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Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or tablet to free space gesture systems such as the Microsoft

Technological advances in the past decade alone are calling for modifications to the usability of various devices. Physical human interaction is becoming a popular method to communicate with user interfaces. This ranges from touch-based devices such as an iPad or tablet to free space gesture systems such as the Microsoft Kinect. With the rise in popularity of these types of devices comes the increased amount of them in public areas. Public areas frequently use walk-up-and-use displays, which give many people the opportunity to interact with them. Walk-up-and-use displays are intended to be simple enough that any individual, regardless of experience using similar technology, will be able to successfully maneuver the system. While this should be easy enough for the people using it, it is a more complicated task for the designers who are in charge of creating an interface simple enough to use while also accomplishing the tasks it was built to complete. A serious issue that I'll be addressing in this thesis is how a system designer knows what gestures to program the interface to successfully respond to. Gesture elicitation is one widely used method to discover common, intuitive, gestures that can be used with public walk-up-and-use interactive displays. In this paper, I present a study to extract common intuitive gestures for various tasks, an analysis of the responses, and suggestions for future designs of interactive, public, walk-up-and use interactions.
ContributorsVan Horn, Sarah Elizabeth (Author) / Walker, Erin (Thesis director) / Danielescu, Andreea (Committee member) / Economics Program in CLAS (Contributor) / Department of Finance (Contributor) / Barrett, The Honors College (Contributor)
Created2015-05
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Description
Screen printed textiles formed into over-sized pillows and wall hangings encompass the viewer just as emotions and memories envelope a person's state of being. Pillows representing three generations are staged in small vignettes created by found and restored antiques to surround the viewer in a tangible representation of the intimacy

Screen printed textiles formed into over-sized pillows and wall hangings encompass the viewer just as emotions and memories envelope a person's state of being. Pillows representing three generations are staged in small vignettes created by found and restored antiques to surround the viewer in a tangible representation of the intimacy one feels with important figures in a lifetime.
ContributorsEhlenz, Ariel Magdalene (Author) / Verstegen, Clare (Thesis director) / Brandt, Beverly (Committee member) / Hanson, Erika (Committee member) / Barrett, The Honors College (Contributor) / School of Art (Contributor)
Created2013-12
Description

SYSTEMA NERVOSUM is an interdisciplinary personal narrative on design, music, and identity. The project is composed of eleven parts, each addressing the themes of interconnection, the power of the human body, internal and external misunderstanding, and fear. The goal of SYSTEMA NERVOSUM was to create a body of work that

SYSTEMA NERVOSUM is an interdisciplinary personal narrative on design, music, and identity. The project is composed of eleven parts, each addressing the themes of interconnection, the power of the human body, internal and external misunderstanding, and fear. The goal of SYSTEMA NERVOSUM was to create a body of work that reflected the very essence of creative and interdisciplinary thinking.

ContributorsSmall, Elizabeth Quincy (Author) / Bates, Denise (Thesis director) / Ach, Jada (Committee member) / School of Art (Contributor) / College of Integrative Sciences and Arts (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description
How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist creates for personal enjoyment, whether based on an already existing

How do you convey what’s interesting and important to you as an artist in a digital world of constantly shifting attentions? For many young creatives, the answer is original characters, or OCs. An OC is a character that an artist creates for personal enjoyment, whether based on an already existing story or world, or completely from their own imagination.
As creations made for purely personal interests, OCs are an excellent elevator pitch to talk one creative to another, opening up opportunities for connection in a world where communication is at our fingertips but personal connection is increasingly harder to make. OCs encourage meaningful interaction by offering themselves as muses, avatars, and story pieces, and so much more, where artists can have their characters interact with other creatives through many different avenues such as art-making, table top games, or word of mouth.

In this thesis, I explore the worlds and aesthetics of many creators and their original characters through qualitative research and collaborative art-making. I begin with a short survey of my creative peers, asking general questions about their characters and thoughts on OCs, then move to sketching characters from various creators. I focus my research to a group of seven core creators and their characters, whom I interview and work closely with in order to create a series of seven final paintings of their original characters.
ContributorsCote, Jacqueline (Author) / Button, Melissa M (Thesis director) / Dove-Viebahn, Aviva (Committee member) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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DescriptionThrough artist book, printed photographs, paintings, writing, and web design, August Tang deconstructed their identity as a nonbinary person. Both educational and expressive, the creative project was a manifestation of a coming out journey, affirmation of gender identity, and experiences relating to gender with friends, family, and strangers.
ContributorsTang, August B (Author) / Button, Melissa (Thesis director) / Sanft, Alfred (Committee member) / School of Art (Contributor) / Dean, W.P. Carey School of Business (Contributor) / The Design School (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
Every color that you see in film is purposely chosen by the filmmakers. The majority of film viewers do not consciously realize the role that color plays in their movie experience. Subconsciously, viewers are deeply affected by the color choices in the film as it changes moods, tones, characters, and

Every color that you see in film is purposely chosen by the filmmakers. The majority of film viewers do not consciously realize the role that color plays in their movie experience. Subconsciously, viewers are deeply affected by the color choices in the film as it changes moods, tones, characters, and more. By examining color in film, filmmakers are able to create better stories, therefore having a greater effect on the audience. By becoming aware of the role of color in film, audience members become better, more involved viewers.
The following project is cut into three major parts: Color Theory in Film, An Analysis of Symbolic Color, and the Technical Applications of Color in Film. Part One gives the necessary background on color theory, light theory, color mixing, color associations, and color palettes needed to understand the rest of the project. Part Two examines color symbolism and color psychology in three films, detailing their importance to the storylines in-depth. Part Three looks at the ways filmmakers employ color during post-production, principal photography, and post-production. By looking at production design, the history of color grading, and the power of lighting and cinematography, one is able to discern the different effects color creates and how that effect is created.
ContributorsMcholland, Megan (Author) / Nascimento, Eliciana (Thesis director) / Klucsarits, Philip (Committee member) / Dean, Herberger Institute for Design and the Arts (Contributor) / School of Art (Contributor) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum,

My creative project involved the creation of a short, abstract animation set to EDM music. It's meant to mimic the graphics displayed in the background of EDM concerts and was inspired by Beeple and the graphics he designed for EDM artist, Zedd. Under the guidance of my director, Meredith Drum, and with help from my second committee member, Muriel Magenta, I was able to use Audacity to edit the music, Autodesk Maya 2016 to model and animate the animation, the HIDA render farm to render the frames using Maya Software and mentalray, Adobe After Effects CC to assemble and edit the animation, and Adobe Media Encoder to export the end product. The final animation included 20,855 individual frames, totaling to 14 minutes and 28 seconds in length. The project takes the viewer through seven worlds to express the idea of feeling isolated in your home, exploring the world, and then returning home with a new perspective. Each world evokes a different emotion through the interaction of its visual and audio design to allow the viewer to experience the intended storyline without explicit characters or plot detail. Due to the importance of maintaining plot flow, I utilized beautiful, yet difficult, design elements including glass textures, ocean shaders, and paint effects to create drastically different world designs specific to each song. These songs were chosen from a variety of EDM artists and edited to flow together seamlessly through each world and evoke a different emotion. Throughout the thesis process, I gained more skills in animation and editing and greatly improved my ability to use each application. While there is plenty of room to grow, I have improved exponentially as an artist from when I began this project to the moment I completed it.
ContributorsMallik, Ajanta Angie (Author) / Drum, Meredith (Thesis director) / Magenta, Muriel (Committee member) / The Design School (Contributor) / Department of Psychology (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / WPC Graduate Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
Fueled by fear in the post-9/11 United States, American intelligence agencies conduct dragnet data collection on global communication. Despite the intention of surveillance as preventative counter-terrorism action, the default search and seizure of global communication poses a threat to our constitutional rights and individual autonomy. This is the case especially

Fueled by fear in the post-9/11 United States, American intelligence agencies conduct dragnet data collection on global communication. Despite the intention of surveillance as preventative counter-terrorism action, the default search and seizure of global communication poses a threat to our constitutional rights and individual autonomy. This is the case especially for people who may be thought of as in opposition to our current political climate, such as immigrants, people of color, women, people practicing non-western religions, people living outside of the United States, activists, persons engaging in political dissent, and people with intersecting identities. Throughout the Fall and Spring semesters, I have done research, conducted visual experiments and designed exploratory projects in order to more thoroughly identify the issue and explore the ways in which visual communication design can aid in the conversation surrounding global surveillance. It was the intention of my fourth year social issue projects to explore the role of visual communication design in the dialogue surrounding surveillance, principally focusing on the responsibility visual communication design has in spreading ideas about how to globally subvert surveillance until governments disclose information about their unconstitutional actions or until whistleblowers do it for them. My final project, the fourth year social issue exhibit, focuses on how improving our personal password habits can help us gain agency in digital spaces. Using the randomness of rolling a dice to generate entropy can help us generate stronger passwords in order to secure sensitive information online. Using design as a method of communication, my fourth year social issue exhibit shared information about how encrypted passwords can act as the first line of defense in protecting ourselves from invasive data collection and malicious internet activity.
ContributorsBailey, Lauren Nicole (Author) / Sanft, Alfred (Thesis director) / Heywood, William (Committee member) / The Design School (Contributor) / School of Social Transformation (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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Description
Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a

Last Hymn was created by the team of Tyler Pinho, Jefferson Le, and Curtis Spence with the desire to create an eccentric Role Playing Game focused on the exploration of a strange, dying world. Battles in the game are based off of rhythm games like Dance Dance Revolution using a procedural generation algorithm that makes every encounter unique. This is then complemented with the path system where each enemy has unique rhythm patterns to give them different types of combat opportunities. In Last Hymn, the player arrives on a train at the World's End Train Station where they are greeted by a mysterious figure and guided to the Forest where they witness the end of the world and find themselves back at the train station before they left for the Forest. With only a limited amount of time per cycle of the world, the player must constantly weigh the opportunity cost of each decision, and only with careful thought, conviction, and tenacity will the player find a conclusion from the never ending cycle of rebirth. Blending both Shinto architecture and modern elements, Last Hymn used a "fantasy-chic" aesthetic in order to provide memorable locations and dissonant imagery. As the player explores they will struggle against puzzles and dynamic, rhythm based combat while trying to unravel the mystery of the world's looping time. Last Hymn was designed to develop innovative and dynamic new solutions for combat, exploration, and mapping. From this project all three team members were able to grow their software development and game design skills, achieving goals like improved level design, improved asset pipelines while simultaneously aiming to craft an experience that will be unforgettable for players everywhere.
ContributorsPinho, Tyler (Co-author) / Le, Jefferson (Co-author) / Spence, Curtis (Co-author) / Nelson, Brian (Thesis director) / Walker, Erin (Committee member) / Kobayashi, Yoshihiro (Committee member) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
I devote my thesis to the practice of adaptive architecture and parametric design. The interactive and adaptive design would be my interest and my research thesis will be the process of exploring the architectural potentials of computer-programmed architectural design which interact with human beings. Start with the adaptive architectural theory

I devote my thesis to the practice of adaptive architecture and parametric design. The interactive and adaptive design would be my interest and my research thesis will be the process of exploring the architectural potentials of computer-programmed architectural design which interact with human beings. Start with the adaptive architectural theory of Neil Leach and Sou Fujimoto's architectural theory of architecture type, I explore and test the possibilities with current tools. I did reseach on the current study and practice of adaptive and interactive architecture in 20 century. After a series of study and experiment, I decided to make the "mirror" as a portal of inside and outside a building indicating a vague spacial relationship instead of just a normal mechanic mirror. The "mirror" will able to translate the information captured from motion to another "language" presented by movable materials to surrounding people, which provides people space to reflect and interact with each other. And the device would be the prototype of my thesis. The exploration of technology in the field of architecture really attracts me. I enjoy the design process and the final product. I will pay attention to new technologies in the future and try to combine technology, art and architecture together to create new experience.
ContributorsJu, Dewen (Author) / Diego, Garcia-Setien (Thesis director) / Hejduk, Renata (Committee member) / The Design School (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05