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Articles 1 - 13 of 13

Full-Text Articles in Art and Design

The Design, Implementation, And Incorporation Of "Hack And Slash"  Animation Into The Unreal Development Kit, Christopher Thomas Dec 2015

The Design, Implementation, And Incorporation Of "Hack And Slash"  Animation Into The Unreal Development Kit, Christopher Thomas

All Theses

In this thesis, we investigate the incorporation of 'hack and slash' game play animations into a first person shooter game engine, the UDK 4. We create the animations using the Maya modeling tool and we describe our approach to incorporating these animations into UDK 4 and create an appropriate control scheme to play these animations in a 'hack and slash' game environment.


Ocean Surface Shader, Kara Lauren Gundersen Dec 2015

Ocean Surface Shader, Kara Lauren Gundersen

All Theses

The Renderman Layered Ocean Shader (RLOS) is a RenderMan displacement shader that makes it easier and more efficient to generate realistic oceans. The shader implements a Fast Fourier Transform (FFT) wave algorithm to generate tileable ocean surface displacements. These displacement layers can be added to other displacement layers to increase surface detail. The RLOS can optionally generate multiple layers with editable parameters so that it is possible to create extended ocean surfaces that can be viewed up close. The result is demonstrated with an animated time-lapse.


Finite Perceptions, Hilary Erin Siber May 2015

Finite Perceptions, Hilary Erin Siber

All Theses

I perceive that our world is ever-changing. I believe that as humans, we are not static creatures, but complex beings living in a complex, beautiful and broken world. External factors influence and engage our self-construction. Cerebral and emotional components operate in conjunction with the physical aspects of our humanity. Unmet expectations surface. Unforeseen conflicts arise. Life is not as we think we see it. One small shift in a vantage point can easily undo the very ground underneath our feet, fragmenting our own history of understanding. And while these fragments pierce us deeply, they are the pieces used to reconstitute ...


Artist-Oriented Surfacing Workflow, Virginia Bailey Nearing May 2015

Artist-Oriented Surfacing Workflow, Virginia Bailey Nearing

All Theses

Surfacing is the art of creating materials for digital objects, and it is an incredible technical and artistic challenge. Creating materials and textures for 3D meshes involves managing potentially hundreds of image files, moving data between multiple software packages, and building shaders that will work consistently through a digital production hierarchy. All while attempting to create a piece of art that will tell a story of what an object is, how it was made, and where it has been. Balancing these technical and artistic components is an extraordinary challenge, and it is easy for an artist to get overwhelmed or ...


Invisible Labor And The Preservation Of Dignity, Laken Bridges Dec 2014

Invisible Labor And The Preservation Of Dignity, Laken Bridges

All Theses

My art seeks to question the social value of labor. Throughout history, labor hierarchies influenced by social class and economic stigmas have informed how laborers are viewed in the United States. Physical jobs such as menial and domestic work are a common form of invisible labor that experience debasement and stereotyping. In my art, I use labor-based and ordinary objects as a metaphor for the worker, linking the value or disposability of the object to the societal value of labor. This critique of labor is enhanced by the manipulation of text, by the formal tools of scale and perspective, and ...


Without Words, Adrienne Lichliter May 2014

Without Words, Adrienne Lichliter

All Theses

My work seeks to question culture's occupation with the direct and conclusive, stirring the viewer away from immediate understanding in order to better grasp the pervasive vitality of the obscure. The thesis outlines the presence of the unclear in our lives and our lack of consideration of its importance due to an occupation with productivity. This argument is made with a body of non-objective artwork that presents visual and spatial ambiguities. By occupying paradoxes and indeterminate focal points, the art resists recognition and conclusion both formally and intellectually. The paper also discusses the importance of printmaking and restraint, requiring ...


Classification Of Biological Phenomena To Aid In Search And Retrieval For Biomimicry, Kevin Murray May 2013

Classification Of Biological Phenomena To Aid In Search And Retrieval For Biomimicry, Kevin Murray

All Theses

Biomimetic design offers an avenue for designers to expand the solution realm by offering surface dissimilar analogies. However, a significant challenge within biomimetic design has been offering a suitable method for discovery and retrieval of inspiring biological phenomena to aid in conceptual design. This research proposes an approach for classifying both biological systems and engineering products into the type of problem being addressed. This allows designers to search for inspirational phenomena based on the type of problem that they are trying to solve. Initially this classification is performed with product-phenomenon pairings that have already been attributed to biomimetic design from ...


Design And Implementation Of A Genre Hybrid Video Game That Integrates The Curriculum Of An Introductory Programming Course, Cory Buckley Dec 2012

Design And Implementation Of A Genre Hybrid Video Game That Integrates The Curriculum Of An Introductory Programming Course, Cory Buckley

All Theses

Video games have a history of being exploited for education. However, all too fre- quently, the resulting educational video game is either transparent in its hijacking of video game media, or the educational content is not intelligently placed within the context of the game. In this paper we analyze existing educational video games and observe popular commercial video game mechanics to form a more player oriented development mindset. Our approach involves mingling game mechanics that are not commonly used together to create a genre hybrid educational video game with a seamlessly integrated introductory programming curriculum. We use a machine architecture ...


Game Asset Development Pipeline With A Focus On Facial Rigging And Animation, Boqian Liu May 2012

Game Asset Development Pipeline With A Focus On Facial Rigging And Animation, Boqian Liu

All Theses

Though slowly improving, the majority of modern real-time productions--chiefly consisting of video games--tend to be lacking detail and flexibility in facial animation. A new facial rig is devised by investigating both the game asset development pipeline as well as current facial setup and animation schemes. The resultant rig hybridizes several of these solutions and not only attempts to address the issue of detail in facial animation but also usability and efficiency in its controller setup.


Breathing Life Into The Cemetery: Creating A New Typology For American Cemeteries, Elise Herron May 2012

Breathing Life Into The Cemetery: Creating A New Typology For American Cemeteries, Elise Herron

All Theses

This study is an investigation into the history of the American cemetery landscape, primarily focusing on the rural garden cemetery and the memorial park typologies. The purpose is to gain a better understanding of the components and design intent of each. From this study a new typology of cemetery emerges, focused on multi-functionality, memorialization, as well as both civic and environmental interactions.


A Design Framework For Sustainable Infrastructure, Jacqualyn Blizzard Aug 2011

A Design Framework For Sustainable Infrastructure, Jacqualyn Blizzard

All Theses

Aristotle theorized, 'The whole is more than the sum of its parts.' Design engineers often overlook this simple philosophy. We employ a reductionist approach when designing the built environment: engineering solutions for the individual parts rather than the system as a whole, creating and exacerbating problems in the process. A whole system, interdisciplinary approach that considers the interrelatedness of global issues is increasingly recognized as essential to finding truly sustainable engineering solutions (NSB, 2007). However, both the precise nature of this whole systems approach, and the best ways to incorporate it in engineering education remain undefined. To address this gap ...


Design Tool Development For Cellular Structure Synthesis To Achieve Desired Properties, Luke Berglind Dec 2010

Design Tool Development For Cellular Structure Synthesis To Achieve Desired Properties, Luke Berglind

All Theses

The effective properties of cellular materials are dependent both on the fixed material properties of the constituent material and the geometry of the cellular structure. As a result, the effective properties can be altered through geometric modifications without changes to the constituent material. Cellular materials present new opportunities in mechanical design due to the ability to produce new materials with customized properties which can improve the performance of existing designs. However, the task of designing the geometry to achieve desired properties presents additional challenges to the design process.
To increase the viability of customizable cellular materials in new product design ...


Visual Concepts, Through Painting, Of Space/Earth Forms In Transition, Jeanet Steckler Dreskin May 1973

Visual Concepts, Through Painting, Of Space/Earth Forms In Transition, Jeanet Steckler Dreskin

All Theses


Twenty-four works of art were exhibited at The Rudolph E. Lee Gallery, College of Architecture, Clemson University, from April 12, 1973, through May 11,1973, in partial fulfillment of the requirements for the degree of Master of Fine Arts. This exhibition represented work produced during thesis study. The paintings presented reflect an interlocking of conceptual ideas and perceptual insight into a personal Visual Arts form. The imagery created expresses visual statements of space /earth forms in transition. In order to communicate such visual concepts, polymer and water color were selected as media. These water soluble paints have the versatility and ...