ships, and other immersive spaces, especially as such spaces have relied, traditionally, on physical forms of entertainment and immersion. The writing begins with a consideration of the COVID-19 challenges noted in the theme park and cruise ship industries. OceanMedallionTM and MyMagic+ technologies are considered for their possible positive role in addressing the operational dynamics during the pandemic. Issues of guest …
Brighter But Not Clearer: Entertainment-Dependent Destinations Dealing With Long Covid, Louis-Etienne Dubois, Frederic Dimanche
Brighter But Not Clearer: Entertainment-Dependent Destinations Dealing With Long Covid, Louis-Etienne Dubois, Frederic Dimanche
Journal of Themed Experience and Attractions Studies
At the onset of the COVID-19 pandemic, we explored a range of very different possible outcomes for destinations that rely heavily on their entertainment sector (Dubois & Dimanche, 2021). Several months later, this article seeks to revisit those outcomes, while also highlighting the ongoing recovery efforts and evolving strategies of entertainment-dependent destinations (EDDs). To do so, we reconnected with the panel of respondents from various destinations (i.e., Las Vegas, Nashville, New Orleans etc.) to take stock of both new challenges and opportunities, as well as emerging factors impacting their respective markets. Our results show that while EDDs are facing a …
Theme Parks, Staycation Practices, And Covid-19: Opportunities And Uncertainties, Salvador Anton Clavé
Theme Parks, Staycation Practices, And Covid-19: Opportunities And Uncertainties, Salvador Anton Clavé
Journal of Themed Experience and Attractions Studies
The effects of COVID-19 on the market transformation of the theme park industry has been significant in the short term because of travel restrictions. Challenges, impacts, responses, and strategies might vary from one region to another and even from one theme park to another. However, it can be assumed that domestic travel will continue to have an effect on the theme park industry during the months to come and likely beyond the pandemic. In this context, the “staycation” is becoming a booming trend in the leisure, entertainment, and tourism industry, creating new, current, and future unexpected economic winners and losers. …
Disney During Covid-19: The Tourist And The Actor’S Nightmare, Jennifer A. Kokai, Tom Robson
Disney During Covid-19: The Tourist And The Actor’S Nightmare, Jennifer A. Kokai, Tom Robson
Journal of Themed Experience and Attractions Studies
In this essay, we argue that the experience of being at Disney theme parks in COVID times was a waking version of what is sometimes called “The Actor’s Nightmare.” Due to safety regulations, theme parks either dropped live entertainment that structures the day as a show with a clear beginning and end (e.g. park-opening rope drop performances, and the fireworks), attempted to include references to COVID in live entertainment (like in
the Frozen Ever After singalong, which added some COVID jokes), or to ignore it (like the Festival of the Lion King). In any case, due to these measures the …
The “Politics Of Inclusion/Exclusion” In Times Of The Pandemic, Florian Freitag
The “Politics Of Inclusion/Exclusion” In Times Of The Pandemic, Florian Freitag
Journal of Themed Experience and Attractions Studies
As commercial enterprises that depend on attracting a maximum number of visitors in order to be economically successful, theme parks have generally been careful to avoid unpleasant, sensitive, or controversial themes (or aspects of a theme) that might offend or alienate potential customers. Due to official regulations concerning e.g. the wearing of masks in waiting lines and during rides, however, the pandemic cannot simply be “excluded” from the parks and remains constantly visually present, thus seriously undermining the companies’ efforts to keep the park grounds rigidly separated from the rest of the world. Particular operational decisions by some theme park …
“It Takes People To Make The Dream A Reality”: Disney’S Hr Strategy In Response To Covid-19, Jaime L. Williams, Allison A. Toth
“It Takes People To Make The Dream A Reality”: Disney’S Hr Strategy In Response To Covid-19, Jaime L. Williams, Allison A. Toth
Journal of Themed Experience and Attractions Studies
From January 2020 to the beginning of fall 2021, theme parks around the world have been required to engage in abnormal, abrupt, and major shifts in operations caused by the ongoing global pandemic (COVID-19). Through the process of sensemaking, this paper will focus on the human resources related decisions made by The Walt Disney Company in an effort to better understand the organization’s responses to changes in the external environment and the resulting outcomes during the pandemic. The overall management of Cast Members in the United States during this time period with specific focuses on the layoff and re-hiring of …
Are European Theme Parks Likely To Suffer From Long Covid?, Pieter Cornelis
Are European Theme Parks Likely To Suffer From Long Covid?, Pieter Cornelis
Journal of Themed Experience and Attractions Studies
COVID-19 has had a major impact on the theme park industry. Visits to European parks were significantly lower in 2020 than the year before. This article discusses the short-term and long-term economic consequences of the pandemic for the theme park industry. Attitudinal loyalty, inertia effects of guest satisfaction on repeat visits, (deferred) reinvestments, and the difference between theme and amusement parks will be considered. To compensate for losses in 2020, many parks increased their visitor numbers in the 2021 season to the maximum permitted capacity, especially in the summer months. As a result, analysis of waiting times at 22 investigated …
Introduction: Theme Parks And Covid-19, Salvador Anton Clavé, Florian Freitag
Introduction: Theme Parks And Covid-19, Salvador Anton Clavé, Florian Freitag
Journal of Themed Experience and Attractions Studies
In the tourism industry, “crises” have been conceptualized as local and temporary phenomena, interval states that may require imminent action, but that can eventually be overcome, with business simply resuming. At the moment of writing, however, it is not at all clear when or if the theme park sector can simply return to a pre-pandemic state of affairs. Even if tourism may once again attain pre-COVID numbers, it may well be through entirely new and different forms. The essays collected here provide scholarly and professional snapshots of the current (winter 2021/2022) state of the theme park industry, with special attention …
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 …
[Un]Seen, Al Benbow
[Un]Seen, Al Benbow
Honors Projects
[un]seen is a community-centered project and installation that consists of a collection of portraits and statements from underrepresented members of the LGBTQ+ community. Each subject submits their own action item that depends on their identity and response to the question, “what do you wish people understood about the experience of being [your identity]?”
This project was initially born out of research into the commodification of LGBTQ+ identities, and the realization that corporations tend to market to members of the LGBTQ+ community who they believe have the most spending power: white, cisgender, able-bodied, upper class, gay men, and therefore most often …
Políticas Visuales Y Acción Colectiva: Un Investigación Sobre Las Articulaciones Estético-Políticas En Manifestaciones De Arte Público En Ushuaia Y El Bolsón / Visual Politics And Collective Action: An Investigation Of Aesthetic-Political Articulations In Manifestations Of Public Art In Ushuaia And El Bolsón, Laura Woodhouse
Independent Study Project (ISP) Collection
Art in the public sphere is an integral tool of communication that transcends the vertical hierarchies of social organization by infiltrating the popular consciousness with disruptive mediums and reclamations of visual space. Because of the specific accessibility of a variety of forms of public art, for both creators and observers, manifestations of public art have become a popular method through which counter-hegemonic social narratives can be constructed and mediated; in Argentina, a profound history of disruptive art has has been intricately intertwined with an equally rich history of popular activism. With a focus in El Bolsón and Ushuaia, two localities …
Goodreads Redesign, Brooke Mylander
Goodreads Redesign, Brooke Mylander
Graphic Communication
The following project is a redesign of Goodreads.com. The current user interface of Goodreads’ website is outdated and not user-friendly. This project addressed many problems current users complained about the site and made new designs for each major frame of the site with new, fixed features.
Mytrials: Clinical Trial Application Concept, Katie Hollister
Mytrials: Clinical Trial Application Concept, Katie Hollister
Graphic Communication
A clinical trial’s success is dependent upon whether a patient attends their highly-structured clinical trial visit schedule, which may include both in-person clinic visits and virtual check-in visits. MyTrials is a clinical trial journey app prototype that enables patients to schedule, reschedule, and attend join their in-person or virtual clinic visits. This product seeks to reduce the burden that scheduling places on the patient, and provides trial-provided resources and a daily and weekly timeline to help patients navigate their clinical trial journey.
Dia.Ries, Katherine A. Doyle
Dia.Ries, Katherine A. Doyle
Theses and Dissertations
dia.ries is a pilot episode of an episodic series that offers insight into the lives of a few of the 500 million people around the world with diabetes—otherwise normal, everyday people who happen to be living each day with an “invisible illness.” Produced through video diaries and other user-generated content, the series tells stories from first-person points of view along thematic lines, using a collaborative approach rooted in Third Cinema.
Utilizing Game-Based Learning To Promote Mental Health Advocacy In Black And Brown Communities, Ashlyn Stewart, Tracey L. Moore, Hira Roberts
Utilizing Game-Based Learning To Promote Mental Health Advocacy In Black And Brown Communities, Ashlyn Stewart, Tracey L. Moore, Hira Roberts
Pursue: Undergraduate Research Journal
The aim of this project was to explore the effectiveness of video games and game-based learning as a means of mental health advocacy within People of Color (POC) and their communities. Research has shown that within black and brown communities, a heightened stigma is attached to the discussion of mental health, often preventing those who are affected from seeking treatment. This unwillingness to accept and care for mental illness within communities of color is highly detrimental, especially in the context of conditions such as Alzheimer’s or dementia, where African-Americans and Hispanics are at a significantly higher risk of developing these …
A Gun For Every Woman, Gentë Retkoceri
A Gun For Every Woman, Gentë Retkoceri
Theses and Dissertations
Six centuries ago in Kosova, my home country, unmarried women known as sworn virgins, were forced to adopt a male persona and carry a gun to protect themselves. But today, guns have become tools of oppression and violence against women. And while the legal system carries penalties for domestic violence, marital rape is excluded. To shine a light on, and expose the topic of hidden violence, my thesis uses artivism to address a sensitive but provocative issue, exhibiting a large-scale sculpture of a gun, designed to provoke raw emotions; to challenge visitors to consider the terror felt by women threatened …
Infinity And The Egosphere: Reflections On Immersive Art, Amanda Owens
Infinity And The Egosphere: Reflections On Immersive Art, Amanda Owens
Scripps Senior Theses
This paper looks at immersive, viewer-centric art spaces, like Kusama’s Infinity Mirror Rooms, in the context of the growing popularity of Pop Up museums or experiences that exist essentially as a backdrop for taking photos. By considering them together as one object of contemporary popular culture, we can more fully understand the deeper characteristics of late capitalist society.
A Renaissance: The Absurd Retelling Of Mostly True Events, Erica R. Hitzman
A Renaissance: The Absurd Retelling Of Mostly True Events, Erica R. Hitzman
Graduate Student Theses, Dissertations, & Professional Papers
Throughout the following you will be taken on a fantastical retelling of the exhibition A Renaissance, and some of what lead up to it. Through the eyes of various shifting perspectives you will explore the relationships between the artist, her art, and the viewer in the hopes of unveiling how the work plays into feminist theory, its place in the Zeitgeist, and the motivations behind it. Each perspective is formatted differently, to visually mirror the shift in perspective. Presented in the first person and aligned to the right, the account of the artist discusses the process, emotion, and inspiration behind …
A Study In Transparency, Rachel Wilson
A Study In Transparency, Rachel Wilson
Williams Honors College, Honors Research Projects
In a generation that feels more lost than ever, we need transparency in order to feel less alone. We need to see others, and we need to truly see ourselves. This is my way of being seen, and in turn, helping others to feel seen and understood. When I was in middle school I began to record my daily life and thoughts in journals, which evolved to help me cope as I grew up. In putting these pages on display, I’m presenting myself. That’s Rachel Wilson. I’m a writer, a designer, an artist, maybe a song writer. Maybe a lot …
Misled Youth, Mark Tan
Misled Youth, Mark Tan
Theses and Dissertations
I’m a first-generation Canadian who was born and raised in Toronto, Ontario by Asian immigrants. I have migrated to the United States and lived here for 7 years. Through my work, I express the emotional value of preconceived notions, disconnectedness, and longing in search of finding place and acceptance within a community. Drawing from memory, personal narrative, emotion, and perception, I manipulate data into lines, forms, and materials through a subjective human experience from the lens of a non-citizen. By projecting the migration movement of my family lineage from China and the Philippines to Canada as well as my path …