Browsing by Author "Kathleen Rieder"
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- Centennial feminist Tarot(2020) Caddick, Lauren; Tania Allen; Todd Berreth; Kathleen RiederHow might a reimagined tarot experience connect feminist movements of the past and present in a way that supports and inspires future generations? The Centennial Feminist Tarot illuminates the parallel histories of the United States women’s suffrage movement and modern feminism in order to help Millennial women understand their place in the context of American history. The creation of this reimagined deck includes a new “Major Arcana”, a spread unique to the deck, biographical information, and interpretations for each card. Stereoscopic digital collages serve as trigger images for an augmented reality application that will allow users to navigate the historical and symbolic meanings of the commemorative cards.
- FORGOTTEN CHINESE MYTHOLOGIES(2020) Liao, Sha; Patrick Fitzgerald; Kathleen Rieder; Kirby Culbertson; Tania AllenMythology has played an integral part in almost every civilization throughout the world. Prehistoric cave paintings, etchings in stone, tombs, and monuments all suggest that, long before human beings set down their myths in words, they had already developed a belief structure. According to psychiatrist Carl Jung, “Myth is a necessary aspect of the human psyche which needs to find meaning and order in the world.” My project is to redesign and visualize text-based Chinese mythological characters into animated 3D models, in order to expose lesser known Chinese mythologies to young people. The goal of my project is to preserve and convey the story of the ancient myths in the hope to ignite young people’s curiosity and interest in myth and bring awareness and sustainability in forgotten mythologies. My project includes three components: translation of ancient mythologies, the re-imagination and visualization of mythological characters and an audience engagement platform. The first component of ancient mythologies contains the original text record of the character and its text translation for contemporary audiences. The second component of visualization contains character design, 3D modeling and an animation. I chose the animated 3D model as my medium because I believe it allows more interaction between the work and the audience. It can show different angles of the model by the audience's will. In the future application, these 3D models can be used in film, games and VR.
- Perspectives(05-2022) Dehus, Adam; Patrick FitzGerald; Kathleen Rieder; Kirby Culbertson,Perspectives is a location based augmented reality experience. The viewer will be presented with different locations, views, and the individual interpretations of a specific place. With the change in our daily lives, this project will break away from the traditional viewing experience and put the viewer into the artist's shoes by seeing exactly where the piece was created. How can understanding someone else’s perspective create a new understanding or appreciation of the places around us?
- The Language of Memory(12-2021) Ortiz, Cassandra; Dr. Derek Ham; Tania Allen; Kathleen RiederCultural erasure is the gradual removal of various traditions and customs from society. One of the unfortunate casualties of this erasure is of language, in particular Indigenous languages. Of all the languages that exist throughout the world today, the vast majority are those of the Indigenous peoples. Many of them have withstood the test of time, and continue to live on through war and migration — representing one of the few remaining familial links that some of us have to our ancestry. Mixtec, an Indigenous language that originates from the southern region of what is now considered Mexico, is my family’s heritage language. As they migrated out of their small community in Oaxaca, Mexico, the dominant language (Spanish) gradually took over, resulting in less frequent use of Mixtec. Such factors have led to its inevitable erasure within my immediate family, as Mixtec only resurfaces when speaking to my grandfather in Mexico over the phone. The Language of Memory is a virtual, interactive storytelling piece that brings attention to the complexities of reconnecting with a lost heritage and culture. This experience takes the visitor through audio accounts from Indigenous members of the Mexican Diaspora who are on the brink of forgetting their Indigenous language, Mixtec. My intention for this project is to resonate and connect with others with similar experiences, and encourage them to reach out to their elders and each other to learn and share their family stories, songs, and rituals.
- TouchTap(18-08-2020) Van de Zande, Tyson; Tania Allen; Adam Rogers; Todd Berreth; Kathleen RiederTouchTap proposes an interaction model and fabrication mindset for an accessible and low-cost computer interface. The interaction model is transferable to a range of situations, and it may be built using DIY processes or professional fabrication techniques. This thesis focuses on applying the interaction model to a wearable–a bag strap– within the context of bicycling. The interaction model starts as a basic navigation, forward, backward, and selection. The model balances simplicity, intuition, and freedom of control. The contributions of TouchTap can be split into three sections: an interaction design model, a scenario, and a prototype. The first contribution is an interaction design model that can be applied to wearables. The interaction model allows a user to control basic navigation features on their phone or computer by Tapping, Holding & Swiping. The second contribution, the scenario, is an application of the interaction design model to biking. The third contribution of this thesis is a prototype that demonstrates a sustainable mindset for material implementation for the interaction model, within context of the scenario. This thesis implements frameworks from Activity Theory (AT), combined with Human Centered Design (HCD), and Human Computer Interaction (HCI). The process of this thesis starts with research and a re-framing of Activity Theory. HCD and HCI frameworks, tools, and methods tie into the AT tools to create a cohesive, ergonomic, and designed transferable interaction model. The goal of this thesis is to propose the beginning of a widely-accessible interaction model for designers, artists, and the community.