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Articles 1 - 30 of 54

Full-Text Articles in Digital Humanities

"Integrating The Seven Stages Of Conocimiento With Nahuatl And Ralámuri Wisdom In Kosmic Feminism: My Creative Writer Identity.", Hilda Yaneth Sotelo Dr Apr 2025

"Integrating The Seven Stages Of Conocimiento With Nahuatl And Ralámuri Wisdom In Kosmic Feminism: My Creative Writer Identity.", Hilda Yaneth Sotelo Dr

Journal of Creative Writing Studies

This paper explores the intersection of Kosmic Feminism and the seven stages of conocimiento as outlined by Gloria Anzaldúa, integrating Indigenous wisdom from Nahuatl and Ralámuri traditions. It examines how decolonial thought, feminist theory, and creative writing can be transformative tools for personal and communal healing. Drawing on personal experiences rooted in the borderlands of Ciudad Juárez-El Paso and Rarámuri heritage, the author blends Anzaldúa’s framework of conocimiento with Indigenous perspectives to offer a critique of patriarchal systems and a vision of holistic, cosmic resistance. The seven stages of conocimiento—awakening (El Arrebato), liminality (La Nepantla), commitment (El Compromiso), healing (La …


Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi Dec 2023

Playing To Grow. Roundtable Interview On Games, Education, And Character, Owen Gottlieb, Matthew Farber, Paul Darvasi

Articles

In this roundtable interview moderated by Paul Darvasi, lecturer at the University of Toronto and co-founder of Gold Bug Interactive, Owen Gottlieb and Matthew Farber discuss research and practice at the intersection of religion, character education, and games in schools. Gottlieb is an associate professor at the Rochester Institute of Technology, founder and lead faculty at the Initiative in Religion, Culture, and Policy at the MAGIC center, and founder and director of the Interaction, Media, and Learning Lab at RIT, where he specializes in interactive media, learning, religion, and culture. Farber is an associate professor of educational technology and coordinator …


“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb Aug 2022

“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb

Articles

This article considers how player interactions with religious and ethnic markers, create

a globalized game space in the mobile game Florence (2018). Florence is a multiaward-

winning interactive novella game with story-integrated minigames that weave

play experiences into the narrative. The game, in part, explores love, loss, and

rejuvenation as relatable experiences. Simultaneously, the game produces a unique

experience for each player, as they can refract the game narrative through their own

cultural, identitarian lens. The game assumes the shared cultural space of the player,

the player-character (PC), and the non-player-character (NPC) while blurring the

boundaries between each of these …


Protocol For An Ehub As An Systemic Intervention For Homeless Shelter Staff And Resident Psychosocial And Behavioral Needs, Celeste Sangiorgio, Cory Crane, Cassandra Berbery, Caroline Easton Apr 2022

Protocol For An Ehub As An Systemic Intervention For Homeless Shelter Staff And Resident Psychosocial And Behavioral Needs, Celeste Sangiorgio, Cory Crane, Cassandra Berbery, Caroline Easton

Frameless

Homeless shelter performance is presently operationalized as shelter success in linking homeless individuals to housing; however, there is a cluster of individuals with co-occurring serious mental health issues who engage in chronic and episodic re-entry into homeless shelters. Persistent and chronically mentally ill individuals who re-enter shelters increase demands on staff, who are inadequately trained to de- escalate, manage their internal distress, and connect these homeless residents to appropriate services. This protocol outlines an alternative intervention mechanism for shelters that targets a key, untreated pathway where staff and resident symptoms and skills are linked to shelter performance. We propose that …


Mixed Reality Prototype Device Showcase: Using Smart Glasses To Enhance Language Access, Aaron Parker, Connor Switenky, Roshan Mathew, Wendy Dannels Apr 2022

Mixed Reality Prototype Device Showcase: Using Smart Glasses To Enhance Language Access, Aaron Parker, Connor Switenky, Roshan Mathew, Wendy Dannels

Frameless

While the use of American Sign Language (ASL) interpreters and real-time captioning significantly increases deaf individuals’ ability to participate in a wide variety of functions, there are some limitations. The major problem is that current ways of providing communication and information access to deaf people require them to split their attention between the visual focus of the specific content and the interpreter/captioning display. At any given point in time, deaf people are forced to decide what explanation to miss with subsequent effects on topic comprehension and perceptions of the interaction and environments.


Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris Apr 2022

Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris

Frameless

In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues, which are essential to the gameplay. However, in this case, the deaf and hard of hearing (DHH) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).


Fashsim Lab: Learning About Cotton From Field To Virtual Fashion, Kelly Cobb, Angela Beckett Apr 2022

Fashsim Lab: Learning About Cotton From Field To Virtual Fashion, Kelly Cobb, Angela Beckett

Frameless

The global pandemic is clearly illuminating the value and even necessity of online education and remote learning for students around the world (IIIE, 2020.) Virtual modules engage students, substituting valuable learning experiences that are not possible to recreate due to constraints on time and/or materials, or physical meeting ability, demonstrated by the pivot due to COVID. In the virtual lab, students are able to work together, applying course concepts to new situations and contexts, as well as develop data analysis skills. Common in the sciences, this novel concept embeds state-of-the art learning into the textile and apparel curriculum. In the …


Designing A Digital Interactive Emotion Measure (Diem) For Digital Media: Theoretical Foundations And Validation Protocols, Celeste Sangiorgio, Cassandra Berbary, Cory Crane, Caroline Easton Apr 2022

Designing A Digital Interactive Emotion Measure (Diem) For Digital Media: Theoretical Foundations And Validation Protocols, Celeste Sangiorgio, Cassandra Berbary, Cory Crane, Caroline Easton

Frameless

Awareness of emotions is often a treatment target in psychotherapy, but it is difficult to assess emotions due to ambiguity in measurement or scale design. Lack of clarity in scale design may increase risk that participant interpretations of scale items may not align with emotion constructs those scales were designed to capture. Furthermore, emphasis on verbal or written cues leads to low scientific representation of patients who cannot read emotion scales (e.g., low literacy). Touch-screen applications provide a unique opportunity to create a visual emotion measure which has low barriers but can be used to assess a high level of …


Water Trembles: Alternative Experiences Of Poetry, Su Hyun Nam Apr 2022

Water Trembles: Alternative Experiences Of Poetry, Su Hyun Nam

Frameless

Water Trembles is a poetry game, which will be published along with the forthcoming poetry book, Fast Fire (Carnegie Mellon University Press). This project is developed by the Burnt Orange Game Lab at Syracuse University, led by Su Hyun Nam, Rainie Oet, and Regan Henley, in collaboration with students in the Computer Art and Animation program. In the game, the main character Gertie, who has locked themself in their room after their mother died, solves puzzles by collecting poems about memories of their mother. By progressing the game, Gertie completes the poetry book and also takes themself out to the …


Changeling Vr, Elouise Oyzon Apr 2022

Changeling Vr, Elouise Oyzon

Frameless

Changeling VR is an interactive virtual reality narrative game. As we progress through the game, each level is seen through the Point of View of a different character whose emotional core is expressed through different aesthetics, mechanics and interactions.


Reconstructing The Aural Heritage Of The Historic Rochester Savings Bank, Sungyoung Kim, Xuan Lu, Doyuen Ko, Miriam Kolar Apr 2022

Reconstructing The Aural Heritage Of The Historic Rochester Savings Bank, Sungyoung Kim, Xuan Lu, Doyuen Ko, Miriam Kolar

Frameless

In cultural heritage preservation, visual and architectural aspects of heritage sites are emphasized while little attention has been given to sensory and acoustic features. Because human experience is holistic, the contribution of auditory information is significant. In fact, many built environments have been specifically designed and used for conveying particular auditory information. For example, concert halls and recording studios are constructed to create pleasing acoustics for musicians and audiences. In such buildings, acoustics translate to auditory information that can uniquely identify a space. Moreover, visual information is dominant for ‘informatic’ experiences, while auditory information has been strongly associated with the …


Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes Apr 2022

Jet Of Blood Vr: First Playable Demo, Elizabeth Goins, Andy Head, Mason Hayes

Frameless

A VR staging of Anonin Artaud’s 1925 surrealist play, Jet of Blood. The project experiments with virtual reality as a means to reimagine performance and frame the player, the audience, as actor. Ideas from Artaud’s philosophy such as the Theatre of Cruelty are incorporated along with spatial storytelling and game design. The project also seeks to expand accessibility to deaf and hard of hearing audiences through use of particle and text effects to visually express audio and sound.


Revising Humbead’S Revised Map Of The World: Taking A Virtual Folk Music World Into Virtual Reality, Michael Kramer Apr 2022

Revising Humbead’S Revised Map Of The World: Taking A Virtual Folk Music World Into Virtual Reality, Michael Kramer

Frameless

Humbead’s Revised Map of the World reimagines the globe from the perspective of the West Coast folk scene and merging hippie counterculture. First printed in 1968, with subsequent iterations produced in 1969 and 1970, it was created by Rick Shubb and Earl Crabb, two Bay Area folk music aficionados. Like Saul Steinberg’s famous New Yorker magazine cover View of the World from 9th Avenue, published in 1976, Humbead’s is meant to be a funny artifact that cartographically distorts Euclidean space and Mercator projection in order to suggest a more accurate “mattering map.” It presents a folk pangea in which centers …


Exploring The Psychological Consequences Of Distances In Virtual Reality, Gary D. Jacobs Apr 2022

Exploring The Psychological Consequences Of Distances In Virtual Reality, Gary D. Jacobs

Frameless

This presentation will examine common concepts of traveling between formalized spaces inside virtual reality (VR) experiences.

The common method for traveling in virtual reality is to click on an area or trigger and be transported to that location. These “teleportations”, however, remove the notion of distances from our virtual worlds. This is akin to a magic wand that eliminates the consequences of travel in VR. Often heralded as a boon for the virtual worlds we can create, wherein we can travel to far away lands without lag in time and without effort on the part of the participant. We posit …


Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris Apr 2022

Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris

Frameless

In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues which are essential to the gameplay. However, in this case, the DHH (deaf and hard of hearing) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).


Cultural Preservation Using Game Architecture, Atia Newman Apr 2022

Cultural Preservation Using Game Architecture, Atia Newman

Frameless

This talk is an overview of the Lahore Fort Digital Preservation Project, which offers a new approach to the field of Digital Preservation of Cultural Heritage Sites by using game technology. The resulting digital preservation technique will allow us to preserve historic sites and objects in a manner that is scientifically appropriate but also accessible to general audiences, regardless of economic and geographic restrictions.


Virtual Visits To Places Of Pain: The Digital Kormantin Project, Michael J. Jarvis Apr 2022

Virtual Visits To Places Of Pain: The Digital Kormantin Project, Michael J. Jarvis

Frameless

No abstract provided.


Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir Jul 2021

Ambedo: Immersive Storytelling Through Augmented Reality, Dr. Diane Derr, Law Alsobrook, Sadia Mir

Frameless

The territory of locative media, coupled with augmented reality, offers unique opportunities to excavate and unpack rich historic events, in immersive storytelling. In September of 1943, during World War II, approximately 5,200 Italian soldiers were massacred on the Greek island of Kefalonia by Nazi troops. This massacre is credited as one of the largest ever prisoner-of-war massacres in recent history (Lamb, 1996) and left an indelible mark on the island of Kefalonia. In 2019, Configuring Kommos: Narrative, Event, Place and Memory, an interdisciplinary research project, began an investigation into the triangulation of narrative within the complexity of this tragic …


The Penn & Slavery Project Augmented Reality Tour, Kathleen Brown, Alexis Broderick, Vanjessica Gladney, Meaghan Moody, Dallas Taylor, Matt Tidridge Jul 2021

The Penn & Slavery Project Augmented Reality Tour, Kathleen Brown, Alexis Broderick, Vanjessica Gladney, Meaghan Moody, Dallas Taylor, Matt Tidridge

Frameless

No abstract provided.


Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess Jul 2021

Embodimap Vr. A Tangible And Immersive Body-Mapping Experience., Volker Kuchelmeister, Jill Bennett, Gail Kenning, Natasha Ginnivan, Lydia Gitau, Sophie Burgess

Frameless

EmbodiMap is a creative research and therapeutic tool that enables users to connect with and explore how thoughts, sensationsand emotions are experienced in the body. It extends existing body-mapping research and protocols by facilitating a tangible immersive experience.


Looking While Reading I, Ii, Iii, Sarah Minor Mar 2021

Looking While Reading I, Ii, Iii, Sarah Minor

Journal of Creative Writing Studies

This article introduces the term “visual essay” by tracing the genre’s history through the concrete poetry movement and the rise of the lyric essay. In describing the aims of visual essays, Minor distinguishes between “illustrative” and “non-illustrative” shaped texts, and suggests connections between “non-illustrative” examples and the aims of “Intersectional Form,” a term coined by scholar Jen Soriano.


Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb Oct 2020

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb

Articles

In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


Digital Modeling Of Cultural Heritage Objects, Snehal Padhye, James Ferwerda Jul 2020

Digital Modeling Of Cultural Heritage Objects, Snehal Padhye, James Ferwerda

Frameless

Cultural heritage objects are a rich source of information about human history. Due to the physical nature of these often old and typically rare or unique objects, humanity is at risk of losing this history. Given their importance, preservation is an active area of interest in the research community. While, digitally capturing images of the objects is common practice, we propose a more comprehensive approach to preserving these objects. It involves creating digital models that represent both the three-dimensional shapes of the objects and the materials they are made of.


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze Sep 2019

Statement Of Creative Practice: Creative Making And Vr Literature, Mez Breeze

Journal of Creative Writing Studies

Editor's Note
Mez Breeze authored her artist’s statement in virtual reality. You can view Mez’s artist’s statement even without a VR headset. Just click this link: https://bit.ly/2Kov372
You’ll need this password to access it: XR_PlayG

Abstract
Constructing creative writing in XR (aka Extended Reality: an umbrella term that covers Augmented Reality, Virtual Reality, Mixed Reality, and a fourth category called Synthetic Reality), and VR in particular, is an exciting and recent phenomenon in the Electronic Literature field. This proposed Statement of Creative Practice will examine the scope and reach of XR artforms while focusing in particular on the subset of …


Basho & Friends Literacy Game For Tablet, Joshua Korenblat Sep 2019

Basho & Friends Literacy Game For Tablet, Joshua Korenblat

Journal of Creative Writing Studies

Basho & Friends is an in-progress prototype for an interactive children’s book. Here, children ages 8-13 collaborate with young Basho, the legendary founder of haiku poetry, to become poets themselves. This project exemplifies a “convivial tool,” defined by philosopher Ivan Illich as a platform designed to promote creative expression. Here, we imagine new possibilities for reading, sensemaking, and creative writing based on past forms and ideas. Through poetry, Basho promotes meaningful principles of literacy and sustainability today. Children can engage with Basho’s story in an historical context and practice haiku to see themselves as authors of their life stories.


Fanfiction As Performative Criticism: Harry Potter Racebending, Khaliah A. Petersen-Reed Sep 2019

Fanfiction As Performative Criticism: Harry Potter Racebending, Khaliah A. Petersen-Reed

Journal of Creative Writing Studies

Fanfiction anatomizes a text and in this textual nakedness fanfiction writers recognize gaps in their chosen source texts and seek to supplement these deficiencies through literary disruption. This essay focuses on the kind of fanfiction that critically disrupts through artistic cultural production—a practice that I am labeling performative criticism. I look at Racebending fanfiction that intervenes in the gaps of the Harry Potter series—specifically the gaps related to race. Using fanfiction produced by Harry Potter fans, I will show that by reading and writing fanfiction these writers are blurring demarcation between creative writing and literary criticism.


This Is (Not) A Game: The Adjunct Experience As Playable Fiction, Lee Skallerup Bessette Sep 2019

This Is (Not) A Game: The Adjunct Experience As Playable Fiction, Lee Skallerup Bessette

Journal of Creative Writing Studies

How can a never-ending running 8-bit game be a piece of protest art? In examining her own experience in a related netprov protesting the treatment of adjuncts, the artist explores issues of agency, exploitation, and the very nature of games and playing in her artist’s statement on her game, Adjunct Run: https://adjunctrun.readywriting.org/.


“The Machinic Author” Artist’S Statement: The Reading Club, Annie Abrahams, Emmanuel Guez Sep 2019

“The Machinic Author” Artist’S Statement: The Reading Club, Annie Abrahams, Emmanuel Guez

Journal of Creative Writing Studies

The Reading Club is an online venue for simultaneous, collaborative reading and writing, both of which occur within a precisely defined framework: «reariters» are invited to read a given text and to rewrite it within a set number of characters. The public also gets involved, reading and commenting in a chat field. Performances have been held in various languages (sometimes simultaneously), including the language of code.