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Universe Of Things: A Human Presentation Of Food-For-Thought., Madeline Halpern 2019 Washington University in St. Louis

Universe Of Things: A Human Presentation Of Food-For-Thought., Madeline Halpern

Bachelor of Fine Arts Senior Papers

I present this statement under three loose categories: People, Objects and their Environment. I consider People as human, Objects as art objects, domestic objects, and food, and Environment as the shared space of the former groups. Food directs this statement as I present each concept and creative process as a metaphorical dish. Material exploration carried me from a direct practice of reorienting acrylic paint and questioning object functionality through personified sculptures into theoretical thesis work in which I use interpersonal relations and the idea of consumption to translate tactile, gustatory and olfactory sensations into digital film. In this meal I ...


Its Skin Is My Skin, Bryan Page 2019 Washington University in St. Louis

Its Skin Is My Skin, Bryan Page

Graduate School of Art Theses

This text examines the complexity of attempting to empathize with bodies that are vastly othered from my own. This broad yet nuanced subject crosses epistemological boundaries and complicates the dualities between both the mind and body, and between the corporeal and the virtual. My desire to better understand the conditions of another’s experience originates from a painful traumatic loss which caused me to feel isolated and incomplete. In response to this suffering, I long to emotionally connect with other beings and create artwork that attempts to bridge the qualia of individual experience.

I am interested in the capacity (or ...


Queerness, Witchcraft, And Embodied Presence: Aesthetic Knowings Of What A Body Can Do, Megan Bigelow 2019 The Graduate Center, City University of New York

Queerness, Witchcraft, And Embodied Presence: Aesthetic Knowings Of What A Body Can Do, Megan Bigelow

All Dissertations, Theses, and Capstone Projects

Taking as a point of entry the critique of representation and affirming the limitations of the cuts that language makes, this capstone project explores the imbrications and assemblages between Foucault’s concept of subjugated knowledges, witchcraft and other body-based ways of knowing and being, and the consciousness of non-human forms such as plants and through the framework of non-representational theory, process philosophies, aesthetics, queerness, and the concept of difference itself.

Since such theories themselves are living, breathing entities, this capstone project explores the ideological split that has occurred between sacred and secular beliefs, moving through different figures such as nuns ...


M0mentary Lapses, Alice Salyer 2019 East Tennessee State University

M0mentary Lapses, Alice Salyer

Electronic Theses and Dissertations

The artist discusses her Master of Fine Arts exhibition Momentary Lapses, held at Tipton Gallery, February 25-March 8, 2019. The mixed media works and video examine the intersections between digital, somatic and societal decay through the mediation of the digital image by physical anthropogenic efforts.

Themes in the work include glitch art and theory, entropy, memory, decay, and loss. Contemporary American society’s desensitization associated with the oversaturation of digital imagery is discussed, as well as Guy Debord’s theory of the Spectacle, and the artistic practices of Kurt Schwitters and Robert Rauschenberg.


Simply Mo., Marjolijn Jaliene Oskam 2019 University of San Francisco

Simply Mo., Marjolijn Jaliene Oskam

Creative Activity and Research Day - CARD

Small portfolio presentation of design work by Marjolijn Oskam, branded under simply mo. The poster includes school work as well as professional work.


Cinematic Meditations, Dakota Nanton 2019 University of Colorado, Boulder

Cinematic Meditations, Dakota Nanton

Art Practices MFA Theses

The cinematic experience is a sort of ritualistic ceremony between the audience and the projected image. Audiences come into the cinematic space with a set intention (often simply the desire to be entertained) but the filmic experience can also inadvertently and deliberately access and engage other states of being including the liminal, the unconscious, and the sublime. Through both research and my filmmaking practice I am exploring ways in which cinema can be used as a tool to create meditative and introspective experiences for the audience. In this written paper I discuss my own intentions as a filmmaker, previous works ...


Disney: Castles, Kingdoms And (No) Common Man, Anahita Dalmia 2019 University of Southern California

Disney: Castles, Kingdoms And (No) Common Man, Anahita Dalmia

Journal of Themed Experience and Attractions Studies

Disney: A company with media and experiences that are studied over and over again, almost exhaustively. However, there is good reason that this company, recognized by its emblematic castle, is studied so intensely. No other company has prolifically created such successful experiences across platforms and settled so comfortably in audiences’ hearts, making so many of them feel special. This paper explores why and how Disney creates this impact through examining Disney’s transmedia world building techniques through the lens of the psychological schema theory. The theory explains the way humans process information, empathize and learn from experiences which are not ...


Between The Lines: Children’S Literature And The Disney Theme Parks, Michaela Karis 2019 Mousetrappe

Between The Lines: Children’S Literature And The Disney Theme Parks, Michaela Karis

Journal of Themed Experience and Attractions Studies

Though the Disney theme parks are a common subject of academic analysis, relatively little research has approached the parks from a literary perspective. In this paper, I apply a theory of children’s literature to the Disney parks. By tracing the similarities between the parks and children’s texts, including their use of a “double” level of address, their focus on oppositional binaries, and their deliberate elision of “adult” elements, I demonstrate how the parks legitimize themselves as both childlike and child-appropriate spaces.


Evaluating Perspectives Of Virtual And Mixed Reality For The Performing Arts In The U.S. And Canada, Collin Huse 2019 Florida State University

Evaluating Perspectives Of Virtual And Mixed Reality For The Performing Arts In The U.S. And Canada, Collin Huse

Journal of Themed Experience and Attractions Studies

What are the current trends of virtual and mixed reality in the performing arts? In this study, semi-structured interviews were conducted with a convenience sample of academics and professionals in the performing arts who are using virtual and mixed reality. Grounded Theory was used to analyze the themes that emerged over the course of the interviews. This study found that this technology is already fitting into entertainment within both the performance aspect and the design process. Many challenges exist for innovators in AR/VR such as lack of common knowledge, lack of structure needed for innovation, and difficulty finding financial ...


Physical And Digital Architecture For Collection And Analysis Of Imparted Accelerations On Zip Line Attractions, Kai David Quizona, Shelly Sicat, Nicholas Holman, Madison Glozer, Alan Black, Alex Ferworn, Kathryn Woodcock 2019 California Polytechnic

Physical And Digital Architecture For Collection And Analysis Of Imparted Accelerations On Zip Line Attractions, Kai David Quizona, Shelly Sicat, Nicholas Holman, Madison Glozer, Alan Black, Alex Ferworn, Kathryn Woodcock

Journal of Themed Experience and Attractions Studies

The accelerations experienced by riders of Zip Line attractions is an underexplored area of public safety assurance. These amusement devices require complex processes to collect and analyze acceleration data. Highly versatile and effective rider-worn and ride-carried devices are necessary to collect acceleration and velocity data without affecting the integrity of the ride. This paper introduces the use of a sensor device for collecting Zip Line acceleration data in the form of a Trailing Trolley. This architecture extends the work of Sicat et. al.’s which proposed the use of a Sensor Vest and Headwear to collect linear and rotational accelerations ...


Dark Rides And The Evolution Of Immersive Media, Joel Zika 2019 Deakin University

Dark Rides And The Evolution Of Immersive Media, Joel Zika

Journal of Themed Experience and Attractions Studies

The dark ride is a format of immersive media that originated in the amusement parks of the USA in the early 20th century. Whilst their numbers have decreased, classic rides from the 1930s to the 70s, such as the Ghost Train and Haunted House experiences have been referenced is films, games and novels of the digital era. Although the format is well known, it is not well defined. There are no dedicated publications on the topic and its links to other media discourses are sparsely documented. Today, entertainment media is utilising technology extensively to create immersive experiences for audiences, transporting ...


Disability And Participation In Amusement Attractions, Kathryn Woodcock 2019 Ryerson University

Disability And Participation In Amusement Attractions, Kathryn Woodcock

Journal of Themed Experience and Attractions Studies

Eligibility to participate on an amusement attraction may be limited for patrons with certain characteristics, including size, age, disability, and health conditions. Human rights and equal access laws increasingly mandate the inclusion of people with disabilities in as many activities as possible, although safety is an accepted basis for exemption. This paper reports on practices and evidence pertaining to eligibility and safety of patrons with disabilities, including a content analysis of status quo criteria from 100 amusement ride manufacturers’ manuals and prevalence of references to disability in reports of serious and fatal injury. The analysis found that restrictive criteria exclude ...


Leveraging Neo-Localism For Experience Innovation: A Case Study Of An Urban Park And Entertainment Venue, Lori J. Sipe 2019 San Diego State University

Leveraging Neo-Localism For Experience Innovation: A Case Study Of An Urban Park And Entertainment Venue, Lori J. Sipe

Journal of Themed Experience and Attractions Studies

In the past decade, spending on experiences relative to other types of consumer spending has increased dramatically. Companies with an experience economy mindset focus on differentiation as opposed to standardization and rely on innovation activities for growth. This design research project examined how an urban park and entertainment venue leveraged its unique brand and core experience to design and innovate memorable guest experiences. The Quartyard study integrated key concepts of experience economy logic and memorable tourism experiences with principles of human centered design. Interviews were conducted with key stakeholders to include the architects, general manager, members of the local business ...


Roller Coaster Dynamics At Purdue University, Jeffrey F. Rhoads, Charles M. Krousgrill 2019 Purdue University

Roller Coaster Dynamics At Purdue University, Jeffrey F. Rhoads, Charles M. Krousgrill

Journal of Themed Experience and Attractions Studies

Inspired by a handful of passionate students, in the fall of 2009, the School of Mechanical Engineering at Purdue University offered a new course entitled Roller Coaster Dynamics. Little did the instructors of the course (the co- authors of this paper) know, but that course and the many variants that followed would have a marked impact on students and instructors alike, prepping scores of civil and mechanical engineering students for careers in the themed entertainment and amusement attraction industry and opening up new avenues for technical exploration in the areas of nonlinear and multi-body dynamics. This paper adopts a balanced ...


Soft Skills With Teeth: Creating Authentic Learning Environments With Charismatic Mega-Projects, J .E. Johnson, Karen Maness 2019 The University of Texas at Austin

Soft Skills With Teeth: Creating Authentic Learning Environments With Charismatic Mega-Projects, J .E. Johnson, Karen Maness

Journal of Themed Experience and Attractions Studies

In every industry, effective teams depend upon a collection of non-technical competencies often described as soft skills: leadership, verbal and written communication, collaboration, analytical thinking, creativity, decision-making, problem-solving, and flexibility. Though the importance of soft skills is widely acknowledged, soft skills curricula are either non-existent or underdeveloped in most universities. This soft skills training gap leaves students under- prepared and often over-confident as they enter the workforce. In response to this gap in our department at The University of Texas at Austin, we defined and implemented an emergent, project-based pedagogical framework to recruit an interdisciplinary roster of students and deliver ...


Summary Of Exploring A Three-Dimensional Narrative Medium: The Theme Park As “De Sprookjessprokkelaar,” The Gatherer And Teller Of Stories, Carissa Baker 2019 University of Central Florida

Summary Of Exploring A Three-Dimensional Narrative Medium: The Theme Park As “De Sprookjessprokkelaar,” The Gatherer And Teller Of Stories, Carissa Baker

Journal of Themed Experience and Attractions Studies

This paper presents a summary of the author’s doctoral dissertation, which examines the pervasiveness of storytelling in theme parks and establishes the theme park as a distinct narrative medium. It traces the characteristics of theme park storytelling, how it has changed over time, and what makes the medium unique. This was accomplished using a mixed methods approach drawing data from interviews with creative professionals, archival research, fieldwork, and an analysis of more than eight hundred narrative attractions. The survey of narrative attractions revealed the most common narrative expressions to be dark rides and stage shows. Source material tends to ...


3d Procedural Maze & Cave Generation, Jacob Sharp 2019 University of Lynchburg

3d Procedural Maze & Cave Generation, Jacob Sharp

Student Scholar Showcase

The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research ...


Image At Surface, Zhengyang Huang 2019 College of William and Mary

Image At Surface, Zhengyang Huang

Undergraduate Honors Theses

When we see an image, by here I mean a visual image such as a photograph, film or video, we perceive it at its surface, just like when we approach a physical object, we experience the physical surface of it. My project and research focus on digital image, which manifests the virtual materiality at the image surface. When we describe materiality at the physical surface, we usually describe a sensory experience of looking, touching, tasting, etc. Similarly, the materiality of an image is associated with bodily experiences—while our minds comprehend and dissect the image, our body are simultaneously sensing ...


Standing Still, Young - Tseng 2019 Claremont Graduate University

Standing Still, Young - Tseng

The STEAM Journal

I am drawn to the in-between—to movement at the corners of the eyes, to the moments between one breath and the next. When we want to catch such moments we stand still, we pause, we wait, “with bated breath.” At such moments, I believe, the potential exists for taking on different perspectives and for finding other points of view. Standing still, in a state of stillness, is an action that encapsulates many of my concerns. My work takes form in objects and architecture that collaborate with bodies moving inside them. The space is structured, not as a system, but ...


Floating In Space: Disembodied Experiences Of Being Held Tightly By The Vast Emptiness In Turrell’S 'Perfectly Clear', Naomi P. Bennett 2019 Louisiana State University

Floating In Space: Disembodied Experiences Of Being Held Tightly By The Vast Emptiness In Turrell’S 'Perfectly Clear', Naomi P. Bennett

PARtake: The Journal of Performance as Research

I stand floating in space, my eyes seeing only a vast expanse in the nothingness in which my body is suspended. Even as I feel my feet firmly planted on solid ground, a rush of strobing lights encompasses my field of vision, creating a sense of being un-stuck, a loss of physical placement that feels perfectly clear, perfectly safe, as if being held tightly by nothing at all.

In January 2018, I stepped through the entrance into James Turrell’s Perfectly Clear, an immersive art installation at the Massachusetts Museum of Contemporary Art in North Adams, MA. Using personal narrative ...


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