Grey Literature
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Browsing Grey Literature by Discipline "Art and Design"
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- Combating Conspiracy(05-2022) Granholm, lydia; Justin Johnson; Kate Greder; Marc RussoWhile nothing new, conspiracy theories are shaping our world in dangerous and increasingly apparent ways. From Covid denialists to violent antisemites, conspiracy theorists are killing people by spreading and acting upon misinformation. The goal of this project is to develop in players an understanding of what makes a credible source of information and how to think critically about what they see online and in the news. Combating Conspiracy is a serious game that will achieve this by teaching a mindset that prevents people from falling into conspiracy theories, by gamifying the curriculums of English and Theory of Knowledge classes. The supporting research for this project is based in how games can be used in education, how games reach a diverse audience, and the evaluation of sources of information. The resulting game is one that can be played in a traditional high school classroom setting to engage students in the material and facilitate further classroom discussion.
- ENIGMA(5-2022) Daniels, izzy; Dr. J. Mark Scearce; Dr. Mark Hursty; Tori Ralston; Marc RussoLosing sight of one's own identity has become increasingly prevalent in today's society between the emergence of the digital age, the isolation of living through a pandemic, and the loss of ‘self’ one often feels while going through a profound life change. The pursuit of self-knowledge and authenticity have long been linked through the philosophical works of countless great minds. Influenced by the works of Sartre, Kierkegaard, Heidegger, and Descartes, ENIGMA is an interactive stop motion experience that not only begs the audience to recognize their own authentic selves, but also builds a community of users who are going through the same process of self-authentication. In order to achieve this, ENIGMA explores empathy through decision making as the user is led through a gritty world of both craft and glitchy CG imagery. ENIGMA is simultaneously about the process of finding one's own authenticity and building an honest and vulnerable community through that process, in equal importance. Through the story told within ENIGMA and the decisions the users make in regard to their treatment of the world, empathy is encouraged as a tool for understanding both oneself and the world at large.
- Louder Than Words(05-2022) Lambert, Chris; Patrick FitzGerald; Dr. Lesley-Ann Noel; Dr. Derek Ham,It seems that virtual reality (VR) is starting to make its way into the mainstream of pop culture now more than ever. Continuously working in efforts to create real life simulations as well as never before imagined possibilities; VR has created new and exciting ways to interact with our fellow humans as well as our Non-Player Characters or NPCs. “Actions speak louder than words'' ... a wise saying... perceptions are established within fractions of seconds when meeting, regardless of verbal communication. Social Psychology plays a large role when discussing body language and greeting gestures. Social psychology uses scientific methods, “to understand and explain how the thoughts, feelings, and behavior of individuals are influenced by the actual, imagined, or implied presence of human beings.” It is about understanding how social environments have an impact on a person’s individual behavior. Thus, greeting someone properly goes an immensely long way when trying to create relationships in unknown and new environments. These hand gestures may be subtle but they are key factors to the concept of social immersion creating a sense of believability and acceptance within virtual space. This thesis focuses on hand gestures and their impact within virtual space to increase immersion and establish social connections while performing human to NPC interactions. Looking at the comparisons between real life actions and actions that can be performed within virtual space, many greeting gestures have been overlooked or uninvestigated. This is where Louder Than Words steps in, to build a bridge between real life actions and virtual interactions, exploring uninvestigated greeting gestures within virtual reality towards making a culturally authentic experience when greeting an NPC.
- 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?
- Snow Seeker(05-2022) Rhagavan, Vaikunth; Marc Russo; Justin Johnson; Patrick FitzgeraldClimate change is transforming our planet, drowning ecosystems with the polar meltdown and pushing many species into their extinction. This project explores the predictions of climate science through the conceptualization and design of a role-playing game experience, Snow Seeker, which visualizes a future Earth adversely affected by climate change, depicting the likely transformations to the Antarctic and other ecosystems from multiple perspectives and see how such transformations affect every species on the planet. Using the latest theories framed by the scientific community to explain climate change and combining them with game engines and procedural 3D tools, the game environments created for Snow Seeker are designed to represent how the world will look in the future if the South Pole completely melts and global temperature goes above 4°C. Through storytelling and gamification, the players will embark on a journey for survival, looking for basic supplies as they travel across the globe over harsh and volatile ecosystems, witnessing how the lands change and realizing what could happen if we fail to control global temperature rise and climate change. Players can choose to play as different species and experience the landscapes as such and gauge how each is affected differently. Through speculation of such a future, the hope is to change people’s attuide and encourage them to work together and solve the climate crisis.