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Browsing by Author "Kirby Culbertson"

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    FORGOTTEN CHINESE MYTHOLOGIES
    (2020) Liao, Sha; Patrick Fitzgerald; Kathleen Rieder; Kirby Culbertson; Tania Allen
    Mythology 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.
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    Safe Break The Virtual “Third Place”
    (05-2021) Poarch, James F.; Justin Johnson; Kirby Culbertson; Patrick Fitzgerald
    “Safe Break” is an interactive experience for people with sensory sensitivity to escape to a virtual “third place” when the outside world is overwhelming. Inspired by VR experiences that emulate the autistic experience and taking cues from VR Chat and Mozilla Hub, “Safe Break,” when adaptable by its users, can provide sanctuary and a sense of belonging to those who find it difficult to acclimate to visual and auditory overstimulation. A virtual third place like “Safe Break” can be beneficial to young adults in fostering real world social engagement and can be useful when in accordance with occupational therapy and Ayres Sensory Integration (ASI) intervention to help develop better coping strategies. This fully mobile demo can transport players to a virtual coffee shop—a typical example of a “third place,” social spaces between the home and the workplace—where the skybox outside the shop and the environment inside can be tailored to the user’s desired comfort level. In addition, relaxing environment sounds can be customized to a player’s desired volume. The user interface is designed to accommodate individuals with varying degrees of ASD functionality. Immersion, Presence, and Narrative Theory were considered in developing a convincing environment separate from reality.
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    Safe Break : The Virtual “Third Place”
    (05-2021) Poarch, James Freeman; Justin Johnson; Kirby Culbertson; Patrick Fitzgerald
    “Safe Break” is an interactive experience for people with sensory sensitivity to escape to a virtual “third place” when the outside world is overwhelming. Inspired by VR experiences that emulate the autistic experience and taking cues from VR Chat and Mozilla Hub, “Safe Break,” when adaptable by its users, can provide sanctuary and a sense of belonging to those who find it difficult to acclimate to visual and auditory overstimulation. A virtual third place like “Safe Break” can be beneficial to young adults in fostering real world social engagement and can be useful when in accordance with occupational therapy and Ayres Sensory Integration (ASI) intervention to help develop better coping strategies. This fully mobile demo can transport players to a virtual coffee shop—a typical example of a “third place,” social spaces between the home and the workplace—where the skybox outside the shop and the environment inside can be tailored to the user’s desired comfort level. In addition, relaxing environment sounds can be customized to a player’s desired volume. The user interface is designed to accommodate individuals with varying degrees of ASD functionality. Immersion, Presence, and Narrative Theory were considered in developing a convincing environment separate from reality.

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