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Full-Text Articles in Art and Design

Designosaurs: Technological Evolution And De-Extinction Through An Advancing Medium, Sean Vanzyl May 2019

Designosaurs: Technological Evolution And De-Extinction Through An Advancing Medium, Sean Vanzyl

Electronic Theses and Dissertations

This thesis is an examination of my imperative need to understand dinosaurs and their role in science and art, acting as prehistoric symbols for science and imagination. Like our understanding of dinosaurs, my body of work is evolving simultaneously with the technology of our time. Through the synthesis of artistic language with science and technology, I create dynamic experiences allowing a viewer to witness an extinct living being in its entirety, an otherwise lost experience. By utilizing digital modeling, animation techniques, and interactive video games, my work speaks to the power and diversity of digital media's role in visualizing ...


Exploration Of Life And Decay In Technological Civilization, Mauro Wieser May 2019

Exploration Of Life And Decay In Technological Civilization, Mauro Wieser

Electronic Theses and Dissertations

Reflecting upon humanity's obligatory use of technology and its place in our collective evolution has become my endeavor. These reflections happen in a studio and through a process that influences the fine art objects produced. In turn the objects both celebrate and warn us of the dynamic and immanent enhanced human. I balance the use of modern machining processes with dark humor to comment and raise questions about the coexistence of man and machine in an increasingly absurd environment.


Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema May 2019

Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema

Electronic Theses and Dissertations

Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. The author analyzes the making process of her own activist Twine game The Deserters and embeds the project within digital humanities discourses on activism and social justice, hypertext, electronic ...


Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar May 2019

Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar

Electronic Theses and Dissertations

This interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need psychology to understand how users perceive control in media studies. At present, qualitative academic research that measures gamer perceptions of control is non-existent as is research on how users ...


Expanding And Shedding The Self: Processing Selfdom Through Painting, Theresa Lucey May 2019

Expanding And Shedding The Self: Processing Selfdom Through Painting, Theresa Lucey

Electronic Theses and Dissertations

The absurd perpetual struggle, although entirely without hope of resolution, is the key to life's meaning, or perhaps, meaninglessness. The artist must work to live and live to work and find their place in an absurd world. Find joy in the questioning act of art making, make no attempt to escape the meaninglessness through pacifism, and face the chaos with awareness. I employ self-portraiture as a means to dig deeply into my experience and response to living. Self-portraiture morphs along with my experiences and keeps a record of my thought patterns. My body of work is the harvest of ...


Changing The Channel: A Study Of Agenda, Immersion And Social Commentary In Art, Nicholas Kalemba May 2019

Changing The Channel: A Study Of Agenda, Immersion And Social Commentary In Art, Nicholas Kalemba

Electronic Theses and Dissertations

This thesis examines the concepts and ideas that pervade my body of work in painting. These concepts include immersion and scale, interactions in space, harmony and disunity, flat and dimensional space and perhaps most importantly, ambiguity. I intentionally use these formal devices to create immersive environments that appear as a familiar but skewed version of reality. By forcing together disparate languages of visual representation into the theoretical space of a painting, I strive to expose some of the humor and decay of our social institutions. In using the format of collage, my paintings have the opportunity to incorporate a wide ...


The Suburban Nightmare: A Study Of Atmosphere, Mood And Emotion, Ericka Sobrack May 2019

The Suburban Nightmare: A Study Of Atmosphere, Mood And Emotion, Ericka Sobrack

Electronic Theses and Dissertations

In this thesis body of work, I focus on the implied human presence through the lack of actual human figures. I believe there is more to say in a landscape with the absence of the figure, allowing the dialogue to be read and interpreted by a larger audience. I am particularly satisfied with White Knuckles, shown in figure 3, because I collide reason with imagination, thus contradicting the context and interpretation of the subject matter. In White Knuckles, I deal with formal elements such as composition, atmosphere, lightness and darkness as well as nuances of color. I have also considered ...


Gamification: Badges And Feedback, Brian Macon May 2019

Gamification: Badges And Feedback, Brian Macon

Electronic Theses and Dissertations

Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a ...


Disney: Castles, Kingdoms And (No) Common Man, Anahita Dalmia Apr 2019

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 Apr 2019

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 Apr 2019

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 Apr 2019

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 Apr 2019

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 Apr 2019

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 Apr 2019

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 Apr 2019

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 Apr 2019

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 Apr 2019

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 ...


Open World Translation: Localizing Japanese Video Games For A Globalizing World, Emily Suvannasankha Jan 2019

Open World Translation: Localizing Japanese Video Games For A Globalizing World, Emily Suvannasankha

Honors Undergraduate Theses

This paper investigates the most effective ways of handling cultural differences in the Japanese-to-English game localization process. The thesis advocates for applying the Skopos theory of translation to game localization; analyzes how topics such as social issues, humor, fan translation, transcreation, and censorship have been handled in the past; and explores how international players react to developers' localization choices. It also includes interviews with three Japanese-to-English translators who have worked with major Japanese game companies to gain insight into how the industry operates today. Through the deconstruction of different aspects of Japanese-to-English localization, this analysis aims to help the game ...


Advantages Of Finalizing Undergraduate Creative Projects With A Research Poster, Christopher Maraffi Oct 2018

Advantages Of Finalizing Undergraduate Creative Projects With A Research Poster, Christopher Maraffi

Florida Statewide Symposium: Best Practices in Undergraduate Research

Before coming to FAU, I developed the undergraduate media arts curriculum at USCB, where I assigned research posters to art students as part of their final project presentations. In this talk, I will describe my approach to integrating practice-based research practices into multimedia courses, and how framing creative work as research can benefit student learning. This STEAM (Art+STEM) approach to multimedia pedagogy tries to balance intuitive exploration of creative expression with critical enquiry into the artistic process. Students begin to understand that artists have always been technical and learn to better articulate what motivated their creative work.


Emergent Narrative: Stories Of Play, Playing With Stories, Eric Murnane Jan 2018

Emergent Narrative: Stories Of Play, Playing With Stories, Eric Murnane

Electronic Theses and Dissertations

Emergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game Skyrim (a large, open world fantasy roleplaying game) and analyzed using a mixed-method framework which is informed by digital ethnography, fan studies, and game ...


Seeing Living Things: Observations Of Figures From The Outside In, Forrest Deblois Jan 2018

Seeing Living Things: Observations Of Figures From The Outside In, Forrest Deblois

Electronic Theses and Dissertations

This writing accompanies the outcomes of my studio practice over the last three years, focusing on two bodies of work of paintings and drawings. In it I describe and analyze multiple influences tied to the progression and change in my studio practice. I began the process of my work with images and subjects from my home state of Florida, frequently juxtaposing the wildlife and humans, now I see this pattern as a byproduct of a studio practice functioning as a introspective reflection of what I experience, the things that I understand and the things that I don't. I deconstruct ...


Life, Death, And Awakening: As Seen In Reflections Of Nature, Diane Parks Jan 2018

Life, Death, And Awakening: As Seen In Reflections Of Nature, Diane Parks

Electronic Theses and Dissertations

My objective, in undertaking this three year MFA degree has been to create and produce metaphorical paintings which communicate my deepest feelings about my personal experiences of life, death, and nature using various types of landscapes as subject matter. My goal has been to explore many processes of painting, using a range of color palettes to suggest and inspire emotional responses from viewers that are similar to my own. Ultimately my intention has been to share feelings of empathy between myself and a viewer through the art I've produced. This thesis body of work chronicles my three year journey.


House Vs. Home: Defining Place Through Identity, Ryan Gleason Jan 2018

House Vs. Home: Defining Place Through Identity, Ryan Gleason

Electronic Theses and Dissertations

A house is a place of safety. A home is a place of belonging. Though different a house always desires to become a home, but it can only be so through a connection to self. It is a home that is an extension of one's identity. Through the mirror, which is the home, and through an understanding of schema theory a person's being can be understood through one's ideas, place, self, family, rituals, memories, and feelings. Each of these factors act as a layer of brick building a strong foundation or a crackling fireplace adorned with family ...


Momentum, Moment, Epiphany: The Psychological Intersection Of Motion Picture, The Still Frame, And Three-Dimensional Form, Mark Gerstein Jan 2018

Momentum, Moment, Epiphany: The Psychological Intersection Of Motion Picture, The Still Frame, And Three-Dimensional Form, Mark Gerstein

Electronic Theses and Dissertations

My journey from Hollywood Film production to a Fine Arts practice has been shaped by theory from Philosophy of Mind, Cognitive Psychology, Film, and Art, leading me to a new visual vocabulary at the intersection of motion picture, the still image, and three-dimensional form. I create large mixed media collages by projecting video onto photographs and sculptural forms, breaking the boundaries of the conventional film frame and exceeding the dynamic range of typical visual experience. My work explores emotional connections and fissures within family, and hidden meanings of haunting memories and familiar places. I am searching for an elusive type ...


Narrative Transportation And Virtual Reality: Exploring The Immersive Qualities Of Social Justice In The Digital World, Sara Raffel Jan 2018

Narrative Transportation And Virtual Reality: Exploring The Immersive Qualities Of Social Justice In The Digital World, Sara Raffel

Electronic Theses and Dissertations

This dissertation explores the potential applications for virtual reality (VR) stories in support of social justice causes, examining whether digital games historically been successfully leveraged for social justice purposes, and determining which components of VR technology can most encourage narrative transportation of participants in VR stories. The first chapter examines theories of simulation, virtual reality, narrative, and interactivity, as well as concepts of immersion from various disciplines and settles on narrative transportation, a theory from cognitive psychology, as the most useful in measuring the effect of VR stories on participants. The second chapter examines ethnographic practices, activist games, and modes ...


American Viragos: Depicting Heroines In Public Art, Cara Henry Jan 2017

American Viragos: Depicting Heroines In Public Art, Cara Henry

Honors Undergraduate Theses

To confront the inadequate representation of women as heroic figures in American public art, this project investigates the precedent of representing heroines in art. Through researching artwork featuring heroines, and heroic figures in general, this project aims to understand the historical context that new works featuring heroines will fit into. A template for constructing art featuring heroines was developed, showing what features or qualities are generally emphasized for the artwork to read as heroic. As art history has supplied principally man heroic figures, it was interesting trying to discern whether a template for art about heroines is different or essentially ...


School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn Jan 2017

School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn

Electronic Theses and Dissertations

School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs ...


Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie Sep 2015

Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie

Faculty Scholarship and Creative Works

This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool ...


Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel Jun 2015

Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel

Faculty Scholarship and Creative Works

Badge use has rapidly expanded in recent years and has benefited a variety of applications. However, a large portion of the research has applied a binary useful or not useful approach to badging. Few studies examine the characteristics of the user and the impact of those characteristics on the effectiveness of the badging system. This study takes preliminary steps toward that cause, examining the effectiveness of a badging system across two web-based university courses in relation to the individual differences of the learners. Individual differences are examined through the lens of Long-Dziuban reactive behavior types and traits. Results revealed differences ...