Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, 2017 Rochester Institute of Technology
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team found ...
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, 2017 Rochester Institute of Technology
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
Combining An Intuitive Art Workshop And Neuroscience Rituals To Make Us Happy, 2017 Amsterdam University of Applied Sciences
Combining An Intuitive Art Workshop And Neuroscience Rituals To Make Us Happy, Audrey Gran Weinberg
The STEAM Journal
One might wonder how intuitive art can connect to neuroscience and how this could be accomplished. In this descriptive article, research connecting art therapy and neuroscience has been collected and a workshop on Intuitive Painting has been described in detail. The connection was made by the author based on an article by Barker (2017), ‘4 Rituals to be more Happy,’ who writes a popular science blog. The rituals: gratefulness, expressing negative emotions, decision making and human touch were combined with Dr. Pinkie Feinstein’s method of Intuitive Painting in a small group setting. Although subjective, it would seem that at ...
Evulation Of The Usability Of The Libraries Page With Bgsu Students, 2017 Bowling Green State University
Evulation Of The Usability Of The Libraries Page With Bgsu Students, Rebecca Lord
This research project explores the usability and usefulness of the “Libraries” webpage located within students’ MyBGSU account through usability testing. Usability testing is a method in which participants are asked to complete tasks within a platform (e.g. webpage, mobile app, etc.) that mimic a typical user in order to understanding their behavior, challenges, and thoughts about it. Ten Bowling Green State University (BGSU) students of various majors and years were randomly selected and asked nine questions about their opinions regarding the “Libraries” page, such as what they like and don’t like, and what they find useful, as well ...
Be Here Now, 2017 University of Arkansas, Fayetteville
Be Here Now, Katrina Luehrmann Rattermann
Theses and Dissertations
Drawing from my religious upbringing and my identity as a millennial, Be Here Now investigates my personal conflicts with the Art object. The exhibition, comprised of two pink, celebratory installations made-on-site and displayed in adjacent spaces, is an exploration of superficiality. Displayed in spaces that are externally visible from the street, the installations invite audience participation. Through the use of placement, color, construction and material make up, the works provoke visceral reactions from the viewer. Though viewers are able to approach the installations from various vantage points, they are unable to physically enter the works and become immersed within the ...
Material Forms: What Is Really Going On? Shaping Who We Are And What We Do, 2017 Appalachian State University
Material Forms: What Is Really Going On? Shaping Who We Are And What We Do, Vicky J. Grube
The Qualitative Report
Using visual and ethnographic methods the author forms a connection between materiality and the memories of childhood. The researcher begins by asking the question, “Can a studio environment create encounters between a researcher and preschool children that deepen understanding of culture?” To this end, the researcher engaged in sensory research practices through ethnographic methods in a preschool art studio. Through free choice art making, children were found expressing their emotions and demonstrating an awareness of adult culture. In particular, the researcher’s encounter with four-year old George was enriched through sensory participation and triggered embodied and empathetic knowing. As it ...
Graphic Activism: Lesbian Archival Library Display, 2017 CUNY Graduate Center
Graphic Activism: Lesbian Archival Library Display, Shawn(Ta) Smith-Cruz
Publications and Research
This chapter outlines the implementation of Graphic Activism, an exhibition of archival material from the Lesbian Herstory Archives, the oldest and largest lesbian archive in the world, located inside the display cases of the Graduate Center library of the City University of New York. The two-semester-long display stems from an institutional need to showcase material inside of the main library display cases, and the interest of including visual representations of Women's Studies material from the collection as well as those which represent the collection. The chapter discusses collaborative relationships outside of the academic institution, pointing to select challenges when ...
The Culturator: Film Noir Meets Bike Culture, 2017 Marshall University
The Culturator: Film Noir Meets Bike Culture, Daniel Dean
Part of this weekend’s nuit blanche Northern Spark festival, project Mobile Experiential Cinema invites goers to embark on a rambling, bicycle-mounted, multi-location cinematic experience that blends bike culture with locally-bred film. Created by artists Daniel Dean and Ben Moren, the project launched alongside the inaugural Northern Spark fest last year as an interactive projected film-focused group ride featuring live performance elements and urban exploration embodying all plot twists and theatrical curve balls we’ve come to expect from the mystery genre. We caught up with Mobile Experiential Cinema collaborators Dean and Moren to chat about the project’s creation ...
Fashionable Interventions: The Pop-Up Store As Differential Space, 2017 The Hague University of Applied Sciences
Fashionable Interventions: The Pop-Up Store As Differential Space, Anja Overdiek
What is a pop-up store and how can it be used for organisational counterspacing? The pop-up can be interpreted as a fashionable and hypermodern platform focusing on the needs of a younger generation of consumers that searches for new experiences and is prone to ad hoc decision-making. From this perspective, the pop-up is a typical expression of the experience economy. But it is more. The ephemeral pop-up store, usually lasting from one day to six months, is also a spatial practice on the boundary between place as something stable/univocal and space as something transitory/polyphonic. Organizational theory has criticized ...
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, 2017 The University of Western Ontario
Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter
Electronic Thesis and Dissertation Repository
We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the ...
Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, 2017 Dublin Institute of Technology
Design And Planned Obsolescence. Theories And Approaches For Designing Enabling Technologies, Matteo Zallio, Damon Berry
We are currently living in a decade where smart objects and Internet of Things (IoT)-based devices are becoming part of daily life in different contexts. This research seeks to investigate and verify, by using a formal literature review methodology, the most visible aspects of technological development, within the Industry 4.0 and IoT scenario, in relation to the theories of the so called “Planned Obsolescence”.
This study covers a defined number of works on Design theories and practices on how to face the issue of built-in obsolescence of devices in the era of the Connected Devices. The majority of ...
Cranes And Lamppost, 2017 Gatton Academy of Mathematics and Science
Cranes And Lamppost, Leah C. Nofsinger
No abstract provided.
Statefulness And Tangible Interaction In Design Education, 2017 Rochester Institute of Technology
Statefulness And Tangible Interaction In Design Education, Alex Lobos, Tim J. Wood
Presentations and other scholarship
Interaction in Industrial Design is expanding from tangible realms to intangible digital experiences. In this new environment, Interaction Design provides logical sequences and behaviors that allow users to easily navigate through complex workflows. This paper discusses a framework in which interaction design provides an innovative approach to traditional industrial design. This includes the concept of ‘statefulness’, where the dynamic changes of complex systems are broken down into states that can be defined and manipulated in order to achieve a desired user experience. This framework goes beyond having physical components of a product control digital interfaces and develops experiences that jump ...
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, 2017 RIT (undergraduate student)
Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon
Presentations and other scholarship
In this paper, we describe the design and technological methods of
our dynamic sprite system in Lost & Found, a table-top-to-mobile
card game designed to improve literacy regarding prosocial
aspects of religious legal systems, specifically, collaboration and
cooperation. Harnessing the capabilities of Unreal Engine’s
Paper2D system, we created a dynamic content creation pipeline
that empowered our game designers so that they could rapidly
iterate on the game’s systems and balance externally from the
engine. Utilizing the Unreal Blueprint component system we were
also able to modularize each actor during runtime as data may be
changed. The technological approach behind ...
Relationships Between Creativity And Its Antecedents Before And After Training: The Role Of Risk-Taking And Past Creative Experience, Anna Perry, Elena E. Karpova
Apparel, Events and Hospitality Management Publications
This research examined the effects of past creative experience and attitude toward risk-taking on creativity before and after training. College students enrolled in a creativity course participated in the study. Creativity was assessed by independent experts and self-assessed by the participants. Based on the results, an inverted U-shape relationship was proposed between (a) past creative experience and risk-taking, and (b) risk-taking and self-assessed creativity. Risk-taking was related to self-assessed creativity before and after the training, but not expert-assessed creativity. Past creative experience was not related to creativity, self and expert-assessed, before and after the training.
Tipping Point, 2017 CUNY Hunter College
Tipping Point, Pang Z. Vang
School of Arts & Sciences Theses
What happens to a woman at the tipping point under oppression in a patriarchal society? How does she behave? Pulling from the vagina dentata mythologies, and personal and collective experiences of rape culture, I formed a body of work which problematize the stereotypical narrative of victim/perpetrator. As a visual and conceptual exploration, my work explores the themes of desire, agency/non-agency, and violence [as it manifests within and outside of the body]. Utilizing visual and conceptual quotations from film, pornography and sex toys, these works subvert the exoticized stereotype of the Asian woman as sexual plaything.
A Normal Novel Collection, 2017 Rhode Island School of Design
A Normal Novel Collection, Xiaopeng Qi
This thesis is a game novel collection.
Which is an experimental attempt that I use the playable texts as a way to document daily clues. While reading the thesis, the readers will have an experience of the game-like sense of substitution and view switching. Through the narrative of texts, I try to express that in the future, making games which under structural wraps is a living strategy way to self-expression and communicate to outside in this hyper-normal spectacular society.
Hear Her Sing, 2017 Rhode Island School of Design
Hear Her Sing, Da Wei
Indeed, this is not an academic paper, nor really a novel or diary.
It is some words from a young soul.
“Hear Her Sing” is to explore a new aesthetic methodology of artist’s writing. Physically, it aims to approach an experimental experience between texts, images, sounds, materials, and paper form. The writing seeks for an aesthetic metaphorical printing representation of my embodied multimedia installations. The project looks for profound sensory impression of linking vision, hearing, touch and intuition, imagination; and asks the reader’s eye, ear, hand, and mind to constantly shift channels. While reading, imagination infinitely extends.
I / You / They, 2017 Rhode Island School of Design
I / You / They, Yolanda Lam
This thesis is a journal of conversations.
Habitually, 2017 Rhode Island School of Design
Habitually, Sunha Joo
This book is a journal of the conscious looking into my most unconscious behaviors. I documented and observed my unconscious habits, and tracked where they originally came from. Observing myself was both the process and the result of the work. I played a triple role throughout the process. I was an object, an observer, and a conduit. I wrote and became a subject of the writing. I used various forms, styles and voices in this book to align the work experience of these constantly changing roles with the writing experience and to embody different perspectives.
As a result, this book ...