Projects

Student projects shown below are organized alphabetically by title.

Selected Projects from the DMI Archive

Interactive Media and the Poetic: An Exploration into the Elements of Interactive Media

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This thesis investigates interactive media's capacity to communicate the poetic. "Poetic" meaning the ability of language to communicate abstract and conceptual messages, as opposed to informational language that focuses on objects and their relationships to physical space.  read more »

Intimacy in Digital Communication

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Leaving my home, my country, a comfortable womb, I start a new communication journey. I’m the person who loves to express myself well. I love to build up relationships with people by talking to them. Having intimate relationships with good friends makes me feel comfortable and happy. As a foreign student in United States, communicating in second language and keeping in touch with friends in Taiwan brought challenges to me in building up and maintaining relationships.  read more »

Jellyfish

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Jellyfish visualizes an encyclopedia of the arts. The project should be seen as an experiment, which deals with a dynamic interface. The purpose was to remove a static, conventional design and to achieve a playful interface. The application was developed in Processing and uses an XML database to update content.  read more »

LightOn

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LightOn is a project to explore new form of interpersonal communication over distance through lamps and light. The concept prototype is a pair of network-connected lamps and triggers located in different places. When one person turns the light on, the lamp in another side will also light on. Light is employed to create the illusion that people, separated by distance, are connected. It provides a subtle and peripheral way of communication for people in different places.  read more »

Making a Human Mark: Bridging the Gap Between Traditional and New Media

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My interest in the field of new media, and the subject of my thesis
investigation, is to attempt to synthesize tactile, material objects and electronic technology into discrete new media objects using sound, light, video, and the human form as mediating tools.  read more »

Making Meaning: 100 Clips & Stills from TV and Film

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Making Meaning: 100 Clips & Stills from TV and Film is a collection of time-based media examples that illustrate cinematic techniques that help convey meaning. Created as a teaching tool for time-based design courses, Making Meaning permits students to select clips based on visual interest, search for specific terms, watch an annotated timeline of the clip, and find cross-references to similar clips.  read more »

Mapping Narrative: La Jetée + Twelve Monkeys

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The goal of this project was to develop an interactive learning tool to compare the story and storytelling of two science fiction classics: the 1962 French movie La Jetée by Chris Marker, and the 1995 American movie Twelve Monkeys by Terry Gilliam, inspired by La Jetée.  read more »

Mapping Science: Overlapping Science and Design

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Mapping Science documents the different steps in the elaboration of prototypes of interactive visualization tools for scientific data manipulation. The thesis focuses in the interaction between scientists and their data, and in the application of design principles to achieve better results when scientists organize, structure, input, store, and visualize scientific data.  read more »

MEMENTO

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In response to an assignment asking students to create an interactive interface to the movie Memento, I chose to experiment with the effect of discarding a linear timeline in favor of creating stories based on user interest and goals.  read more »

MEMENTO-VISION™: Re-imagining a Conversation

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The penultimate scene in the film “Memento” (Christopher Nolan, 1999), featuring Leonard Shelby (Guy Pierce) and Teddy (Joe Pantoliano) is presented in a Black Box Theatre, on two screens. These screens, facing each other, will represent Leonard and Teddy, respectively, with each character’s audio dialogue split and playing from behind each screen.  read more »

Memex & Facebook: Similar tools. Similar goals. Divergent paths.

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In comparing the features of Vannevar Bush’s mythical Memex and Mark Zuckerberg’s social network powerhouse Facebook, this paper highlights the similarities in each system’s lofty goals while pointing out differences in the paths taken to achieve them. Whereas both systems allow users to collect, consult, and share data, Bush’s focus is on introspection while Zuckerberg’s is on over sharing.  read more »

Mobile Learning Inside a Museum

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This thesis explores how handheld mobile devices expand and augment the informal learning opportunities present inside museum spaces. By using constructivist-learning pedagogy as the guiding principle for fostering high level thinking dispositions, my work brings together characteristics of museum environments, wireless technology and learning theory to create user centered learning tools, which are participatory, experiential and interactive.  read more »

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