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Articles 1 - 30 of 528
Full-Text Articles in Digital Humanities
The Self-Aware Room: A Framework For Operational Self-Awareness In Evolvable Blended Environments, David B. Smith
The Self-Aware Room: A Framework For Operational Self-Awareness In Evolvable Blended Environments, David B. Smith
Publications and Research
The Self-Aware Room (SAR) is a room-scale research environment developed within the larger Balanced Blended Space and Blended Reality Performance System research trajectory. Rather than treating the room as a conventional “smart” environment composed of fixed automation technologies, SAR approaches it as an evolvable blended environment made from physical, virtual, conceptual, sensory, computational, and performative relationships. Its defining feature is not any particular sensor, model, or output device, but the set of transformations through which physical activity becomes structured observation, bounded representation, interpreted state, governed decision, and mediated response.
This paper develops the conceptual and methodological foundations of SAR as …
"The First Web Novel At 30: The Collection And The Creative Process", Robert Arellano, Scott Rettberg
"The First Web Novel At 30: The Collection And The Creative Process", Robert Arellano, Scott Rettberg
ELO (un)supervised 2026
Summer 2026 marks the 30th anniversary of Sunshine '69, recognized as the first novelistic hypertext fiction published on the web. While the full work remains accessible online—an "(un)supervised" preservation achievement in itself—the archive remains split between boxes and memory. This conversation between the work's creator and a major scholar in electronic literature documents both specific preservation challenges and systemic patterns in what the field chooses to preserve.
Topics include: figuring out web-born composition before established methodologies existed; the three decades of technical decisions that kept a 1996 work alive through format obsolescence and server migrations; and what gets lost …
Man.A.Machine.Txt, James H. Pardue
Man.A.Machine.Txt, James H. Pardue
ELO (un)supervised 2026
man.A.machine.txt is an audiovisual composition generated in real time through a real-time multimedia system that remediates the words of Julien Offray de La Mettrie’s Man a Machine, a foundational text of eighteenth-century materialist philosophy. The system produces cut-up poetry and a particle cloud, transforming the original text into a shifting field of language and data. In Man a Machine, La Mettrie argues that body and soul are inseparable, proposing sleep as the moment in which their unity becomes undeniable. By remediating this text, I seek to reactivate its materialist concerns within our present technological condition—one increasingly defined by …
Quilt Poems: Encoding Craft Traditions As Generative Poetry, Lee Tusman
Quilt Poems: Encoding Craft Traditions As Generative Poetry, Lee Tusman
ELO (un)supervised 2026
This talk presents Quilt Poems, a generative literature project that finds unexpected common ground between quilting, data, and computational poetry. Beginning as a NaNoGenMo (National Novel Generating Month) entry, the project encodes a library of traditional quilt patterns as structured data, pairs them with a curated word corpus, and uses software to produce visual poems whose form is literally shaped by quilt geometries. I'll walk through the process of translating a tactile, domestic craft tradition into a formal data schema — the interpretive choices that entails, what gets lost and what gets discovered — and how that encoded knowledge …
Making The Writer’S Project, Alex Calderwood
Making The Writer’S Project, Alex Calderwood
ELO (un)supervised 2026
The Writer’s Project is a series of playful text editors which intervene in the act of writing in unexpected, challenging, and unusual ways. Some of the editors are conceptual experiments in user interface design: What if the editor asked you if you were sure before committing to each word? What if the delete key was not functional? Others editors are provocations that take aim at the conditions and AI-mediated writing, built to create a tension between writerly agency and system resistance. These involve placing writers into different configurations with text streams, for instance by turning prior writings into a Tetris-like …
Ethos: A Computational Framework For Material Culture Research, Chelsea L. Grafe
Ethos: A Computational Framework For Material Culture Research, Chelsea L. Grafe
Department of Textiles, Merchandising and Fashion Design: Dissertations, Theses, and Student Research
Museum catalog records make large collections searchable, but they do not always preserve the reasoning behind the claims they contain. A record may present a quilt's identity as settled while leaving the reasoning behind that claim invisible, making it difficult for later researchers to check, question, or reuse. This project asks whether museum catalog data can be analyzed in a way that keeps each analytical claim connected to the evidence that supports it. To test this question, the project applies a material-first computational framework named Ethos. Ethos formalizes an object-centered inquiry sequence in which material dependencies establish where analysis begins …
Chi Meta-Project Ecosystem Overview - Spring 2026, David B. Smith
Chi Meta-Project Ecosystem Overview - Spring 2026, David B. Smith
Publications and Research
This paper offers a high-level account of the Center for Holistic Integration’s (CHI) meta-project ecosystem as visualized in the included system map. CHI provides an organizational structure framed around persistent meta-projects that support and extend individual initiatives across curriculum, scholarly and applied research, infrastructure, artistic production, AI development, cultural inquiry, and external partnerships. Rather than presenting the map as a static inventory of projects, the paper examines how its core domains function as living systems through which knowledge, tools, documentation, participants, and collaborations can accumulate over time. It also considers how CHI-mediated connectivity, institutional integration, and external funding allow the …
Untitled, Emily Lin
Materializing The Interface: Personal Data Feeds Generative Art, Erin Livingston
Materializing The Interface: Personal Data Feeds Generative Art, Erin Livingston
Dissertations, Theses, and Capstone Projects
Materializing the Interface: Personal Data Feeds Generative Art is a data-studio capstone project that reconstructs elements of desktop and mobile interfaces as handmade mixed-media artifacts, then digitizes them as an interactive website where generative text and images are fed by personal data flows. Twenty-one paper collage windows — built from cardstock, risograph-printed paper, and mixed media — were photographed, digitized, and activated using code to become the interactive surface of a desktop view driven by browser history. A corresponding mobile view renders a corpus of 500 Instagram advertisement screenshots through a risograph print aesthetic, fed by a hand-tagged emotion and …
Del Miedo A La Ternura: Deconstrucción De Imaginarios Constitutivos De La Iag Para Imaginarla Como Una Tecnología Futura, Elizabeth Rodríguez Rendon
Del Miedo A La Ternura: Deconstrucción De Imaginarios Constitutivos De La Iag Para Imaginarla Como Una Tecnología Futura, Elizabeth Rodríguez Rendon
GDI. Revista de investigación de Género, Diseño e Innovación
El artículo propone una reflexión crítica a modo de ensayo sobre los imaginarios sociotécnicos que han configurado históricamente el desarrollo de la tecnología y, particularmente, de la Inteligencia Artificial Generativa (IAG). Se sostiene que la ciencia moderna occidental se estructuró a partir del miedo como afecto dominante, heredado de las tradiciones prometeica y fáustica, las cuales promovieron una relación con la técnica basada en el control, la dominación de la naturaleza y el rechazo de la finitud humana. Desde esta lógica, la tecnología ha sido imaginada como instrumento de poder, defensa y superioridad, reforzando narrativas de fascinación y temor frente …
Finding A Way Out Of The Filter Bubble: The Confusion Of A Heavy Social Media User, Longwen Miao
Finding A Way Out Of The Filter Bubble: The Confusion Of A Heavy Social Media User, Longwen Miao
Masters Theses
This thesis studies how algorithmic recommendation systems reshape visual perception, aesthetic judgment, and the construction of selfhood within contemporary digital culture.
Everything begins with the experience of repeatedly encountering algorithmically recommended content on everyday digital platforms. On these platforms, images, sounds, and social interactions are continuously selected, repeated, and reorganized by predictive systems, forming an environment in which perception is constantly structured and adjusted.
From this observation, the research raises two central questions: how do algorithmic recommendation systems reshape visual perception, aesthetic judgment, and self-recognition, and how might these systems be intervened in or made perceptible through artistic practice? Within …
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Masters Theses
Digitization is not a modern invention. Derived from the concept of fingers, this mindset of packing information into quantifiable, interchangeable units sounds mechanical, yet eerily physical. Try to imagine: a ghostly hand with millions of fingers with the same length, likeness, and function. Under the worldview of Digital Narrative, we live in a digital simulation: everything is representable with quantifiable units, fluid across media. Yet under this spectacle of convenient abundance, something is missing. The Unknowables are replaced with arbitrary symbols, while the Uncategorizables are omitted. This is a framework that cannot accommodate human subtleties and complexities. One needs to …
Archives Of The Future, Ka Oskar Ly
Archives Of The Future, Ka Oskar Ly
Masters Theses
Archives Of The Future is a practice-based thesis that invokes the archive and the future as simultaneous.
This research insists on the recentering of HMong Indigeneity and its own rooted traditions of HMong Queerness and HMong Feminism as ancestral knowledge systems.
They are the medicine. To recover their cosmological capacity is to traverse centuries of systematic eradication by empires and patriarchy.
I treat artistic making, community encounter, memory, and materials as equally valid ways of knowing and as collaborators. Field research from 2020 to 2026 moves through kinship and artisan teachings. It spans Southeast Asia, France, the United States, and …
Shimmer Methodology: May 2026 Cultural Studies Association Of Australasia, Lola Montgomery
Shimmer Methodology: May 2026 Cultural Studies Association Of Australasia, Lola Montgomery
Staff Scholarship - Australia & Dubai
This webinar presents an overview of the contemporary state of creative-practice research and autotheory before introducing Shimmer, an emerging methodological framework developed through creative practice, postgraduate supervision, and reflective inquiry. The presentation argues that while creative-practice research has successfully established creative work as a legitimate form of knowledge production, and autotheory has legitimised lived experience as theoretical material, both traditions leave relatively under-theorised the embodied moment through which insight first emerges.
The significance of the work lies in its contribution to ongoing debates around embodiment, affect, intuition, and knowledge production within creative-practice research. Shimmer proposes a language for understanding …
Caladrius: Creating A Playable Game Via A Multimedia Experience, Isabelle Morgan Brookshire
Caladrius: Creating A Playable Game Via A Multimedia Experience, Isabelle Morgan Brookshire
Whittier Scholars Program
Caladrius: Creating a Playable Game via a Multimedia Experience hones in on making an experience through different forms of media to represent a game. If this project was fully funded and done, it would be a video game on Steam with an art exhibition, small poetry book, and novel accompanied with it. It would even have a show, a soundtrack, and merch. But at this level, it was to make an experience for my audience that they could experience whether or not they enjoyed video games as a concept. I wanted them to enjoy 'playing' within a physical exhibition and …
Perseus Interim Evaluation Report, Data Innovation Project, University Of Southern Maine
Perseus Interim Evaluation Report, Data Innovation Project, University Of Southern Maine
Publications
The Data Innovation Project (DIP) from the University of Southern Maine’s Catherine Cutler Institute serves as the external evaluator for the USDA NIFA SAS-funded Promoting Economic Resilience and Sustainability of the Eastern U.S. Forests (PERSEUS) project. This project is a joint effort between Purdue University, the University of Georgia, and the University of Maine. The DIP supports the project in assessing its progress, implementation, and emerging impacts through data collection from project participants and systematic document review (i.e. annual USDA reports, personnel lists, and meeting notes). This includes synthesizing quantitative and qualitative data and incorporating these metrics into independent evaluation …
Meikyu, Diana D. Dyer
Meikyu, Diana D. Dyer
Graduate Theses and Dissertations (2019 - present)
This thesis explores the relationship between digital and physical practices through the integration of traditional glassworking techniques and digital media. The project combines glass fusing and glass blowing with woodworking, screen printing, vinyl cutting, animation, and augmented reality (AR) technologies to create dialogue between physical and digital forms. This thesis documents the full creative process, beginning with conceptual sketches and progressing through the fabrication and assembly of glass components into finished sculptural pieces. Digital technologies are then incorporated to augment and extend the physical artwork. Three-dimensional (3D) assets were created using Maya, a 3D modeling software, and implemented within Snapchat's …
Res Historica, Volume 5, Alpha Rho Epsilon Phi Alpha Theta, Lindsay Rae Smith Privette Phd
Res Historica, Volume 5, Alpha Rho Epsilon Phi Alpha Theta, Lindsay Rae Smith Privette Phd
Res Historica
The 2026 journal of historical research by Anderson University students, Res Historica.
The editorial team for this edition of Res Historica was Dr. Lindsay Rae Smith Privette, Julia Ackerman, Callyn Wright, Logan Davis, and John Hinton. Cover art by Mary Beth Lee.
Beauty Temples, Courtney Obrien
Beauty Temples, Courtney Obrien
Honors Program: Senior Projects (Public)
This photo story explores the profound intersection of physical touch, professional craft, and emotional sanctuary within the independent beauty spaces of Lincoln, Nebraska. By documenting the work of practicing hairstylists, a tattoo artist, and a nail technician, the project positions the modern studio not merely as a place of aesthetic enhancement, but as a "Beauty Temple".
At the heart of this narrative is the intimacy of the artist-client relationship. In an increasingly digital world, these practitioners remain among the few professionals whose work requires sustained, purposeful physical contact. Through close-up photography and environmental portraiture, this project captures the steady hands …
Ddx173.1 Ux-Report Example 8, Sae University College
Ddx173.1 Ux-Report Example 8, Sae University College
Exemplars
In this project, the student conducted a UX evaluation of an existing website. Employing a design thinking framework, the student identified areas for usability improvement. The goal was to enhance the user experience through a systematic and human-centred design approach. The results of this approach are summarised in this UX report.
I Know You Are Watching, Camilo Salas Kusulas
I Know You Are Watching, Camilo Salas Kusulas
Theses and Dissertations
I Know You Are Watching is a short documentary film that examines the evolving history and scope of mass surveillance, and how to resist it. The film introduces two local New York City artists, Bill Brown from the Surveillance Camera Players, and Sam Lavigne, who misuse technologies designed to watch us, exposing these systems and fighting back through digital art and performance.
Blending interviews, observational footage, personal narration, archival images, and news clips from different eras, the film interrogates the mechanisms of control, and positions art as a method of both understanding and talking back to surveillance.
Algorhythm: Commodification Of Hobbies On Social Media Platforms, Fariha Ahmed
Algorhythm: Commodification Of Hobbies On Social Media Platforms, Fariha Ahmed
Theses and Dissertations
Forcing the world online, the COVID-19 pandemic appeared to turn social-media-based hobbies into income-generating cash cows. Digital creative spaces became sites of capitalist logic where hobbyists came to operate as both laborers and commodities. Profit-focused algorithms operate imperceptibly, shaping creative behavior and decision-making in ways that are difficult to recognize, and even harder to resist. This thesis asks how algorithmic participation on platforms such as Instagram conditions a hobbyist, and how that conditioning can be made legible to audiences who inhabit such platforms without always seeing them. Using autoethnography, I position myself as both researcher and subject to document the …
Representación Del Sujeto E Identidad Narrativa En La Cultura Digital Contemporánea: Análisis Hermenéutico De Red Dead Redemption 2, Edgar F. Vázquez Martínez
Representación Del Sujeto E Identidad Narrativa En La Cultura Digital Contemporánea: Análisis Hermenéutico De Red Dead Redemption 2, Edgar F. Vázquez Martínez
Journal of Roleplaying Studies and STEAM
El videojuego, más allá del entretenimiento, se ha consolidado como un objeto de estudio relevante, reflejando y moldeando la cultura contemporánea (Henríquez & Zúñiga, 2017). Su evolución ha generado un campo de investigación donde el sujeto es protagonista, irrumpiendo en el panorama cultural de manera similar a la televisión y el cine en sus respectivas épocas (Jiménez, et al., 2020). Con millones de jugadores a nivel mundial y un mercado en constante crecimiento (Statista, 2023), los videojuegos se han convertido en una forma de consumo cultural significativa.
Teóricos como Frasca (2001), Seraphine (2016), Juul (2013), Bogost (2012) y Eco (1986) …
A Burlesque: The Shimmering Body Of Revealing, Lola Montgomery
A Burlesque: The Shimmering Body Of Revealing, Lola Montgomery
Staff Scholarship - Australia & Dubai
A Burlesque: The Shimmer Manuscript is a hybrid critical–creative work that examines burlesque as an embodied methodology and a mode of knowledge production. Drawing from my two decades as a performer–scholar, the work reframes glamour, desire, and adornment as epistemological practices rather than theatrical ornamentation. The project is significant in that it expands understandings of performance studies, autotheory, and feminist aesthetics by foregrounding the performer’s body as an intelligent, sensing, world-making apparatus.
The methodology is creative practice research and archive-driven, integrating backstage documentation, AI-assisted photomontage, and theoretical reflection. The work draws from poststructuralist and feminist frameworks (Irigaray, Deleuze & Guattari, …
Pepita Pardell: Paradigma De La Invisibilización De La Mujer En El Cine Animado Español, Marta Pardell Carretero
Pepita Pardell: Paradigma De La Invisibilización De La Mujer En El Cine Animado Español, Marta Pardell Carretero
GDI. Revista de investigación de Género, Diseño e Innovación
Pepita Pardell i Terrade (Barcelona 1928 – 2019) es pionera del cine de animación. Participó en la primera película que se rodó en España, Garbancito de la Mancha (1945), que también es el primer film hecho en Europa con la técnica del acetato (Pagès, 2018), así como en las principales producciones que se rodaron hasta 1993. Es también la primera mujer en codirigir cine de animación en España y en ser animadora jefe de un estudio. Su trayectoria es singular, inusual y vertebra la historia de la animación hecha a mano en nuestro país. Sin embargo, su trabajo no …
Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka
Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka
Institute for the Humanities Master's Papers, Projects, and Capstones
This is a game about power. The game is a Role-Playing Game, or RPG. As with nearly all RPGs, the game presents the players with choices about how their characters will interact with each other and with the world around them, and these interactions are woven together to more or less form a plot. However, oftentimes in life there are no good choices available, and there is no win state outside of what we might determine for ourselves.
The game is a social experiment. While playing a game, a player takes in information in a very different manner than when …
Early Conceptual Sketches Of Blended Reality And The Precursor To The Bbs Quad (2022), David Smith
Early Conceptual Sketches Of Blended Reality And The Precursor To The Bbs Quad (2022), David Smith
Publications and Research
This document contains two original hand-drawn conceptual sketches created in early 2022, representing the earliest visual formulations of what would later evolve into the Balanced Blended Space (BBS) framework. The drawings predate my first conversations with ChatGPT and were produced as part of my independent sabbatical research into blended environments, mediated performance, and human–machine interaction.
The first drawing examines human–computational mediation, perception, and internal mapping. The second sketch—later referred to informally as the “BBS Quad”—extends this idea by reconciling cognition–computation symmetry with physical–virtual spatial relationships. Published together, these images document the conceptual foundations of the BBS framework prior to its …
Diseño Visual, Identidad De Género Y Diversidad Cultural En La Animación Contemporánea: El Caso De Raya And The Last Dragon, Elisabet Fonts González
Diseño Visual, Identidad De Género Y Diversidad Cultural En La Animación Contemporánea: El Caso De Raya And The Last Dragon, Elisabet Fonts González
GDI. Revista de investigación de Género, Diseño e Innovación
En los últimos años, la animación ha evolucionado hacia representaciones más inclusivas de género y diversidad cultural. Raya and the Last Dragon (López Estrada & Hall, 2021) destaca como un caso significativo de esta transformación, integrando elementos visuales, narrativos y simbólicos que reconfiguran los arquetipos femeninos tradicionales. Este estudio adopta un enfoque cualitativo centrado en el análisis visual, narrativo y simbólico de los personajes Raya, Namaari y Sisu. Basándose en fuentes primarias del proceso creativo y marcos teóricos de la animación y los estudios de género (Furniss, 2017; Lauretis, 1987; Wells, 1998), presta especial atención al diseño de personajes, la …
Elena Asins Y Las Afueras Del Canon: Animación Computacional Y Resistencia, Maria Mar Garrido Román
Elena Asins Y Las Afueras Del Canon: Animación Computacional Y Resistencia, Maria Mar Garrido Román
GDI. Revista de investigación de Género, Diseño e Innovación
Este artículo examina las animaciones generadas por ordenador producidas por Elena Asins, analizando cómo su práctica artística moviliza el pensamiento lógico-matemático, la programación y la experimentación visual. A través de una revisión de su metodología, contexto de producción y resultados formales, el estudio explora la incorporación de procesos algorítmicos en su obra, que generan imágenes con extensión temporal y la consolidan como una figura clave en la historia del arte digital y la animación experimental en España.
La investigación se basa en el análisis de fuentes primarias y, con el objetivo de situar su producción en un marco internacional, establece …
Entre La Sombra Y El Lienzo: Clea Dessendre Como Modelo De Personaje Secundario Complejo, Lydia Huijbregts Jaen, Antonio Horno López
Entre La Sombra Y El Lienzo: Clea Dessendre Como Modelo De Personaje Secundario Complejo, Lydia Huijbregts Jaen, Antonio Horno López
GDI. Revista de investigación de Género, Diseño e Innovación
Introducción: Este artículo analiza a Clea Dessendre en Clair Obscure: Expedition 33, explorando su versión real y la pintada en el lienzo, y su impacto en la narrativa del juego. Metodología: Se aplicó un análisis narrativo, psicológico y ludológico, integrando teorías de duelo (Kübler-Ross), socialización (Baumrind) y comunicación (DiSC) vinculadas con la jugabilidad. Resultados: Clea-Real encarna disciplina y perfeccionismo; Clea-Pintada, una proyección maternal. El gameplay conecta su psicología con la experiencia del jugador. Discusión: Las identidades paralelas muestran cómo traumas y expectativas moldean personajes complejos. Conclusiones: Clea evidencia cómo la narrativa y la mecánica se fusionan para crear …