Browsing by Author "Todd Berreth"
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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.
- Other as Spectacle: Women, Queerness, and the Male Gaze(05-2020) Fisher, Sara; Todd Berreth; Pat Fitzgerald; Tania AllenThis project, Other as Spectacle, aims to create an interactive installation that explores what it is like to be othered by the male gaze, and through the experience establish a new understanding in the viewer the harm the male gaze has on women and queer individuals. The theme of the work surrounds the concept of a masquerade—the user steps in front of an interactive projection and finds themselves in the role of the ‘outsider.’ The viewer will face their own reflection in a mirror, and witness as their image is distorted—their reflection on the screen slowly morphing into the figure of a monster as the characters on the screen gawk at them.
- The Black Tuesday Experience(05-2021) Maynard, Edwina; Pat Fitzgerald; Chandra Cox; Todd BerrethMy project aims to unearth a significant but often untold history of the precursors to independence in the Bahamas—Black Tuesday. Because of a lack of written documentation about many of the events, it will also integrate the preliminary collection of oral histories to help tell this story from a number of different perspectives, to preserve for generations to come. The decision to use virtual reality in The Black Tuesday Experience is reliant on the fact that it is an empathetic engine, meaning it places users into the experience, it allows for full immersion thus altering the user’s thoughts about an event. The Black Tuesday Experience uses virtual reality to overlay historical pieces of media on top of contemporary backgrounds and voices; listening to historical stories told with modern technology changes history into an entertaining art form. The premise of this project is to allow people who are interested in history to hear the oral histories of Bahamian people and to gain a better understanding as to why the event ‘Black Tuesday’ was so important in Bahamian history.
- 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.