Now showing items 1-20 of 20

    • Ambivalent animal 

      Thomas, Geoffrey Piers (Georgia Institute of Technology, 2010-04-01)
      The Ambivalent Animal project explores the interactions of animals, culture and technology. The project employs both artistic practice and critical theory, each in ways that inspire the other. My creative practice centers ...
    • Designing tangible tabletop interactions to support the fitting process in modeling biological systems 

      Wu, Chih-Sung (Georgia Institute of Technology, 2012-11-13)
      This thesis aims to explore how to physically interact with computational models on an interactive tabletop display. The research began with the design and implementation of several prototype systems. The research of the ...
    • The digital absurd 

      Hodges, Steven (Georgia Institute of Technology, 2010-03-31)
      I believe that the concept of the absurd, as described in philosophy and reflected in works of drama and literature, provides an unusual and helpful perspective from which to view the emerging field of digital media. In ...
    • Digital naturalism: Designing a digital media framework to support ethological exploration 

      Quitmeyer, Andrew J. (Georgia Institute of Technology, 2015-08-19)
      This research aims to develop and evaluate a design framework for creating digital devices that support the exploration of animal behaviors in the wild. In order to carry out this work, it both studies ethology’s foundational ...
    • An embodied cognition approach to the analysis and design of generative and interactive animation 

      Chow, Ka Nin (Georgia Institute of Technology, 2010-05-18)
      Animation is popularly thought of as a sequence of still images or cartoons that produce an illusion of movement. However, a broader perspective of animation should encompass the diverse kinds of media artifacts imbued ...
    • Embodying comics: reinventing comics and animation for a digital performance 

      Samanci, Ozge (Georgia Institute of Technology, 2009-07-02)
      In the digital era, the comics medium has been transported from print to computer screen, and thus its evolution takes place in digital performances based on full-body interaction technologies. The major implication of ...
    • Haptic cinema: an art practice on the interactive digital media tabletop 

      Chenzira, Ayoka (Georgia Institute of Technology, 2011-01-31)
      Common thought about cinema calls to mind an audience seated in a darkened theatre watching projected moving images that unfold a narrative onto a single screen. Cinema is much more than this. There is a significant ...
    • Intentional systems and the artificial intelligence (AI) hermeneutic network: agency and intentionality in expressive computational systems 

      Zhu, Jichen (Georgia Institute of Technology, 2009-07-06)
      Human interaction with technical artifacts is often mediated by treating them as if they are alive. We exclaim "my car doesn't want to start," or "my computer loves to crash." Of increasing cultural importance are software ...
    • Interactive installations as performance 

      Nam, Hye Yeon (Georgia Institute of Technology, 2014-05-16)
      This thesis clarifies the interdisciplinary field of interactive installations in digital media and digital art. As an interdisciplinary field, interactive installations emphasize three dimension; bodily interaction beyond ...
    • Play beyond flow: a theory of avant-garde videogames 

      Schrank, Brian (Georgia Institute of Technology, 2010-11-11)
      Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital ...
    • Play with data - an exploration of play analytics and its effect on player expereinces 

      Medler, Ben (Georgia Institute of Technology, 2012-07-02)
      In a time of 'Big Data,' 'Personal Informatics' and 'Infographics' the definitions of data visualization and data analytics are splintering rapidly. When one compares how Fortune 500 companies are using analytics to optimize ...
    • Reframing interactive digital narrative: toward an inclusive open-ended iterative process for research and practice 

      Koenitz, Hartmut (Georgia Institute of Technology, 2010-07-08)
      In more than two decades of research and practical experiments in interactive digital narrative (IDN), much insight about the relationship of narrative and digital media has been gained and many successful experiments have ...
    • The screen as boundary object in the realm of imagination 

      Lee, Hyun Jean (Georgia Institute of Technology, 2009-01-09)
      As an object at the boundary between virtual and physical reality, the screen exists both as a displayer and as a thing displayed, thus functioning as a mediator. The screen's virtual imagery produces a sense of immersion ...
    • Storyscape, a new medium of media 

      Blumenthal, Henry (Hank) (Georgia Institute of Technology, 2016-03-31)
      A storyscape is the new medium of storytelling. It originates in the model of transmedia storytelling defined by Henry Jenkins (2006a) in Convergence Culture and applied to The Matrix franchise. The storyscape medium is ...
    • Techno-vernacular creativity, innovation and learning in underrepresented ethnic communities of practice 

      Gaskins, Nettrice (Georgia Institute of Technology, 2014-12)
      A model for ‘techno-vernacular’ creative production as an area of practice that investigates the characteristics of this production and its application in STEAM (Science, Technology, Engineering, Art, Mathematics) learning ...
    • The dilution of avant-garde subcultural boundaries in network society 

      Jimison, David M. (Georgia Institute of Technology, 2015-01-12)
      This dissertation identifies the diluting effects that network society has had on the avant-garde subcultures, by first building a framework through which to understand the social structure and spatial production of the ...
    • The work of user experience design: materiality and cultures in designing 

      Lodato, Thomas James (Georgia Institute of Technology, 2015-07-22)
      At a computational technology company called LTC, a large array of employees worked together to design the user experience (UX) of a variety of products. The empirical case study explores the relationship amongst the work ...
    • A third space: technological art as artistic production and technology research and development 

      Fantauzza, Jill (Georgia Institute of Technology, 2013-04-08)
      While the visual arts and technology development map oppositionally in our culture, there are similarities in work. Visual artists and technology developers imagine, conceptualize, design, and build artifacts and then ...
    • The tribulations of adventure games: integrating story into simulation through performance 

      Fernandez Vara, Clara (Georgia Institute of Technology, 2009-11-13)
      This dissertation aims at positioning adventure games in game studies, by describing their formal aspects and how they have integrated game design with stories. The adventure game genre includes text adventures (also known ...
    • Videogame cities in motion 

      Schweizer, Robert Thomas (Georgia Institute of Technology, 2014-05-14)
      Videogame cities are 'real-and-imagined' spaces whose ubiquity as a setting for games illustrates the persistent fascination with the opportunities for play in urban space. In order to describe these videogame cities, we ...